@ogo79 Supergrafx GNG was the one we were playing over and over. I find the genesis one to be too easy. Also it's missing so much art and animation... enemies shrunk down etc. Supergrafx - play it on an emulator or play the arcade version!
I've had a few people tell me our game looks too easy. I'm the one playing the prototype in the video though. Advantage -> level and control designs. Extra Advantage -> have finished GnG a probably over 1000 times...
@NEStalgia I can't wait to share one of the bosses my daughter came up with. Honestly it was almost something out of a Super Mario game. She was five at the time. She was at her friends house for the afternoon. Came home with a bunch of her drawings and some scribbled words. "Daddy I want this giant "X" in the game. And you can't just hit him. You have to make "X" fall down so it turns around and you hit him in the bum!" I just stopped dead in my tracks. I'm like.. I don't think I've seen that done in a game before. "Maddi, did you come up with that on your own?" "Yes!" "Ok then..." I can won't give it away but I'll share the art she does for it later down the road. It's soooo not a typical GnG style boss battle which is fine by me as I've always found those bosses too easy. I think the Skeleton boss in level 1 will be as GnG as it gets. Though I don't think they every moved around that much.
But there should be at least 4-5 gng games worth of content by the time we're done if not more
@NEStalgia The reason it looks so closely to GNG aside of that being my art style is because my daughter wanted to be in GnG. That's how this whole thing started! This game is for her first and foremost. The monsters are even roughly designed by her too!
So please - don't write us off as a clone We're very far from it!
@Usagi-san There is no WebGL support at the moment and we used it for special effects. They are adding it, but we aren't waiting around. Also Unity can be ported to a lot of other things. We have been getting heavy demand for a 3DS port and Vita as well. Even PS3/4 and XBONE. I love my handhelds so I'd be happy if we can get onto either!
@Tsurii897 Sorry to hear you're done. And you're right - it is a lot of work to make a game. Especially since we've rebuilt it half way through development because of all the crap we took for it looking/playing like an NES game.
We've made it exactly how we wanted it now, but our play testers have found that the controls are "too hard" or "not smooth enough". The controls are exactly like a real retro game - you look left you immediately look left - you shoot, bullets are right there on the screen etc. As of now everything is working the way we wanted it too, but we need to listen to the reviewers and beta testers.
The kickstarter backers are getting the game as intended. When we have their feed back and are satisfied we will release the game. It was only ever the PC version coming out at the moment anyhow so I don't understand what the big deal is, The Wii U version isn't being coded by us, we're having a unity port built to push to Wii U and possibly other consoles. There has never been a Wii U release date - But it has been in development for roughly 2 months now.
And yeah, we are just two guys. I'm the lead dev and art and sfx - the creative director. And up until the December I was working on other projects. The other developer was going to school full time until April, and is working a full time job.
We do this because we like doing it, and if you think we're being ridiculous because we don't want the game to suck, well - that's too bad for you I guess. I usually put in 15 to 22 hour days on the game now. I have hardly taken a day off since January.
But for the most part - this is to polish the game a bit. We're not re-inventing the game for a third time. It could only take a week maybe two. But that will not affect the Wii U release date as it doesn't exist and the changes we make now are easily added into the unity build. We have already made a few of the changes (difficulty on Easy mode - less snappy camera) and at the most we may add a different control option/camera mode for people that want to play it in a more modern retro way. I'm just tired of giving the release date and then having to push it back again.
But again, I apologize for not wanting to half ass our game.
Comments 8
Re: Battle Princess Madelyn To Bring Classic Ghouls 'n Ghosts Action To Switch
@SeriousSam It's not a feminist game - it's being made for and with my daughter (she's 6 years old). No agenda, just a dad.
Re: Battle Princess Madelyn To Bring Classic Ghouls 'n Ghosts Action To Switch
@WhiteTrashGuy It is coming out on Wii U too.
Re: Battle Princess Madelyn To Bring Classic Ghouls 'n Ghosts Action To Switch
@ogo79 I love Maldita Castilla!! LOTS!!! <3 <3 <3
Re: Battle Princess Madelyn To Bring Classic Ghouls 'n Ghosts Action To Switch
@ogo79 Supergrafx GNG was the one we were playing over and over. I find the genesis one to be too easy. Also it's missing so much art and animation... enemies shrunk down etc. Supergrafx - play it on an emulator or play the arcade version!
I've had a few people tell me our game looks too easy. I'm the one playing the prototype in the video though. Advantage -> level and control designs. Extra Advantage -> have finished GnG a probably over 1000 times...
Re: Battle Princess Madelyn To Bring Classic Ghouls 'n Ghosts Action To Switch
@NEStalgia I can't wait to share one of the bosses my daughter came up with. Honestly it was almost something out of a Super Mario game. She was five at the time. She was at her friends house for the afternoon. Came home with a bunch of her drawings and some scribbled words. "Daddy I want this giant "X" in the game. And you can't just hit him. You have to make "X" fall down so it turns around and you hit him in the bum!" I just stopped dead in my tracks. I'm like.. I don't think I've seen that done in a game before. "Maddi, did you come up with that on your own?" "Yes!" "Ok then..." I can won't give it away but I'll share the art she does for it later down the road. It's soooo not a typical GnG style boss battle which is fine by me as I've always found those bosses too easy. I think the Skeleton boss in level 1 will be as GnG as it gets. Though I don't think they every moved around that much.
But there should be at least 4-5 gng games worth of content by the time we're done if not more
Re: Battle Princess Madelyn To Bring Classic Ghouls 'n Ghosts Action To Switch
@NEStalgia The reason it looks so closely to GNG aside of that being my art style is because my daughter wanted to be in GnG. That's how this whole thing started! This game is for her first and foremost. The monsters are even roughly designed by her too!
So please - don't write us off as a clone We're very far from it!
Re: Insanity's Blade Release Date Changed to "TBA"
@Usagi-san There is no WebGL support at the moment and we used it for special effects. They are adding it, but we aren't waiting around. Also Unity can be ported to a lot of other things. We have been getting heavy demand for a 3DS port and Vita as well. Even PS3/4 and XBONE. I love my handhelds so I'd be happy if we can get onto either!
Re: Insanity's Blade Release Date Changed to "TBA"
@Tsurii897 Sorry to hear you're done. And you're right - it is a lot of work to make a game. Especially since we've rebuilt it half way through development because of all the crap we took for it looking/playing like an NES game.
We've made it exactly how we wanted it now, but our play testers have found that the controls are "too hard" or "not smooth enough". The controls are exactly like a real retro game - you look left you immediately look left - you shoot, bullets are right there on the screen etc. As of now everything is working the way we wanted it too, but we need to listen to the reviewers and beta testers.
The kickstarter backers are getting the game as intended. When we have their feed back and are satisfied we will release the game. It was only ever the PC version coming out at the moment anyhow so I don't understand what the big deal is, The Wii U version isn't being coded by us, we're having a unity port built to push to Wii U and possibly other consoles. There has never been a Wii U release date - But it has been in development for roughly 2 months now.
And yeah, we are just two guys. I'm the lead dev and art and sfx - the creative director. And up until the December I was working on other projects. The other developer was going to school full time until April, and is working a full time job.
We do this because we like doing it, and if you think we're being ridiculous because we don't want the game to suck, well - that's too bad for you I guess. I usually put in 15 to 22 hour days on the game now. I have hardly taken a day off since January.
But for the most part - this is to polish the game a bit. We're not re-inventing the game for a third time. It could only take a week maybe two. But that will not affect the Wii U release date as it doesn't exist and the changes we make now are easily added into the unity build. We have already made a few of the changes (difficulty on Easy mode - less snappy camera) and at the most we may add a different control option/camera mode for people that want to play it in a more modern retro way. I'm just tired of giving the release date and then having to push it back again.
But again, I apologize for not wanting to half ass our game.