Cheese Raptor
Banned
Character looks like Stryder/Samus.
As much as I like Metroid, I wish it wasnt so blatant about it.
it still looks great. Cool that it was made by a gaffer.
This is a fair criticism, and I'll be addressing it in the FAQ, but I'll say it here.
Basically, the origins of the game you see, as it exists now, can be traced back to a flash game I started developing about a year ago -- Where my aspirations weren't as high, I just wanted to make a metroid-like because Nintendo wasn't doing it.
The game grew a lot in its concepts and ideas and aspirations -- But, as of now, the basic gameplay mechanics and engine are still the same that I set up originally.
Moving forward, if funded, I intend to rebuild the art for high res (and it'll be MUCH!!! more detailed because it won't have all those size and memory constraints built into it like my flash game did!) and since we'll be recoding it from the ground up, I'll also be overhauling the gameplay mechanics. It'll still be similar to metroid in some ways, but it'll be much more visceral, with enemies stumbling and falling down, things being pushed back, the player being able to be knocked down -- and we'll have a basic melee attack for shoving enemies. It's all designed up here in my head -- It'll be metroid with just a bit of a melee combo type game mixed into it for good measure, and I feel it'll be everything the game needs to give it its own distinct flavor.
As much as I like Metroid, I wish it wasnt so blatant about it, not gonna lie
it still looks awesome. Nice job jobbs
...it's just a matter of buckling down and remaining breathing.
I was going to say, "don't kill yourself", but it looks like you have that covered. You might want to consider adding a short pitch video. This always puts me more at ease with Kickstarters.
If you're talking atmosphere and art design, I think we've had a few. Waking Mars, The Swapper, Capsized... also numerous indie games that had a more abstract/minimalistic approach, but still, were clearly influenced by Metroid.We havent had a lot of Super Metroid ripoffs (im not talking about the metroidvania concept, just its atmosphere and art design). I liked that atmosphere and design so much ill forgive this one.
Sold. Backed. Best of luck.This is a fair criticism, and I'll be addressing it in the FAQ, but I'll say it here.
Basically, the origins of the game you see, as it exists now, can be traced back to a flash game I started developing about a year ago -- Where my aspirations weren't as high, I just wanted to make a metroid-like because Nintendo wasn't doing it.
The game grew a lot in its concepts and ideas and aspirations -- But, as of now, the basic gameplay mechanics and engine are still the same that I set up originally.
Moving forward, if funded, I intend to rebuild the art for high res (and it'll be MUCH!!! more detailed because it won't have all those size and memory constraints built into it like my flash game did!) and since we'll be recoding it from the ground up, I'll also be overhauling the gameplay mechanics. It'll still be similar to metroid in some ways, but it'll be much more visceral, with enemies stumbling and falling down, things being pushed back, the player being able to be knocked down -- and we'll have a basic melee attack for shoving enemies. It's all designed up here in my head -- It'll be metroid-like with a bit of a melee combo type game mixed into it for good measure, and I feel it'll be everything the game needs to give it its own distinct flavor.
This is something I must have gone back and forth on more than anything else over the past few weeks before launching.
OP, you should write something about the author, I think only the people that visit the indie thread know that he's a gaffer.
Lol.Or people who read the thread title?
Game could be really great if emphasis is placed in the right spots. Super Metroid really evoked a sense of exploration and isolation and discovery like few did back in the day. It put attention into details to flesh out the world that you didnt normally see. And it had a really ambient soundtrack. If those feelings can be focused on then this will find an audience. Ill probably back it sometime this week.
Oh and protip, i have big nostalgia for 2d games that feature unique locations in the backgrounds that you eventually go to (you know like a building or unique monument on a hilltop or something). Castlevania did that in the past and i get nostalgia bunnies from it. Do that in a couple of outdoor areas.
I LOVE this shot.
Will there be voice acting like in The Swapper, just text or nothing?
Gotta love that Demon's/Dark Souls chuckle lolfull voice over! there aren't a ton of characters and I know people I can fall back on who can fill the roles suitably, so it's a go.
I even did some tests myself, trying to decide if I could do the role of one of the characters: http://www.ghostsonggame.com/miscd/VOtest-saymund_fx1.mp3 (I put on my own quick little reverb effects to make it sound like he's in a cave -- this is not final or mixed or whatever, just my own test)
it won't be "push A to listen to the guy talk" like some games. NPCs will talk when they have something to say, frequently by walking near them, or as part of a scripted sequence.
the reason I'm doing it this way is because of my vision for the whole thing -- I want it very ambient and natural and this is the way that seems best to me.
I think this game won't disappoint you.
I'm sorry to hype my own stuff, but I am absolutely sincere when I say I believe in this game, I believe the game will have absolutely memorable moments -- if I didn't think I could deliver something people would love, and scratch an itch that's currently not being scratched a lot, I'd never have attempted a KS.
This is something I must have gone back and forth on more than anything else over the past few weeks before launching.
Pros: Some people say it helps
Cons: I looked like a douchebag and my crap equipment fugs up the whole operation with its low qualitiness! it also removes some of the mystique of how the trailer leaves off.
It's natural to have some concerns about an individual making a game, all I can do is stake my reputation on it. If I fail to deliver a game, or deliver a shitty game, my life as a developer is basically over. And this is what I want to do. I'm not good at anything else that I care about. So I don't want it to be over.
I thought the trailer and your info text were more than enough to hype me, for what it's worth.
That said, while I'm definitely backing the project, I do have one question I need answered. The game wears its Metroid influences on its sleeve, so to speak, but is it REALLY a pathfinding game? Metroidvania as a term gets misappropriated too often, applied to almost anything with an interconnected map and power ups, but the key thing I always want from these games is the reward that comes from deciphering where you have to go next and how to get there. Is it that type of game, or a more guided affair?
I'm kind of placing my bet on people not being idiots. I try to lay the game out in a way that makes sense, but no, there'll never be "Leesten!". No one's ever going to tell you what to do or where to go. If you know me you know how much I hate hand holding. I wouldn't invoke "Dark Souls" if I was going to make a hand holding game. That'd take balls.
Remember the passageway to the great hollow and ash lake? Yeah, so do I.
Character looks like Stryder/Samus.