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Post by ommadawnyawn2 on Nov 19, 2020 7:11:00 GMT -5
Hmm yeah that might've worked as well. I haven't played it in a while so I'm not sure if maybe it's too compicated for the controls, was listening to a podcast about it. But the forms also look cool and remind me of Wonder Boy and SMB3.
The ultimate form could be re-used for a new game+ maybe.
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Post by spanky on Nov 19, 2020 8:06:27 GMT -5
Demon's Crest (SNES):-Form switcing with the shoulder buttons -Some items are better hidden instead of just lying around in easy to get to and unguarded spots, placed sort of haphazardly (for example the room at bottom of plant infested tower, room behind wall in burning forest) -Make it impossible to miss jewels gotten from bosses -Make some of the less used forms and spells more useful Demon's Crest is a wonderful game that desperately needs some better level design/pacing. There's a fair amount of power ups in the game that you'll never use because you'll have already collected crests that makes them redundant. The game just feels like it's not living up to it's potential. Everything else about the game, the graphics, music, control, aesthetic, is top notch. It just needed more time in development to flesh out the world. This is one of the few games I think I'd actually enjoy playing a smart "redesign" ROM hack.
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Post by ommadawnyawn2 on Jan 25, 2021 16:50:08 GMT -5
Batman: Arkham Asylum: GOTY Edition (PC): -A bit more non-linearity in the game's structure -Can save manually while in a neutral/safe area and have more than one slot per game - can be a bit annoying not to be able to when you need to take a break and aren't sure when the game last saved but it's never that far to the next checkpoint
-Fixed interface/control issues (no mini-map and can't move while checking the map screen, automatic slow-motion at the end of melee combos could be optional, sometimes inconsistent dialogue skip (B) - during certain sentences during dialogue it doesn't work and it doesn't work while listening to the spirit of arkham messages or interview tapes (skips the whole message however you can listen to these while playing), can't place markers on the map - doesn't mark breakable walls and ventilation cover grates for example, can't see the requirement for unlocking a not yet available move/upgrade in the waynetech submenu and the menu doesn't wrap around when browsing it, breaking through ventilation cover grates and breakable walls with the ultra bat claw is kinda slow, can't examine certain locked doors when first encountered - intensive care lobby, using the follow cam when throwing a batarang takes you out of detective mode (sometimes the game takes you out of it after a fight as well), the game is a bit inconsistent about using the grapple hook in that it sometimes lets you use it without looking at the target destination and sometimes makes you look at it, sometimes the left stick also controls the camera while crawling in tunnels/ventilation shafts so you need to just press upwards with it and use the right stick to steer while in them, sometimes can't hop over a smaller obstacle for seemingly no reason (intensive treatment northern exterior for example), a bit too easy to get stuck on obstacles when moving around - can screw you over during stealth segments, sometimes overly picky or inconsistent positioning requirement when doing an inverted takedown (mansion) and for various riddler quest objects ("subject too small"), reverse camera controls during the scarecrow 2.5D stealth segments, can't cancel a silent takedown or move while doing it - would've been good for if you're being noticed during it, can't throw a shock batarang or use the batclaw around corners while sneaking, if you press jump down/let go while shimmying then nothing happens, skippable boot up logos and all shorter cutscenes that aren't)
-Can hold on to exp points to unlock a more advanced move sooner -More consistent climbing and grapple hook usage (can only use them at spots marked by the game and in some spots it seems like you should be able to use the hook but can't, can't climb more complex terrain like mountainsides, can't swing around freely while connecting the hook to an object, at some points outdoors it looks like you should be able to latch onto a ledge but you can't) -Removed invisible walls where possible -Some difficulty balance tweaks (somewhat easier/shorter Croc's lair segment, better sniper AI on normal, harder to save Dr. Young when she's held hostage in the mansion, more interesting teeth enemies, enemies can't get a cheap hit in as they start readying a blow from off screen where you don't see that you need to use a counter attack rather than punch them, somewhat shorter range on the detective mode view when it comes to enemies and breakable walls are less obviously visible, more interesting and challenging final boss after he gets distracted by the chopper once plus you get to land the final blow yourself) -Less empty caves and mansion exterior areas -Fewer key gates early on -Make more use of pushing and pulling of crates (only used once)
Other stuff: -Unlockable batmobile or batwing - latter could've been used to fast travel out of certain buildings since it breaks through glass in one cutscene -A few more pits to throw enemies into -More interactive/examinable environments (can't examine most doodads like books and statues) -Less on rails and basic "detective work" aspect - the game just tells you where and what to look for and then you follow a metaphorical bread crumb trail in detective mode to the next objective -Some boosts to these upgrades perhaps (Multiple Frequency Detonator, Auto Proximity Detonator, Crytographic Range Amplifier is only good for solving certain riddle quests as the game is a bit inconsistent about where you can make use of it, Crytographic Power Amplifier - hacking is already easy) -Can scan the spirit of arkham message while freeing the guards from harley quinn under a time limit in the penitentiary - it's almost doable currently but not quite -Can let the warden Sharp impersonator in penitentiary out after exposing him -Some more involved mechanical/logical puzzles wouldn't have hurt (the interview tapes or spirit of arkham story could've also been used for some optional puzzles) -Extended ending (doesn't show what happened to the asylum or any sort of reflection from the characters) -Some reward for getting 100% besides "achievement unlocked"
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Post by Deleted on Jan 26, 2021 4:23:13 GMT -5
Batman: Arkham Asylum: GOTY Edition (PC):-Unlockable batmobile or batwing - latter could've been used to fast travel out of certain buildings since it breaks through glass in one cutscene I've just started Arkham Knight, and you don't want this.
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Post by ommadawnyawn2 on Jan 26, 2021 4:57:07 GMT -5
Hehe how so? Haven't played it yet.
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Post by Deleted on Jan 27, 2021 7:53:10 GMT -5
Pretty much they built the entire game around the Batmobile (at least it seems that way so far). Obviously you need space to drive, but also all the additional gadgets included, race missions, vehicle combat etc. It's honestly a pretty overwhelming game. Not what you're asking for when you say you want a Batmobile but realistically including it will cause the level design to change, and the work to put a drivable vehicle in there is pretty significant, so there's always going to be segments that force you to use it as a major part of the gameplay.
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Post by ommadawnyawn2 on Jan 27, 2021 10:16:43 GMT -5
I see, no I would just want either of them for fast travel and maybe a quick driving/shooter segment at some point. I dislike when stuff is used in cutscenes but can't be used in-game, and the game does that a few times.
Yup, this is just wishful thinking but maybe it can be modded in at some point if some of the games' engines are similar.
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Post by ommadawnyawn2 on Feb 20, 2021 6:46:15 GMT -5
Super Mario Galaxy (Wii): -Skippable cutscenes and you can always speed up dialogue -The beeping sfx when at low health now stops after a few beeps -Don't have to do each star within a level in a set order -Don't have to completely finish the first level to unlock the second and you can reach the second observatory in the hub right after unlocking it -Can move backwards to a previous planet if you're on a level path with more than one star such as one where you can feed a hungry luma to get to an optional challenge, or if there's a 1-up or power up on a previous planet within the same level -Collected lives are saved but are a bit harder to come by (get one per 100 bits or coins an only 2 in letters) - this is to make doing challenges and searching for them feel more worth it. Star bits are also a bit more scarce unless in a level where you need to collect and feed them to a luma -Active power ups carry over between levels (an inventory like in SMW or SMB3 could be added) - restricted for certain levels or planets within them -More power ups placed where they aren't required to progress -Item magnet when moving near coins for improved flow (or being able to spin near them to activate one)
Control/interface fixes: -Can rotate the camera and place it behind Mario as well as go into FP mode in more places, can rotate the camera with the d-pad while moving -Can completely turn around and look straight upwards in FP mode -Can remap shaking to spin/throw to a button -Don't lose forward momentum from walking off ledges -Improved bee form: Bee flight is a bit faster+lasts a bit shorter to balance it and you can boost its starting speed somewhat with jump momentum. The form also doesn't affect spinning and maybe not backflips either -Don't get kicked back to the hub area if you choose "back" while looking at a level on its galaxy hub map (star path menu for a level) -Less easy to get semi-stuck on some obstacles when brushing up against them -Forward acceleration after jumping without momentum is a bit faster -Coconuts follow along the ground when spun into
Bonus: -Can reset a note trail room by re-entering it -A bit more exploration where you move back and forth between planets besides the first level maybe
SMG doesn't really have major flaws so this is mostly just minor tweaks.
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Post by Deleted on Feb 22, 2021 5:09:15 GMT -5
Despite being a masterpiece in audio, visual and game design I'd say the biggest flaw in Galaxy is a complete absence of any challegne whatsoever.
The second one (and this is controversial opinion time) is the hub. I'm going to say it: Mario hubs are a complete time waster. They take me away from the part of the game I want to experience. Thankfully the problem was solved in later games with a simpler level select, streamlining the process.
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Post by ommadawnyawn2 on Feb 22, 2021 6:20:26 GMT -5
Well I must be pretty bad at 3D platformers because it got me raging in a few levels like conquering the peak, and various segments where you had to move quickly and do advanced jumping because I kept jumping into walls and getting knocked down, missing ledge grabs (I swear there is something off with the hit detection at times here), or going off the path and into pits here and there. Then again I rage pretty easily when playing 3D platformers and didn't really lose more than 5-6 lives at a time IIRC. The difficulty is a bit all over the place though with a lot of easy star paths in the early-mid game and even some later on.
I finished it yesterday and got a couple more stars, for a total of 74. I wanted to get to the green star galaxy but the third luigi quest didn't show up, not sure why.
While I don't care for them in platformers I actually didn't mind the hub in SMG since it's rather small with a few shortcuts in it, some progression with the storybook and the toad people, and the luigi letters. The music changing as it powered up was also neat. Was a bit lame to only have the red star in there and in the intro/gate level though, and I think its controls could've been better too.
I can add one more thing to the above list which is that I don't want to be kicked out after hidden/alternate stars, and I would've liked a prompt after each star asking if I want to keep doing stars in a particular level/planet cluster (which the game calls galaxy for some reason).
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Post by Deleted on Feb 22, 2021 7:41:17 GMT -5
Sounds to me like you're perhaps not quite as used to controlling Mario as to other 3D platformers. I find he feels very different due to the games being heavily momentum based. That said, I am quite good at platformers, and perhaps better than I realised, particularly at Mario games, though I would say it's the only genre I'm any good at so usually the shoe's on the other foot and I'm the one struggling on games other people fly through.
With the camera - my advice is to avoid touching it unless absolutely necessary. Though other platformers are built around moving the camera into position, the Galaxy games are not. It could be improved upon some though in a modern engine.
I can't comment on the collision detection issues you experienced because I don't remember having the same issue.
You can use a button in place of waggling for spinning on the Switch version of the game. I can't comment how well it works though, because I (unsurprisingly I'm sure) quite enjoy flouncing about with my arms mid play.
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Post by ommadawnyawn2 on Feb 22, 2021 8:35:57 GMT -5
That's great to hear about the spin being mapped to a button on Switch, it's something I sometimes did by mistake and in a few cases it would either trigger twice in a row or not at all since you had to be kind of forceful with the shake too. Other than that the wiimote functions worked pretty well I thought.
The camera generally picks good angles, though for more open-ended parts or if you're backtracking for a 1-up or something, it can get a little annoying to not be able to rotate it or put it behind Mario. I'm probably sounding really picky but I'm more of a 2D platformer guy for sure and might have some minor issues with depth perception. This is still the best 3D one I've played besides Spyro 2 though!
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Post by spanky on Feb 22, 2021 8:41:00 GMT -5
Here's an easy one for a lot of retro platformers. Pits shouldn't be instant kills. Lop off some health and send you back a bit...but they shouldn't just outright kill you if you have a full health bar. The second one (and this is controversial opinion time) is the hub. I'm going to say it: Mario hubs are a complete time waster. They take me away from the part of the game I want to experience. Thankfully the problem was solved in later games with a simpler level select, streamlining the process. I'd agree with this. Hubs were great in the early days of 3D gaming just because there was still a real novelty to navigating a 3D environment. Running around on the castle grounds in Mario 64, climbing up trees, trying to find secrets in the castle etc were almost as fun as the main game itself. Now that sort of thing just feels like it bogs down the entire experience.
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Post by dsparil on Feb 22, 2021 11:49:04 GMT -5
The hub and the little side extras in Galaxy are what make me like it more than Galaxy 2. It'd be nice if you could select a level from a list, but it also isn't particularly big.
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Post by ommadawnyawn2 on Mar 21, 2021 12:52:52 GMT -5
Castlevania: Portrait of Ruin (DS): Control/interface fixed and improvements: -Somewhat longer invincibility time -Sword attack and other fast attacks aren't canceled when landing if you attack right before landing -Faster falling speed acceleration -Can make an already summoned supporting char stay in place or vice versa and they don't start following you as quickly -Can place markers or notes on the map screen or it auto-marks points of interest -Can jump or duck cancel out of an attack animation (can back dash to cancel it) -Shop menu wraps around and you can quickly browse lists with l and r -The CPU controlled ally won't attack while out of range of an enemy and won't face the wrong way when using a sub weapon with them while they're summoned (they're also more consistent about mirroring your jumps) -Can jump out of a slide and it's no longer kinda slow at the end -Shop menu shows clearly if an item is currently equipped or not -Can see the damage of a sub weapon/attack in the menu -Dive kick overrules double jump if pressing down in mid-air -Can perform a critical attack in mid-air -Can use spells in mid-air (at least if maining Charlotte) -Can dive kick and high jump as Charlotte -More forgiving hit detection when dive kicking enemies since you want to use it to get past them -Can spam dive kicks to travel faster (can jump cancel the roll at the end) -Charlotte doesn't stay after being temp-summoned for a stat boost spell
-Difficulty rebalancing: -Can only carry 6 of each regular potion, 4 of each high potion and 3 of each super potion -Some HP/MP is restored when leveling up -Rebalanced gear so that there are more distinct ones and fewer redundant or soon to be redundant ones. Higher default luck stats and/or drop chances -Somewhat tougher enemies early on (can't just destroy axe armor axes with regular attacks for example) and fewer enemies can be hit through platforms -Can't bounce on the frankenstein's monster's machine gun shots -Can't slide through the whip's memory boss without taking damage -Casting sanctuary successfully on the sisters is easier but you now have to weaken them first -Less tight timing on stopping the train at the beginning of the 13th street area -Added enemies to most of the empty rooms and some corridors are made more interesting, perhaps with spike pits and/or disappearing blocks -Harder fourth painting area boss and somewhat easier Stella. Second phase of dracula does his triple throw attack more consistently -Enemies like gunmen can turn around -New enemies sometimes appear in already explored areas when backtracking later on (see CotM; not having them makes backtracking less interesting) -The upgraded vampire killer whip is the strongest weapon and/or gives an INT boost of 10 while the holy claymore gives a boost of 8
-Redesigned painting sub areas so that some or all of them connect to either one other sub area or another part of the main castle. You can also get the movement ability in each one that has one before facing its boss. -Dynamic difficulty in the late-game with a minor boost to enemy and boss stats depending on the order in which you beat the four last painting sub areas. -Rebalanced use-based leveling for Jonathan's sub weapons - weaker shuriken and darts; stronger grenade, ice needle and other ones gained in the late-game are a bit stronger. Mastery is easier to get with each one (similar sub weapons could be grouped to speed it up) and the mastery ring is a bit cheaper. -No delay before a rocket slash activates and/or the forward lunge sub attack doesn't make you bounce backwards as much so you can follow it up another attack - there's no forward dash in this game -Simpler dodge roll move (back, down, forward then A for example) and more flexible dashing: Can dash out of ducking. Longer backwards dash (or you can spam it quicker) and improved sliding are added as a passive upgrade in the mid-game instead of being tied to gear. These things could replace the push upgrade since it's kinda lame. These and the easier dodge roll should help with the Whip's memory boss so you don't have to cheese it -Killing enemies with critical attacks refills MP to encourage their use -Added parallel worlds theme as it's done in DoS for at least one of the sub areas (can enter mirrors in DoS to explore the "other side" of certain rooms - an underused element which could've been further explored here) -A few more team puzzles to make better use of this mechanic
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