The current Humble Bundle has both Guacamelee and Dust: An Elysian Tale, both of which are great and you can get both for just $1. Neither game requires a high end PC.
https://www.kickstarter.com/projects/iga/bloodstained-ritual-of-the-night/faqs
Will there be a physical release of the game after it comes out?
There will indeed be a physical release of the game in the future. However, the Kickstarter-exclusive box set is a celebration for fans willing to support IGA in his time of need, so the retail version of the game will not contain any of the Kickstarter-exclusive bonus content.
Obviously plans could change, but I haven't heard anything about them cancelling the standard retail version. They also already have an Amazon page for the game: https://www.amazon.com/Bloodstained-PlayStation-4/dp/B078B2N5SG
Is the game 2D platformer or top line view like zelda?I think "Rouge like" is the wrong term here, roguelike are games with randomized runs and "permadeath".
Action RPG is a safe choice, it works and everybody likes but if your friends are mere secondary attacks then they're not friends, they're "subweapons", know what i mean? A Metroidvania that actually subverts this well is <strong>Monster Tale</strong>, you have to train your pet monster so he gets new skills to help you, so it feels like you're true friends who need each other.
Character switch has the most potential but these kind of games are generally very shallow and gimmicky, and you generally only like playing with 1 guy anyway. If you want to check a MV i recommend <strong>Pankapu</strong>, it has 3 characters (Warrior, Archer and Mage) and they're all fun to play.
I voted both Action RPG and Character switch cause i like those and i don't think turn based works well for a metroidvania.
Probably not, since most games are designed with controler in mind.
If you especifially need a mouse game MV, maybe check out Greedy Guns. It's a mix of MV and shooter with decent gameplay + co-op, but it's fairly expensive for how short it is (15 dollars and i finished it in less than 5 hours).
There is only one programmer on this game (me). I can't make an engine and tool set as good as one made by hundreds of developers over a decade of refinement (Unity). Also, I wanted to start making the game asap.
Further some of the best games in the world are built in Unity. See <em>Inside</em> by Playdead for example. So, we don't see Unity as a handicap.
Coming Soon section on Steam's "Metroidvania" tag have 17 results.
https://store.steampowered.com/tags/en/Metroidvania/#p=0&tab=ComingSoon
You can only pre-order Yoku's Island Express though. May 29th.
https://store.steampowered.com/app/334940/Yokus_Island_Express/
Just a tiny bit, it's almost insignificant. There is HP, Energy, power, speed, rate of fire and shot speed. The last being obviously the least useful.
Funny enough, there was no shot speed in the first release it was added later in an update. I even went on the discussion forums to ask what's the point of adding and the Dev said it's supposed to be like a "bad magic card".
If i had to guess, the problem was that previously you would find so many powerups you'd become godlike but adding a semi useless stat dilutes the item pool now so it's harder to get OP.
Everything looks great but I have to admit I thought the same thing about the font when I watched the clip. I agree that pixelated fonts are not great, but the font you used still doesn't quite match the tone of the game. Perhaps something monospaced, to give it that sort of "code" feel. Example here
Checked the screen shots and the visuals are "almost there". Check out Tiny Dangerous Dungeons, that guy did an amazing job :) (will be back for more feedback as soon as I play the game)
> Is there a better resource, or community
Not that I know of. It was only really a couple of months ago that I even heard of the term. I mainly scoured Steam, GOG, YouTube, and here. I stumbled on itch.io which has a lot of titles you'd likely never hear mentioned here, and metroidvaniareview has some lesser-known ones too.
I owned Super Metroid for the SNES but don't think I made it that far. Didn't really appeal to me then. That said, I plan to play Zero Mission, AM2R, then finally finish SM. Once I get through the ones I've already started anyway.
Even though I kept reading articles and watching videos about there being hundreds of mv games out there it turned out that the vast majority weren't, and of the ones that were, most were more Vania than Metroid.
How many of those left are really worth playing? We could make a subreddit for Metroid-likes so there is a resource for the future, but it'd be pretty thin on content if you're being strict about the game mechanics/setting etc.
Hey, thank you for interest in Kingdom Shell. Many things in the game have been changed after the demo release, such as graphics, move mechanics, game mechanic etc. And I've decided to delete the demo from Steam. But there is demo on itch.io and gamejolt, but they are obsolete too.
Hmm... yeah sounds like you need a crash course in image manipulation maybe. But also, you can search for creative common art assets in the meantime. I've utilized a lot of stuff from sites such as https://itch.io/game-assets/free/genre-platformer
I'm about to grub but after that I'm planning on doing a livestream to implement a few quick suggestions I've gotten from reddit. I'll add you on discord then and we can talk sprites and such if you're on
I've been using a Lenovo IdeaPad Gaming 3. It'll run just about any MV you could think of. It can also be your stealth gaming rig since it looks like a business-class laptop. I would recommend you add another SSD and an 8GB RAM stick, but it's not bad at stock.
> I think was a java game on my cell phone
So like J2ME era? This may be a match - https://www.mobygames.com/game/shadowalker
> Shadowalker is a side-scrolling action game for mobile phones. Players take control of Phoenix Shadowalker, a mysterious female bounty hunter that earns bounty by protecting the villagers from the evil spirits at sea.
There are ways to play J2ME games on android / modern systems, FWIW, though very complex/3D games tend not to be great.
Might be an odd idea, but if you're looking for ideas, there are a ton of magic items in D&D that do all kinds of cool stuff, many of which I've never seen in games before. Easier to implement that stuff in a pen and paper RPG since you don't have to code anything, but most of it would be doable in a video game if someone were to put the time in.
The Wukong Staff idea you have is what made me think of it, because D&D has a magic item called an Immovable Rod that works in a similar way.
Alright got a little bit more time. Shooting might seem clunky because I've been messing around with the amount of delay before another shot is allowed.
As far as advice goes... the animation player is going to be your best friend, so put special focus on learning the ins of outs of how it works. I think that's the primary aspect of the engine that I wish I would of spent more time trying to fully understand from the get-go. Once I took a step back from coding and played more around with the engine I was like... wtf... countless hours wasted writing shitty code to accomplish things that are extremely simple using the animation players.
When it comes to animations and art, I use Gimp https://www.gimp.org/. I also wrote a python script that uses Gimp to take a folder full of images and convert them to an optimized sprite sheet automatically. You can use VLC to break any video down into image files, frame by frame, and auto number them, then run the script to convert those images into single sprite sheet. Combined allows you to transform pretty much any video production effect into something suitable for in game use. I need to go ahead and post it on github now that I think about it.
The lighting system has built in dynamics that allows for areas to be set up that transition gradually from dark to light, and auto adjust the light emitting from the player in reverse proportion, but it's just been tested and not implemented in levels yet. Basically just for when transitioning from below to above ground.
Maybe we should get some sort of godot tutorial subreddit going if there isn't one already?
FYI Deaths Gambit is getting a Switch physical in January, if you are like me and enjoy an in hand copy.
Blasphemous has so many DLCs since release and it's probably my favorite modern vania. Play with the Spanish subs too for some great world building.
Only played the vanilla DG, I liked it on my 2nd run after learning about an ability trapped at the end of the skill tree, but that has been fixed with the Afterlife update, giving it to you from the beginning.
Jan 25th release...oh man it's going to me a long wait :)
Sounds like you'd like the map design if the challenge was a bit easier. The monochrome world is mostly limited to the first area.
Designer's intent vs Player's freedom is an interesting subject.
Maybe you'd be able to enjoy the game with the use of mods? There is a one-install mod installer nowadays. You could use it to enable the "debug mod" and give yourself double health.
Maybe you'd like Axiom Verge too, I thought it did great in terms of throwing you in a strange world and letting you figure things out... while still guiding you with the invisible hand of level design, like Super Metroid. (Although it's weaker in some other non-exploration aspects)
This is the Eldritch Edition
> Sundered: Eldritch Edition includes the Magnate of the Gong update, adding local co-op multiplayer support for up to 4 players, along with new areas and a chaotic battle against the new Magnate of the Gong boss!
I'm also wondering about the business side of this game. Here's a few questions I have:
You're probably gonna need help with something. And I'd argue it's more fun working with other people on a project.
Programming is the most important skill, art is the second most important. It sounds like you have both of those bases covered.
Audio is what you'll need help with, most likely.
Not necessarily, you could try to pick up some audio programs, mess around with them until you have a vague idea of what you're doing.
For a pixel art game, BFXR is great for sound effects.
LMMS is good to mess around with, for music. And it's open source, so it's free.
But if you feel lost there, it might be a good idea to look for some help.
Writing is the other thing. It's not a requirement for Metroidvanias, but a lot of them tend to have some kind of lore to discover while exploring.
If you're not confident in your writing skills, maybe talk about story/lore ideas with a friend.
They don't need to be a writer either, just talking about it with someone else might help you bounce ideas back and forth to come up with something cool.
i strongly recommend u get something like joytokey which may seem like a hassle but is really easy to set up, that way you can get back to ESA cuz it's one of the best!!
otoh i love it particularly for the LM inspired post game so
Oh, I think I was wrong about AM2R, sorry.
To emulate GBA games, you just need to download an emulator (like this one), p*rate the game, then have the emulator run it. It should recognize your controller and let you configure your controls among other things. Same deal for the DS games.
This is on PC for free from a small studio by Mig Perez.
Quick review. I put 30 hours in and maxed out to 100% of the game. It's the best Castlevania game in over a decade and should be a part of the series. LC1 is like oldschool CV, but 2 is SOTN/MV to the core. Lots of puzzles, platforming, multiple endings and secrets galore. I was completely blown away by such master craft from a team of a few people. Also the voice over has some of the original SOTN actors.
If Konami puts this on Switch and PS4, I will be playing it again!
You can download and play for free here: http://the-mig-page.wifeo.com/castlevania-the-lecarde-chronicles-2013.php
Speaking of roguelikes & the like, I mentioned [Powder](http://www.zincland.com/powder/index.php?pagename=about0, if you've never played Powder, jump on that - might be a wee bit of an overlooked classic. It's free & it's great.
Unforunately there isn't really anything else quite like Ori that is as good and smooth as Ori. I know what you mean because Ori is my favorite too and I never finished Hollow Knight because it was too slow and too hard.
On the bright side Ori 2 drops next year. Ori and the Will of the Wisps. Probably my most anticipated game in a long time.
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If you haven't tried Steamworld Dig 2, you will like that one. It's another one of my favorites.
Yoku's Island Express is another one you'll like, more of a focus on movement, but in this case the movement is pinball. It's good.
How do you handle de/activating the AI, spawning monsters, etc.?
I think what I did in a tiny metroidvania sample game that I made in Unity was to use some sort of bounds objects to divide the map up into rooms and then triggered an onEnterBounds and onExitBounds.
onEnterBounds I would spawn monsters at their start positions. onExitBounds I would destroy any objects that shouldn't be in the room anymore.
Is that about what you're doing to handle it or are you doing something more elegant?
Also, how are you making the level itself? I used Tiled to make a map of tiles and then exported it and used some tool (I forget exactle) to make it into a single object in unity complete with collisions imported from Tiled.
This combination isn't as easy you'd like, and it definitely requires you to know how to program, but it's one of the easier ways to do it:
Lemegeton - Master Edition
That's one of the best MV's I've ever played, much less one of the best on mobile.
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https://play.google.com/store/apps/details?id=com.lantansia.devil72p
I have a replica SNES controller I use for as many games as I can get away with. It is incredibly comfortable. Here it is on Amazon.
"The mobile ports of the game feature the same action, gameplay and content of the PC and console versions. There are no compromises on visual quality or gameplay fidelity. As well as an overhauled UI and redesigned shard icons, these mobile versions include all console DLC, making it the definitive edition of the game for playing on the go."
"Bloodstained: Ritual of the Night will be a premium title that costs £9.99 on iOS and £8.49 on Android. The game is out on those platforms 4th December, and if you live in North America, Europe, Japan, Korea, SEA and South America you can pre-register now on the iOS App Store and Google Play for Android."
Why link to Twitter that links to affiliate Amazon link?
Here are the proper Amazon and Steam links, both same price. And it's 70%, not 76% off
https://www.amazon.com/Beautifun-Games-Nihilumbra-Download-x/dp/B00FPYVEME
The 8BitDo SN30 pro+ is fantastic. Its build feels as high quality as any first party controller, and I imagine most fans of this genre would appreciate the controller's d-pad shape and position.
My favourite feature is actually how easily it switches between platforms. Hold start and Y to turn it on in Switch mode, hold start and X to turn it on in Windows mode. I have it paired to both platforms at all times and effortlessly switch between the two. It's incredible.