Would be nice if someone posts the credits (director especially).
Just reload your save and lose nothing.Game is pretty great imo. Though can someone clarify for me. When you die, it says you loose everything if you restart? I'm confused, are these just any temporary boosts plus your hearts aka currency? Anything major? Someone tweeted about this and made it sound worse then it is but want some clarification.
Just reload your save and lose nothing.
Nothing. One life.Yeah but my point is, what exactly do you loose? Just your currency and temporary upgrades? If so that's not a huge deal to me. Also Say I have one life, I save, I die, reload save, I still only have one life? or all 3?
Yeah but my point is, what exactly do you loose? Just your currency and temporary upgrades? If so that's not a huge deal to me. Also Say I have one life, I save, I die, reload save, I still only have one life? or all 3?
After you burn through your lives, you have to restart the stage with none of the upgrades you bought or hearts.
I guess my confusion is, none of the upgrades are permanent anyways right? Like the armor gets used up I know.
The only permanent upgrades are:
- Making Hellebore/magic more powerful
- Life bar upgrades
Ahhh you lose those... well that kinda sorta sucks but at the same time. Games only 5 chapters. Doesn't seem too bad if you can keep restarting from that same chapter you fail and not the whole game over. People on twitter made it seem to be a bigger deal.
It has some frustrating parts, but the chapters are not that long anyway. Keeping your life upgrades and Hellebore upgrades are the only ones that really make sense in this sort of structure. Having to re-upgrade those would suck. Everything else, like 1 extra life, refilling health, the extra armor and extra use of magic are understandably taken away if you lose all of your lives.
Yeah seems fair enough. I'm really liking it so far. Need to play some more. I grew up on ghouls and ghost, festers quest, and other hard ass games. I feel right at home.
What is weird to me is the shmup sections. Kind of threw me off, but it's pretty funny. Anyway, I got right to the end last night and finally lost all my lives in a real cheap shot. Pissed me off pretty good, so I decided to wait and try to knock it out today, lol.
See, I haven't seen those yet! Messed around up to stage 2. Game seems fairly difficult. Love the style and it def feels like Suda 51/grasshopper game, for sure. Sad to see not many paying attention. I'll be posting a video in here of it in a day or 2.
God, this game gets just plain weird. But then again, that is Japan for you. Was not expecting shmup sections, especially ones this hilarious. Still a really neat little game for 10.00, though. On the last level right now. If I don't finish tonight, I'll knock it out tomorrow.
Beat hard mode earlier today, really made me appreciate the game even more. The enemies get new patterns and attacks and their placement is different. It's not just a damage increase which I really like!
Challenge mode has been really cool so far, kinda stuck on mission 13 because of some enemy I can't seem to kill, the missions have been extremely fun so far. Tried a bit of arcade mode and it really feels like classic GnG with a nice emphasis on score and efficiency.
This game is a HUGE surprise, I downloaded the demo out of sheer boredom but expected it to be shitty like alot of Grasshopper stuff. I was surprised by the fairly tight controls and immediate fun factor and the weird setting intrigued me enough to straight up buy it. I'm really glad that I did, it's been really surprisingly good!
Highly recommended to people who like arcade style platforming and a decent challenge.
It seems to be getting some negative reviews last I saw. Shame really. It's fun, hard, charming, twisted and highly enjoyable.
My review for it is going to be going up soon, and I will be joining the ranks of those that panned the game. I really wanted to like it, but manit just does so many things wrong in my mind. I appreciate difficult games, in terms of everything for the Dark Souls definition of difficulty, to the Ghosts'n Goblins definition. This game, thoughit gets difficulty wrong, at least to me. It absolutely does remind me of 16-bit action platformersbut the ones that I'm glad are no longer being made. *laughs*
I think I'd be able to appreciate it a bit more if I also wasn't so annoyed by the game's style. For me, it comes off as trying way, way to hard in trying to be weird, to a point that it's not weird, it's just stupid. The best part of the game is the whole "it's a play being performed on stage" aspect, but that often seems to get trampled by that Suda 51 style of "OMG look how hip and strange I am" design. (It reminds me a lot of Tim Burton stuff in that regard.)
Shame, because I was so excited for it after seeing it back at PAX.
I'd be interested to hear about what you find cheap in the game. I also felt it was a bit cheap on my first playthrough but in reality pretty much everything can be avoided. The dodge has a good amount of invincibility frames and it's essential on higher difficulties. Positioning and knowing when to attack and with which move also are very important. You can also use the right stick to move the camera to see enemies or platforms in advance.
I'd be interested to hear about what you find cheap in the game. I also felt it was a bit cheap on my first playthrough but in reality pretty much everything can be avoided.
I think there's a few elements that add to this overall sense of the game being "cheap". First, I think it does an absolutely terrible job of really giving the player the information they need to understand how to deal with situations the first time they encounter them. I feel a lot of the game boils down to trial-and-error, and I'm never a fan of that. That's one reason I love Dark Souls so much—as much as it might be hard, if a player is cautious and smart, they can understand how to get past any obstacle.
I played through the game once, did not enjoy it one bit, played it again, enjoyed it better. I came away feeling like my first time through had to totally suck so that I could learn the game, and that the second time through was my "real" play-through. I hate that style of thinking.
I think the enemies themselves feel cheap because the have peculiar movement patterns, and this combined with the terrible (I feel) attack range/style of the black knight makes it so easy for them to hit you while you're trying—and failing—to hit them first. Most of the time, I felt like I could rely on Hellebore as an attack far more than I could my sword, and I don't think that's a good statement to make.
Hit boxes on enemies can also be hugely frustrating, as can the priority (at least that I perceived) they have when it comes to trading hits. I think the enemy in the wheelchair holding the spikes shield was a great example of this—it's placed in a few positions throughout the game where I just fell into frustration over feeling that I should have gotten a legitimate hit in on them, but instead I was the one losing life.
What really rubbed me the wrong way was that I feel like a lot of the difficulty was more on the "cheap" side of things, and that once you suffered through it and knew what to expect, it ends up being too easy. Some of the enemies are really fun to fight, but then that is followed by too many that are just of not being actually challenging to beat, but just remembering exactly what to do when.
I've played enough games that I loved that others didn't to know that at the end of the day, a lot of it is a matter of taste. And, I think if my complains about the presentation and style of Black Knight Sword weren't also so strong, I could maybe have forgiven some of the issues I took with gameplay. I just did not walk away with a positive opinion on the game, and while I know some people have compared to the various Ghosts'n Goblins games, I don't think it comes even close to being as good as any of them were. I also don't think this game offer the reward that I get from games like Dark Souls. When I couldn't get past something, I was pissed off and frustrated—when I finally got past it, I was glad to have it over and never wanted to do it again.
I think there's a few elements that add to this overall sense of the game being "cheap". First, I think it does an absolutely terrible job of really giving the player the information they need to understand how to deal with situations the first time they encounter them. I feel a lot of the game boils down to trial-and-error, and I'm never a fan of that. That's one reason I love Dark Souls so much—as much as it might be hard, if a player is cautious and smart, they can understand how to get past any obstacle.
What's the story like in this game? I only saw the intro but was kind of intrigued.
The wheelchair enemies can be easily killed by either dodging through them and stabbing them in the back or by doing a jump downstrike on their heads a couple of times.
I like the way the rolling feels personally, never had an issue with it, I'm dodge rolling all over the place haha! I play with the dpad on PS3 if that makes any difference, 360 dpad would drive me nuts on this game.
I love the demo. Really surprised by it. If I liked the demo, is buying the full game a good idea? Does it get worse, or is there not enough content to justify the purchase or anything like that?