We have made some adjustments to the overall gameplay speed, aiming to offer a more exciting and dynamic experience. Given the large number of people who have asked for Enchanted Portals to be on PS4, we’ve decided to launch it on that platform in addition to PC and Switch. To that end, we have created a new extended trailer in which we show some of the changes and new additions we’ve made to the game and a lot of you have been suggesting: I'll be keeping an eye on it to see if these issues are addressed as they are ABSOLUTELY fixable, but for now, I'd advise to steer clear.Now, Xixo Game Studio is resurrecting the crowdfunding drive, claiming that it will allow them more control over the project – and has released a new extended trailer to support this.Īfter several months of hard work and exploring different options to fund the development of Enchanted Portals, we have ultimately decided to relaunch the Kickstarter campaign as we believe it would grant us more control over the project. I was actually aware of this game 3-4 years ago and while I never expected it to be on the level of everyone's favourite anthropomorphic drinking utensil, I had at least expected it to get the basics down. These are all good ideas, it's just that the execution is terrible. Also, the weapons are elemental, meaning different enemies have different weaknesses. There are a bunch of different status effects, like getting flattened by the hammers or being turned into a zombie during the first boss. It's not all bad though - the devs had the foresight to add a progress meter around the player's health display which actually shows how close you are to triggering the next phase of the boss fight. Even something as simple as an iris transition would have made these less jarring. Presentation is also lacking - the music and ingame animations are great, but these are interspersed with still images that just pop up and disappear. The game also has no i-frames, so you can go from full health to dead in seconds. Dashing also causes your character to stop firing and it carries momentum too which caught me out several times. Worse still, you can't change weapons whilst airborne and doing so causes your character to stop firing. The controls are busted - each of the game's three weapons have a separate button on the D-pad instead of one button to cycle - an issue for players like myself who need the D-pad for movement in these types of games. It becomes clear VERY early on that this game needed more time in the oven. Imo, a clone like Enchanted Portals would have benefitted by addressing these instead of futilely trying to match the animation. The impacts of your shots are piddly and you go entire boss phases without knowing if you're doing damage. The shooting doesn't feel as good as Metal Slug. The movement doesn't feel as good as Contra. They maybe should have embraced that more to set themselves apart, though it probably would have been harder haha.Ĭuphead was initially one my most anticipated games upon its announcement, but I didn't end up buying it because the gameplay is no good lol. Actually, to be a little bit nicer, the style looks closer to John Kricfalusi than Max Fleischer. This looks like a Newgrounds parody of Cuphead. Genuine hard research and care needs to be done on these techniques. Blinking objects don't resemble rotoscoping. The animation isn't bouncy or rubbery enough. There should be a slight drop shadow between the sprites and the backgrounds. In this, the backgrounds don't look hand painted. It needs film grain it needs a CRT filter or heavy chromatic aberration. The thing that made Cuphead stand out was the artists completely committing to its style.
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