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Post by 320x240 on Feb 15, 2015 15:51:55 GMT -5
If only there were more indie games inspirited by Treasure games. The only worthy examples I know are Noitu Love 2 and Freedom Planet. With Gunstar Heroes being one of the most popular games for Sega Genesis, you would expect from indie developers to make games like this once in a while. I'm making a run and gun that is somewhat like Gunstar Heroes, though, I think, sufficiently different to create a unique gaming experience. For one, all levels are auto-scrolling. A demo will be out by early next month.
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Post by wyrdwad on Feb 15, 2015 16:30:38 GMT -5
The more Metroidvanias, the better, I say! Timespinners, Axiom Verge and Odallus were all on my radar already, but of the other titles noted, I'm really liking the look of Cataegis -- will need to check that one out for sure! I've found that my favorites so far are all the indie games inspired by Maze of Galious, which include La-Mulana, UnEpic and Hydra Castle Labyrinth (all of which are excellent, even if the last of those three is crazy short!). UnEpic is the game I'm playing right now, and while it's probably not quite qualified for this list (as it doesn't exactly look "retro," even though it is structured in a decidedly retro fashion and the developer specifically said he was drawing upon Maze of Galious for inspiration), it's a shockingly outstanding, extremely clever and well-balanced game that I think any fans of La-Mulana or Castlevania: Symphony of the Night would really enjoy (provided they can get past the unlikable protagonist, pop culture references and low-brow humor, all of which are used to surprisingly good effect and integrated well into the story, but could easily and very understandably be turn-offs for a lot of people). Freedom Planet and Shovel Knight are also favorites of mine for being incredibly polished (and insanely fun) experiences overall, which is part of why I'm intrigued by what I've seen of Odallus (which looks like it'll be another highly polished retro-inspired title in the end, reminding me a little of Actraiser in its presentation). I'm also somewhat intrigued by the recently-announced Red Goddess, which seems to be a Metroidvania that draws its inspiration from PS1-era 2.5D games like Pandemonium. That's a style of game you don't see much anymore, and I always enjoyed a well-made 2.5D platformer, so I'm definitely down to check it out! -Tom
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Post by vetus on Feb 15, 2015 18:27:02 GMT -5
I'm making a run and gun that is somewhat like Gunstar Heroes, though, I think, sufficiently different to create a unique gaming experience. For one, all levels are auto-scrolling. A demo will be out by early next month. An auto-scrolling run and gun? Why not? I'm looking forward the demo. How are the graphics? Retro-style? 2D sprites? Flash graphics? Could you show us a couple of screenshots? Damn! How did I missed that? I will definitely give it a try.
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Post by 320x240 on Feb 15, 2015 20:09:29 GMT -5
An auto-scrolling run and gun? Why not? I'm looking forward the demo. How are the graphics? Retro-style? 2D sprites? Flash graphics? Could you show us a couple of screenshots? Graphics are what I would call 16-bit pixel-art, though with more freedom in choice of colors. I haven't consciously emulated any style from the past. Sound and music is FM, created with the iYM2151 app. No screenshots for now as everything is in different stages of development, as it always is when you work alone. I will have one in a few days.
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Post by vetus on Feb 15, 2015 20:21:18 GMT -5
Graphics are what I would call 16-bit pixel-art, though with more freedom in choice of colors. I haven't consciously emulated any style from the past. Good choice.
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Post by Elvin Atombender on Feb 16, 2015 6:16:42 GMT -5
Does Castle in the Darkness qualify for this thread? Played it for a bit yesterday and it was a ton of fun. It's a Metroidvania game (yeah, I know) with tons of 8-bit homages; the most obvious one being Castlevania 2. I've started playing this game last weekend and while it's very enjoyable I wish the controls were less slippery...but other than that I have nothing to complain about.
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Post by wyrdwad on Feb 16, 2015 6:32:32 GMT -5
I dislike Castle in the Darkness, as it's one of those "actively trying to kill you" games. Basically, if your game's retry screen keeps a running tally of how many times you've died, you know you're in for one of those titles that assumes retro = unfair challenge with lots of memorization and trial-and-error... and I *despise* those kinds of games.
It's a shame, too, as the game's pretty cool otherwise.
-Tom
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Post by Catalyst on Feb 16, 2015 17:54:03 GMT -5
I bought Dark Void Zero after being reminded of it by this thread. Really a fun, amazing little thing. Wish Capcom would do more things like that.
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Post by alphex on Feb 16, 2015 20:07:00 GMT -5
I dislike Castle in the Darkness, as it's one of those "actively trying to kill you" games. Basically, if your game's retry screen keeps a running tally of how many times you've died, you know you're in for one of those titles that assumes retro = unfair challenge with lots of memorization and trial-and-error... and I *despise* those kinds of games. It's a shame, too, as the game's pretty cool otherwise. -Tom Nah, I disagree. Sure, the game IS fucking hard, but once you've learned its design language, so to speak, you can survive a lot of the traps. It's like playing Mega Man - if you're new to the series, stuff like the disappearing blocks will just seem like bullshit that you can't beat the first time around, but if you're familiar with the series and its design quirks, it's very well possible. I'd actually comment Castle In The Darkness on NOT just copying an established pattern. It's a tad harder to get into, but despite all the homages in the game, the gameplay has its own identity. Also, currently playing this on New Game plus.
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Post by wyrdwad on Feb 16, 2015 20:13:29 GMT -5
Well, all I know is Castle in the Darkness rubbed me the wrong way REALLY quickly, and thus got permanently dropped from my backlog. I loves me a good retro Metroidvania, but there are plenty of other better choices as far as I'm concerned. Maybe it's not as overtly unfair as I'm making it out to be, but it definitely features a design philosophy that simply doesn't jell with me. The best examples of other games that did this for me are Prinny, and 1001 Spikes -- both well-designed games, but both featuring level designs and challenges that I found to be devoid of all fun due to the intense frustration factor.
Give me the more carefully-designed challenges of La-Mulana and UnEpic over that crap any day.
-Tom
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Post by alphex on Feb 16, 2015 20:50:09 GMT -5
I felt it was a lot easier than LaMulana and a lot faster paced than UnEpic, although I enjoyed UnEpic quite a bit as well. Bit I felt it carried a bit too much fat - not all of the dialogues were really funny, and the backtracking felt somewhat fillerific at times. The deathrtraps in CITD actually require you to stay alert when searching the castle.
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Post by wyrdwad on Feb 16, 2015 21:16:57 GMT -5
I felt it was a lot easier than LaMulana and a lot faster paced than UnEpic, although I enjoyed UnEpic quite a bit as well. Bit I felt it carried a bit too much fat - not all of the dialogues were really funny, and the backtracking felt somewhat fillerific at times. The deathrtraps in CITD actually require you to stay alert when searching the castle. Yeah, that's the toughest thing to explain -- I agree it's definitely easier than La-Mulana, but it's not as REWARDING. In La-Mulana, I felt compelled to take my time and explore really carefully, knowing that death could be lurking around any corner -- and when I successfully dodged a trap or solved a puzzle, I felt a rush of adrenaline that made me incredibly happy. In CitD, I feel compelled by the game's design to rush for some reason, meaning I fall into every trap at least once (usually more than once) and wind up having to repeat whole sections of the game over and over and over again until I get them perfect. And unlike La-Mulana, I feel no adrenaline rush upon completing them -- instead, I find myself just thinking, "FINALLY! God, couldn't they have made that section a little easier?!" I can't explain what it is, but I just find CitD is simply not rewarding in any way. Its challenge level is moderate, but the funfactor just isn't there for me. As for UnEpic, the slow, deliberate pace of the game, along with the vast variety of ways to get through each situation (each just as valid as the other) is EXACTLY what I want from my Metroidvanias. It's cleverly-designed, feels like an actual expedition, and really gets you familiar with your surroundings by squeezing every last drop of content out of them that you possibly can. I actually discovered UnEpic after playing and getting frustrated with Castle in the Darkness, and complaining about it on Ancient Land of Ys. One of the regulars there suggested I try UnEpic instead, as he felt it could be much more my style... and he was definitely right. UnEpic is kind of what I was hoping for from CitD, I guess. -Tom
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Post by Feynman on Feb 16, 2015 21:29:49 GMT -5
UnEpic really is great. I'm kind of surprised you've never played it until now. The writing isn't very good but the game is impeccably designed.
As for La-Mulana, the thing about that game is that the difficulty doesn't come from getting defeated by enemies and running out of HP or stumbling into deathtraps. Lemeza is only weak at the very, very beginning of the game. Once you get a couple health upgrades and a better weapon (and this does not take long), actually dying becomes more difficult, and Lemeza only becomes more and more unstoppable as the game goes on. There are only a tiny handful of truly deadly traps in the game, and they almost all warn you ahead of time. No, what makes La-Mulana difficult is the puzzles. Figuring out how to get from A to B, what items unlock what, where to go and what to do is the challenge. Solving the mystery of the ruins is the "real" game, all the monsters and fighting is just there to give you something to do while your brain works out how to access more of the ruins. La-Mulana is 80% adventure game, 20% action game.
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Post by alphex on Feb 16, 2015 21:34:07 GMT -5
UnEpic's torch system alone makes it feel a bit too colletathony for my personal taste. There's emphasis on the exploration alright, but it's not a graphic adventure, it's a jump & run as well. And I prefer that part fast-paced and with a fun engine.
But these two approaches are so different, it's like saying Baldur's Gate is a better game than Double Dragon II.
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Post by wyrdwad on Feb 16, 2015 21:36:47 GMT -5
Feynman: That's a good way to put it! I'm starting to realize that indie Metroidvanias based on or inspired by Knightmare II: The Maze of Galious are numerous enough that they almost deserve their own sub-subgenre label. "Galiouslikes," maybe? UnEpic, La-Mulana and Hydra Castle Labyrinth all list Maze of Galious as one of their respective developers' primary inspirations (and with the latter two, they wear that inspiration on their sleeves!), and all three are amazing games -- which I doubt is a coincidence! Heheh... If anyone knows of any more "Galiouslikes," please do let me know, as I think that's my current favorite sub-subgenre. -Tom
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