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New monster, new effects, new rooms.…yup. </content>p.s. Ace02, I am in your house eating a lean pocket.p.p.s. You people probably think I'm kidding. I'm not. :D<content>
New monster, new effects, new rooms.…yup. </content>p.s. Ace02, I am in your house eating a lean pocket.p.p.s. You people probably think I'm kidding. I'm not. :D
This game looks amazing. :0 I adore the effects you have.
Holy shit is that a binary star system?
@MMORPGguy: Yes, it is indeed.
I like the item sound, maybe it's a bit too high-pitched and cheerful at the beginning, but overally fits the rest.
I'm a bit sceptical how exciting the combat will be… it looks like one of those games in which I'd just ignore enemies because killing them takes too much effort, puts your life in danger, and offers no reward. :)@Kilin: It's hard to notice, but the red leaves actually move like the foregrounds and pop out as well. ^^
@Cesque: That IS a good point, obviously they can't drop health because that wouldn't fit the feel of the game [and would be too Metroidish] …Hmmm. Any suggestions? [Also, I really do feel dropping energy wouldn't fit the game, so at least there is some difference in feel from Metroid lol]I'm guessing the only way for that is to make the enemies engaging is enemy placement, like, say, making it so that the player HAS to dodge or defeat the crab in order to go through the terrain, or having the crab be a supplement to enemies tossing shit at the player from above. Or the crab can be faster.
Considering it's an exploration game though, you'll have to make it all pretty flowing and easy, nothing too difficult. Most of the enemies should be quick to dispatch so they don't inhibit your movement and harm the flow while exploring.I was actually going to say EXACTLY what thernz said. So… yeah.
the crab needs some kinda burrowing animation
Ah yes, Valve, well known for their 2D Metroidvania platformers.