FROG GAME PROTOTYPE OUT NOW
I'll leave this post pinned for about 2 weeks, game will be downloadable off my itch forever
PLAY IT
ravagedev.itch.io/frog-scorp…
Replying to @swessystar @Sonnie_Slim
Nah I have the sprint key completely disabled and turned on auto-sprint
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Replying to @Sonnie_Slim
Yeah letting the player decide the bindings is definitely.. a choice.
FWIW I put made slash the same key as block, grapple the same as shield throw,
And dash/slam shift and ctrl, which seemed to work well for me
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Replying to @PennyforthII
Oh yea, he’s got a maasive health bar too, I’m pretty sure I was fighting it for a bit before this clip started
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Pretty big fan of the decision to give the pain elemental like a trillion health, leads to it controlling the battlefield in an interesting way a lot of TDA enemies just can't
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Replying to @Kwasps @moonmin_03
LOL I moreso mean that Hugo has thus far reduced that aesthetic down to tentacles and eyes, I don't really trust him with it
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Replying to @994_ram
I'd say give TDA a shot when it goes on sale; it doesn't incentivize weapon switching much at all, but it DOES definitely regress you towards a prescribed playstyle.
Whether you'll like it or not just depends on if that playstyle is for you
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Replying to @RavageDeveloper @994_ram
This is less so the case for Eternal though, that game definitely expects you to quickswap like crazy
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Replying to @994_ram
I think our difference in opinion comes from what we think is being forced vs incentivized.
I'd say that the things that Nu Doom FORCES you to do are like, shoot your gun and move around, and that quiskswapping is actually exactly the player expression you're valuing.
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Replying to @catb0mb @wormframe
Just checked and yeah it looks like I played it after the update. I think the main issue is that the limited ammo system sorta necessitates that most enemies are very squishy, even the captains
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Replying to @wormframe
Hate to say it but I gave it a try and couldn't make it through the demo. It just felt like I was clearing the same room over and over again, and the enemies posed basically no threat to me
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Replying to @moonmin_03
I honestly really hope we get to see Hugo's interpretation of Quake 1 one day, I just hope the focus is placed on the beefy, space-controlling enemies and not the lovecraft aesthetic
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Replying to @994_ram
Honestly curious what you dislike about it. I think it looks a bit goofy but feels pretty great to play with
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Replying to @papayathebun
I think people's issue with Eternal's use of quickswitching is moreso that a bunch of enemies have a prescribed solution, and swapping between those solutions is what makes you quickswitch. There's not much novel decision making happening there, you're always going to use either a sticky or balista shot to kill a cacodemon, for example.
Doom 2016's quickswitching (and soooooooorrrta TDA to an extent) is motivated by dps optimization and maximizing the stagger mechanic, which allows for a lot more player freedom, and therefore decision making, in real time.
FWIW it's also noteworthy that you do a lot more self damage in 2016 than Eternal, so your explosive weapons have a physical impact on your positioning as you quickswitch.
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Replying to @A_Cat_Named_Zen
Well that and like the whole team just graduated college 😅
We don’t know if we’ll have the sorta velocity needed to make a large metroidvania type game in a reasonable timeframe
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