I worked on Mini-SAS until early February, and after reevaluating some things, I decided to go back to a modified version of my previous plan, and I am once again working alone. I did not want to announce anything until I had something to show, and I do... already. Super Retro Crossover is a fan game that combines various elements of existing retro games to create new experiences. Basically, it lets you play as characters from one game in levels from other games. This might sound familiar. It's a similar concept for the game I kickstarted in 2012, Super Retro Squad, later renamed Super Action Squad (SAS). Why am I making this?Ever since I did the SAS kickstarter in 2012, my top priority has been to make that game. However, as explained in our announcement to put the game on hold, I failed due to inexperience. Since then, I've had a huge amount of experience in a variety of challenging circumstances. I've worked with a lot of different people, a lot of different tools, and even on a few different games. I wondered what would happen if I tried to make SAS now, by myself. To get an estimate, I decided to see how long it would take for me to put Mega Man into Castlevania starting from scratch. It took just over a month. Compare that to it taking me over a year and a half to make Super Mario Bros. Crossover. Sure SMBC has more levels and characters, but adding levels and characters isn't the part that takes a long time. What matters is how the different elements of your code and engine work together, and I've already designed almost everything to be reusable. So from my perspective, I'm able to work by myself and achieve much of the efficiency I was hoping to get with a team. Why now?My experience isn't the only thing that has made this easier for me. Unity got some pretty useful features since the time we were developing SAS. I was able to use the new features of Mecanim to drive most of the characters and enemies. It's so much easier than coding everything. I also used the serialized events that were introduced in version 4.6 quite a bit. The other big thing is WebGL export. It's still in preview, but it already works great. It allows you to have the console experience on the web, which is great for a 2D platformer. Being able to export to the web allows me to develop SRC as a fan game simultaneously with SAS. Why a fan game?SAS was supposed to be heavily influenced by existing retro games, and anything I create for SRC can be used in SAS with modifications. It's work I have to do anyway, so I figured I might as well just do parts of the actual games and make them playable for free on my website. It's also a great learning experience and helps me to design my engine better. Each level is a small achievable goal and gives me more stuff to work with in SAS. The game is currently considered to be in a preview state since it only has one character and one level. I'll take it out of the preview state when it has multiple levels and characters. Feel free to post feedback in the Super Retro Crossover forum. Also, note that Unity's WebGL export only officially supports Chrome and Firefox on desktop. You can play the game on the Super Retro Crossover page.