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The 7th Guest posted:psycron is p chill, a nice little ESA-like Grabbed this today, it's now 3 hours later and I agree. A nice bite size romp through a space station full of creepy crawlies. More games need to be Metroid sci-fi/horror run-and-gun, I'm kind of burnt out on gothic/fantasy melee adventures.
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# ¿ Jul 13, 2023 02:52 |
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# ¿ May 16, 2024 20:42 |
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bawk posted:I think it should still be a toggle option for people who don't like it, though. I rarely play any of these games on Hard or higher because I don't find it fun, so I think it'd be cool if you could just have an option for the bloodstain mechanic in accessibility. Instead of being all-or-nothing, you could have a couple toggles like "shade on death y/n" "geo tied to shade y/n" "mana tied to shade y/n" and mix-and-match. This is against the universal law of game design where harder is better and accessibility undermines reward structures
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# ¿ Jul 16, 2023 20:55 |
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If you specifically want games like Metroid instead of Castlevania (sci-fi run-and-gun vs. gothic melee combat) which are already out and playable: Axiom Verge, B.I.O.T.A., Environmental Station Alpha, Escape from Tethys, Gato Roboto, MindSeize, Moonlaw, The Mummy Demastered, Out There Somewhere, Outbuddies, Psycron, A Robot Named Fight, Xeodrifter Quality varies greatly but they do exist.
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# ¿ Sep 18, 2023 13:55 |
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You can emulate SOTN without guilt since Konami are perpetual idiots about it. Duckstation is super easy to use and you'll get the (in)famous original dub and credits music.
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# ¿ Sep 24, 2023 04:57 |
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I'm excited for Timespinner 2 and glad to see the first was so successful they're able to keep making games independently.
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# ¿ Sep 26, 2023 02:03 |
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The sigil system might be Tevi's strongest selling point. It has a huge variety with some that fundamentally alter or empower the experience and actually gives you the ability to equip a meaningful amount of them to effect change. You can customize your character quite heavily for melee or ranged, defense or offense, tank or dodge, buffs or debuffs, ground or air combat, and anywhere in between. It's honestly kind of silly and also very refreshing. Every other game apes the system from Hollow Knight where you can only use 2 or 3 at a time because notches are scarce and they're afraid to give you too much power. In Tevi I'm running around with like 70 of the things active and have experimented with all sorts of builds to mix up the gameplay. Please, developers, make more games that take inspiration from this instead.
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# ¿ Dec 13, 2023 07:37 |
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Ender Lillies got a sequel(?) announcement on today's Nintendo Direct https://www.youtube.com/watch?v=YNySUAfvrg4 The first was pretty solid if nothing special or revolutionary, I'll certainly pick this up.
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# ¿ Feb 21, 2024 21:59 |
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There's now a Steam page for Ender Magnolia. It's going to be an early access title starting March 25thquote:Approximately how long will this game be in Early Access?
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# ¿ Feb 27, 2024 00:18 |
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I just finished up Rusted Moss after 15 hours and my god what a fantastic game with tons of rewarding gameplay that has some gnarly rough edges in the optional content. The final climbing challenge in particular really highlighted a bunch of flaws and had me agitated but was still a compelling experience. I wound up cheesing the true final boss with bullet erasure trinkets because I don't know how else it's even possible. I got 100% but absolutely want to go back some day and explore all the sequence breaking related things! Very few games offer that option or are fun enough that I want to try. My hands absolutely hate me for it though, twinstick precision grappling platformer is too much. Going to jump into Rebel Transmute next. Backed it on Kickstarter and been waiting years for it to come out.
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# ¿ Mar 13, 2024 08:19 |
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About 4 hours in and it's a grab bag of all the big names in the genre. Looks like Metroid, sounds like Environmental Station Alpha, story like Axiom Verge, combat like Hollow Knight. I'm still waiting for it to do something original or memorable but it at least hasn't offended me, though the early bosses have been fairly bland. It just plonked some quest markers on my map before I had to stop and they're super far away so it certainly won't be a short game.
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# ¿ Mar 14, 2024 10:05 |
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Rebel Transmute trip report: 16 hours and finished the game. Wound up with 99% completion and no idea what's missing because I've been everywhere and done everything The dev has been putting out patches daily that mess with progress and items so I'm not going to worry about it, and it doesn't sound like anything would happen anyway. Overall a very good game but it's in a bit of rough shape right now. Lots of bugs like clipping into or through geometry, dropped inputs, phantom collision detection, framerate stutter, rooms on the map not filling in, and probably some other stuff I'm forgetting. Nothing that will ruin the experience outright, but definitely noticeable in the more precise sections. I wasn't even trying to break anything, it's just obviously lacking polish in some aspects. Like most other games it is painfully stingy with how many augments (this game's version of a charm/badge/perk/etc) you can equip at a time, and most are way too situational to be fun or have some terrible downside. I found a ton that were uninteresting or practically useless, a handful that were required for platforming puzzles, and a few that I left on permanently once I found enough capacity upgrades. The movement started to feel like Mega Man X after obtaining the air dash, very smooth and fun to execute. There were plenty of platforming puzzles utilizing all the movement abilities it gives you which is always nice to see, though the rewards were often another augment I'd never touch or some money I didn't need. It did start to feel like its own thing and had some cool interactions between the abilities, like activating a super swim and extending it between bodies of water via bouncing. It did not, however, show off or tutorialize or mention some of this stuff exists; you're just expected to work it out while struggling to reach an item or area. It was very strange because they do go out of their way to explain most of the basic moveset as you acquire them in the first half. Progress was very open-ended; this is not a linear game. It felt like there were multiple routes available through the mid-game and you will get lost frequently and backtrack to all your pins and unexplored rooms trying to figure it out. I stumbled across two bosses "early" that I had no hope of defeating and was never sure if I accidentally sequence broke or it's intended that you retreat and try your luck elsewhere. I'm still not sure if I ever sequence broke or what the designed route is because the game's version of a high jump is absurdly overpowered. It's also got something comparable to infinite bomb jumping that could really get you lost and possibly softlocked. The plot was very meh. I'd dislike it more except it didn't crop up very often and all the conversations are rather short and easily skipped. The basic premise is evil space capitalism a la Weyland-Yutani from Aliens sprinkled with pro-union sentiments. The ending was quite abrupt and left many unanswered questions and some unresolved threads.
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# ¿ Mar 17, 2024 09:55 |
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spaceblancmange posted:this is free on epic next week it's live https://store.epicgames.com/en-US/p/islets-5f2670
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# ¿ Mar 28, 2024 21:13 |
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The first two momo games are very old and small in scope (the first is entirely linear), and not nearly as polished or interesting as later titles. They're easily skipped unless you have historical interest.
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# ¿ Apr 25, 2024 00:12 |
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Someone made a dedicated thread for Animal Well: https://forums.somethingawful.com/showthread.php?threadid=4060361
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# ¿ May 10, 2024 06:58 |
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# ¿ May 16, 2024 20:42 |
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Spermanent Record posted:Saw a bit of animal well on stream and that cat thing didn't seem like a fun time. Are there a lot of unkillable enemies in the game? Only all of them.
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# ¿ May 14, 2024 22:36 |