This is actually aggravated if you play by smashing the checkpoints, as I've been doing (smashing all of the checkpoints in each level except the one directly before the boss). The level design is the weak link here, specifically how long and drawn-out all the stages seem to be. In addition, I really enjoyed the addition of the Monster World-esque villages and bizarre NPCs, which is one of those little touches that modern retro games seem to lack - super charming and funny. The best music in the game is in the best level (so far), Treasure Knight's underwater level (with the campfire music coming second). The soundtrack is undoubtedly polished and well-done as well, but for some reason not much is really sticking in my head. The retro graphics are awesome, and it's really refreshing to see a "NES-style" retro game done with actual competence and respect for the system's limitations. Decent game (probably WayForward's best lolol). I bought this and played a few hours yesterday, I'm at around the halfway point I think (7 stages in). We just want to make a kickass 2D action game. We don't have any nostalgic pretenses or axes to grind with modern videogames, and we're not trying to sell you some tired rhetoric about "the good old days". But while "bite-sized" design is now a popular paradigm for platformers, we believe that this design choice severely limits a game's flow and tension, and (even more importantly) player immersion in a game's atmosphere and worldįundamentally, we believe that retro styles should be an invitation for developers to push the limitations, not an excuse to fall back on them. Many modern 2D platformers take the route of "bite-sized" design: hundreds of levels or checkpoints, each less than a minute long, and with infinite lives. "Flow" is extremely important to us in designing Steel Assault. (Remember how Sonic 3 & Knuckles had Act 1 and Act 2 levels seamlessly connected? Now extend that to an entire game.) Instead, the game will be one unbroken "shot" from start to finish, beginning when the player is dropped off in the first level (or last checkpoint, on lower difficulties) and ending when he/she either dies or defeats the last boss. You have one life, and there are no levels per se. Multiple difficulty modes, from Expert (the hardest mode, which the game will be initially designed around) down to Novice mode (which most people will be able to beat). What that means is: tight length, tight design, and high difficulty.
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