Brock Crocodile - 16 bit inspired crocodile action!

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Akiat

    Well, I think you may be one of the few people on here who have actually played one of the more obscure games that I've stumbled upon, in that case. :)
    So as to not get off-topic, I won't go on and test your obscure game knowledge or anything (I somehow am guessing that you're aware of more games than me, haha), but I thought I'd note that.


    Anyways, getting back on-topic, that mega-boss is looking pretty good! It's pretty clearly not complete, but you definitely seem to know what you're doing with its design. :)

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

  • Twinkle Twinkle in Snowy Twilight!

    Good afternoon everyone! Hope you're enjoying this fine Sunday afternoon in London, in today's update we'll be showing you the eighth level for Brock Crocodile, Snowy Twilight. Like a few levels in Brock, Snowy Twilight started life in the pre-Mega Drive aesthetics days when the platformer was originally aiming to be more of a homage to Master System games so the colour palette was a lot more restrictive compared to what it was.

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    I've always enjoyed ice levels in games, their twinkling music and often just ooze happiness and excitement, like a kid waiting to unwrap her Christmas present. I'm hoping to ensure Snowy Twilight isn't any different! However as it's one of the last few levels in the game it'll come with it's own unique challenge, but today is not for game design but the work put into the level's art direction!

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    If you were checking our Twitter feed last night you might have seen a WIP of the above screenshot last night. Safe to say the change in palette has helped massively bring the level more to life. There's still a lot more work to do however! The background for example clashes with some of the baddies and the abundance of white might not be such a good idea, but we'll continue working on this level to make show player's can enjoy it to it's full potential!

    That concludes this update, unfortunately this is the last regular update people can enjoy for the next couple of weeks as I am literally leaving to board a flight to Tokyo to enjoy the Tokyo Game Show but should be back with regular updates from the 26th September onwards! If you're an indie dev yourself and will be at TGS, drop me a line on our Twitter, until then, ta all and have a great couple of weeks!

    (Check back on Please login to see this link. for some snazzy pics of the development team of Brock adventuring through Japan!)

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  • Well now then! It's been ages since the last update but you know what, I've got a bunch of updates on the project, hopefully there's still a few of you out there interested in how it's coming along! I'll link to a bunch for now and address the more recent one later, hope you enjoy reading them!

    COME FOR A CUPPA, STAY FOR THE HONEY.

    In this update, we talk a little bit about the revamped second stage, Beehive Battleship and the shop system players will be able to use to purchase powers ups to take into levels.

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    PIERCING THROUGH THE HEAVENS, A NEW MEMBER JOINS THE TEAM!

    We introduced our newest member to the team, Arq! Read more about him on the blog post and check out his twitter too!

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    HOME SWEET HOME!

    Have a look at the hub town the players will be able to explore freely where they can pick up hints for future levels and buy recovery items!

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    There are more updates to come and I'm excited to be able to start sharing with everyone more regular updates on the project!

  • Really good art, man. Connected on twitter, cheers XD

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  • Thanks a lot for the kind words Julian! Glad you loved the art, we've tried our damn hardest to make it as lovely as possible.

    Right so as I mentioned before, another couple of updates to the project!

    IT'S TIME TO BEEHIVE, THE QUEEN HAS ARRIVED!

    First thing is some concept art for the revamped second boss, the bee Princess Cassandra Honeypot and her royal mecha unit, Beera! they'll be waiting at the end of the level to drill some order to our adventuring protagonist!

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    ______

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    Right, a couple of minor tweets away from our website. I quite like the look of Beera in game but I'm not ready to show all of it until it becomes more than just graphics and playable in game. There's not need to worry as that's coming soon enough. To bide you folks over, here's a sneak peak!


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    Finally, some bonus art of our hero Brock trying to get freebies out of the local cafe's owner, Xia-Yee, but you've got to pay your dues if you want some of her recovery items!

    There we go, hope you enjoyed reading, I've got a lot more planned in future, see you groovy kids then!

  • Right almost done with the beehive level and I am pretty proud of how this is turning out! Lots of turns and twists to keep the player entertained. Thanks to the honey current gimmick, it really is now starting to feel like a giant beehive!

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    Quote

    #screenshotsaturday Beat down a couple of bees, get blasted across some pipes and take a wild ride through the honey current in Beehive Battleship! #indiegame #gamedev #indiedev #BrockCrocodile

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    Looking forward to sharing EVEN more about this level in the coming week, not least of all the boss, I think she's turning out to look great! \o/

    Edited once, last by Akiat (February 10, 2018 at 6:04 PM).

  • I like those spinning elevators and slope mechanics a lot. How close to release is this? Can I play something already?

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  • I love this, reminds me of the mega drive days. It has a nice blend of sonic level design but with a slower platforming pace. Following on twitter too :) (shotgun anaconda)

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  • Welp been busy with work so it took me longer to get back here to reply to everyone, but back I am and with another update to boot!

    IT'S BEEN A BEE-SY MONTH!

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    In this week's update we're going back tp the past and recalling what Beehive Battleship used to look like vs what it is now and talking about some of the new surprises in store for the player.

    I like those spinning elevators and slope mechanics a lot. How close to release is this? Can I play something already?

    Hm good question, actually a bit of the original game (About 7 stages) was finished but I've scrapped a lot of that sans the first level design (But even that got a brand new tile set) a lot has to do with the fact it's taken me several years to get here and my skills have improved. But at current pace I'm really hoping to get this out by the end of the year, my own personal target.

    In terms of playability, the engine and first two stages are polished to a good degree that I'm happy releasing them but I want to wait until I've got more promotional material out there for a big splash of hype. I recently got a friend on board who's a pretty talented artist and that's helped me A LOT in production work :)

    I love this, reminds me of the mega drive days. It has a nice blend of sonic level design but with a slower platforming pace. Following on twitter too :) (shotgun anaconda)

    Awesome looking game! Really reminds me of the sonic labyrinth levels mixed with the Chemical plant ones.

    Thank you for your kind words! yes I'm loving it if you feel like this reminds you of the Mega Drive games, I've tried really hard to make the aesthetic fit that era! You'll find a lot of inspiration not just Sonic but games like Quackshot and Monster World!

    That stage looks great.

    Oh hey there, long time since I last spoke with you Peter, thanks again for the compliment!

  • I feel ya! The problem with getting better while hooked to long-term projects is the stuff you made a year ago always feels like total crap. I think you're at a point tho where the quality seems really good, I'm looking forward to testing!

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  • Got a new Screenshot Saturday to share, well more like a Video Saturday actually! We've got some lovely new mushrooms populating the stage and a brand new checkpoint marker too. An open flame lantern, giving the player the warm embrace of safety! Click on the Twitter link below to also listen to some 100% authentic Mega Drive/Genesis music.

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    Also we got some pixel art of the main hero Brock and the main antagonist Wize, since hey it's been a while since we saw these two together and we wanted to practice some pixel art for future images!

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    I feel ya! The problem with getting better while hooked to long-term projects is the stuff you made a year ago always feels like total crap. I think you're at a point tho where the quality seems really good, I'm looking forward to testing!

    Thanks man! When I look back to some of my original images I can't help laugh about how rough stuff use to look, like this was what the first level use to look like, haha!

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    Wow, this looks fantastic!

    How long has this been in development?

    Short story; since I was a kid!

    Long story; the concept was something I've been thinking up since I was young but I started active development of this game sometime in 2009 with asset creation, however since then the project has taken several changes along the way. From originally starting off as a Master System inspired title from games like Dragon's Trap, I moved to making this more of a Mega Drive-y title sometime in 2013 since the core inspiration were all Mega Drive titles (Like Quackshot, Sonic and Monster World 4) now here we are in our latest revision! If you want to read more about the history of the project, I wrote up an article way back in Please login to see this link., give it a read if you want to find out more about my journey! :)

  • IT'S TIME TO BOUNCE!

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    Let's bounce back from the dreaded Monday start with another update, comparing a couple of the older assets with the newer ones! I'm liking the springy nature of the new mushroom, I think our artist did a great job on it! There's going to be another update on Wednesday night too where we show some changes to the first boss, please look forward to it!

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    Whoop forgot to post this yesterday (Had a busy night watching Black Panther haha!) but here we go, added some new SFX animations to the boss, need to still rework on the background a bit but getting there. Also click on the video to listen to some 16 bit music!

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    Final art of the second boss Princess Cassandra Honeypot and her attack mecha unit, Beera! Should have some gameplay footage of her fairly soon so look forward to that!

  • Looking great! Did you draw those art pieces yourself? They are fantastic!

    Nah I brought an artist on board to the team so he can help with promotional artwork and asset creation, it's been a bit of a godsend and since we're local it's easier to direct than when you're a fair distance away from each other! Which ties into;

    Redesign redesign redesign! Old boss new design!

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    So this week we look at my design process since we got an additional team member on board. I come up with a couple of concepts, he then adjusts it and comes out with a final idea and then we put it down as a sprite and promotional art. You can read more about it on the website with some final pieces of concept!

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