Bregalad wrote:
Aside that the game is way too hard, it's pretty good. The taser takes way too long to recharge, even by avoiding most enemies I still have to use it often.
Yup, sounds about right.
Maybe that's the typical phenomenon: I played portions of the game so often that I didn't notice how hard it is to outside players.
Bregalad wrote:
Also there's several anachronies
For those, I have some handwaves:
Bregalad wrote:
such as that the title screen art is way too good looking to have been made in 1985
While the sprite style was influenced by other games of that time, i.e. it didn't occur to us to waste one of the three colors per sprite on black outline since this hasn't been done by then, the title artwork is actually based on the idea: "We still have a lot of graphic tiles unused. Can you draw a pixelated version of an actual drawing of Amy?"
So, unlike the sprites or in-game graphics, it doesn't need to be based on actual existing title screens, only on the general idea of including an artwork.
But if you need a game-based inspiration:
"Hogan's Alley" has some nice artworks, so this could have been the place where we got the idea for a detailed artwork of a person.
The ending of "Vs. Mach Rider" might be another inspiration.
Furthermore, our official backstory is that we found the NES in December 1985, created our game inspired by the launch titles, but actually finished and published it in December 1986.
So, the game is not supposed to be a first party black boxart title, but still a game by a third party company (Den Kat Games).
This means, some of the anachronisms can be explained by us seeing more modern games in the meantime.
So, the sprite style is of course still old-fashioned because it was one of the earliest graphics that we did, the stuff that defined our game. And we wouldn't redraw all the game's graphics just because we saw a new art style in, for example, "Castlevania" in the meantime.
But the title screen artwork was pretty much the last graphical thing we did, after the programming was almost done. So the fact that "Urusei Yatsura: Lum no Wedding Bell" came out in October 1986 may be another explanation of where we saw an anime artwork of the female main character in the title screen.
Bregalad wrote:
and there's dialogue with the boss, which is not a very 1985 thing either.
Yeah, I'm unsure whether there's something like that. Maybe in old computer RPGs?
But in this case, maybe it was just my personal style to add a bit of story to the game.
Sometimes, you might come up with something new yourself.
Bregalad wrote:
DPCM voices were uncommon too, but there's one in Ghostbusters 1988 (but that game is so awful it looks like it dates earlier).
"Kung Fu" has opponents laughing, so adding an actual voice sample is just the next logical step. Not unlikely since "Kung Fu" was one of our main inspirations.
Bregalad wrote:
I am really amazed at the title screen art, she's really natural, sexy and realistic, and that is done with BG only without any overhead sprites, it's incredible.
Yeah, that's Katrin's masterpiece in the game.
As you can see on the box artwork and in the manual, she can draw at professional levels.
Bregalad wrote:
In comparison a similar art I made for my own game of comparable size is much worse (I compared them side-by-side), and it's made with sprites including two layers of sprites in some parts so I have no excuse.
That's the advantage if you have a dedicated graphics artist. If I had drawn all this stuff myself, it would have looked like shit.
Bregalad wrote:
The music is without a doubt the weak point of the game. It's really average.
Hmm. I like the main song, but what do you expect from an arcade-like 1985-inspired game? Apart from "Super Mario Bros.", is there really a game from 1985 that has a kickass soundtrack? As far as I remember, I even asked the composer to make something that's not too fancy.
Bregalad wrote:
I am looking forward for your next game(s). Is the Dragon Quest like game and the Zelda like game you mentioned a single game or two separate games ? I hope they're/it's not Dragon Quest-like grindfest though - as much as I love story-based games I don't like grinding for levels or anything like that.
There are no two games, only one. I only mentioned those names in regard to the graphics style, like in:
My new game shall have the more modern "Final Fantasy"/"Pokémon" graphics style, not the old-fashioned "Zelda I" or "Dragon Warrior" or "The Magic Candle" style.
And no, that's one of the things that I absolutely detest as well, so there's no grinding in the game.
The game won't have experience points. Attack and energy boosts are item-based, and important items are story-bound, i.e. you get them in fixed locations.
The only thing you might need to grind for occasionally is if you need to collect money to buy disposable healing items or the like.
By the way, it is an action adventure/action RPG. Not a game with turn-based fights.
All in all, the play style is closest to the "Zelda"s while the graphics style is similar to "Final Fantasy".
The way the story is told: There's only one game I know of that does it our way, and that's "Final Fantasy Adventure" for the Game Boy, which, all in all, can also be seen as our number 1 primary inspiration for the entirety of the game, with the first three top-down "The Legend of Zelda"s being on place 2 in regards to inspiration.
Oh, P.S.:
Another thing that the new game will not have is obscure riddles that you need to solve to advance in the game. You know, like burning every bush and bombing every wall.
If you are in a dungeon and you don't know where to go, then you simply didn't walk through all the doors yet or didn't open all the chests. But you will never encounter an actual dead end where the game expects you to push a random block for a way to open.
If we actually include a secret passage that
has to be taken to go on, then some character in the story that you are guaranteed to have spoken to will have told this to you. Actual secret rooms only contain optional bonus items.
This is the other thing that I hate in these games: Endlessly walking around. A problem in the NES "Zelda" as well as in "Final Fantasy Adventure".