A bit... ok VERY annoyed that Tales of Vesperia is on sale everywhere but the Switch.
Namco pls
Namco pls
have played (not beaten) all of those, and I'd say imo Wonder Boy is the highest quality out of them. Also a pricier one, but depending on the sale go for it. Good gameplay/mechanics, rewarding discovery, a lot of the challenge comes more from platforming/puzzles as opposed to bosses but I still like the bosses, it is a good one. Really cool game
They are all good. I vote wonder boy
Any impressions on Lovecraft's Untold Stories?
Wait, less than 25 € at the Russian eShop? Mmm… that's tempting, and I'd love to try the multiplayer, give a couple of days (I have a busy weekend, sigh) and I'll get it! :P
Gotta agree with you on owl boy. the game isn't definitely bland. Its one of those games i had to take breaks from.I have mostly bad things to say about Owlboy. The game is gorgeous but boy if it isn't one of the blandest shit I've ever played. The three others are sure bet from whatI've read, though I only played Wonderboy.
Tangledeep is a community favorite, and I think you will get a lot of good feedback. I am not sure anyone played Songbringer.Does anyone want to make a case for songbringer and tangledeep? Both are on sale in au and have been catching my eye for a while.
yeah my bad I was thinking monster boyXeno-V
Are you both talking about Wonder Boy, i.e the Dragon's Trap remake? In at least one of these two posts it sounds like it's Monster Boy that's being referred to maybe.
Does anyone want to make a case for songbringer and tangledeep? Both are on sale in au and have been catching my eye for a while.
I think you may have just sold me on it! What difficulty do you recommend starting on?Tangledeep is amazing. Heartily recommend. It'll be up there for my GotY, let alone indie of the year.
It's just such a fun game, and one of the only traditional (turn-based, grid-based) roguelikes on the Switch. It has a DLC expansion coming to the system later this year, too, increasing the level cap and adding a 13th job, new items, new challenges, and a second story from the antagonist's perspective.
- Charming SNES-era pixel art and OST (listen if you need convincing).
- Fine-tunable difficulty settings that make it perfect for beginners, veterans, and challenge runners alike. (Among the options, you can turn perma-death on or off. On is the intended experience.)
- Deep character build customization. Enjoy the job systems of FFV, FFT, Bravely, Octopath, etc? Tangledeep's is similar, with 12 jobs, just condensed into one character. Mix-and-match job abilities as much as you want to create unique builds. (Creating job builds is so fun that I looked forward to dying with perma-death on. Big accomplishment there.)
- Addicting looter experience. There are 10+ weapon types and several armor types (all with differentiating effects), and although item drops are randomized, you can upgrade and customize your equipment by completing item dreams (think Disgaea: going into the item and completing a dungeon to upgrade it).
- Monster taming and breeding! Can tame whatever you want, and breed the various monster families together to create particularly powerful pets. (Optional, though. If you aren't into that, you don't have to engage with it. But it's really helpful.)
- Gameplay is very much the focus, but its story will take ~10hrs without restarting. The game's writing is charming.
- Playing with perma-death on, there's all sorts of meta progression between each run: you keep banked items and gold, as well as your garden and — crucially — pets. (Breed a powerful pet and it'll basically be able to carry you on subsequent runs.)
I think you may have just sold me on it! What difficulty do you recommend starting on?
Back in the days I had fun with this game, really good,from DrinkBox studio
Yeah, this was a Vita launch game, wasn't it. Totally forgot it was Drinkbox.
A bit... ok VERY annoyed that Tales of Vesperia is on sale everywhere but the Switch.
Namco pls
Xeno-V
Are you both talking about Wonder Boy, i.e the Dragon's Trap remake? In at least one of these two posts it sounds like it's Monster Boy that's being referred to maybe.
Thanks for these impressions, sounds like I'll wait for a sale. Still interested in this one.For people like Arturo and The 8-Bit Raider , asking how is 'Lovecraft's Untold Stories', here are my impressions.
First thing, the Switch port.
In portable mode, the size of the sprites is really small. Instead of creating two adapted resolutions, one with a bigger screen size for the docked mode, and one zooming the camera for the portable mode... they have used the same resolution and zoom.
This is disappointing, because they are using a completely different size and camera zoom in the screenshots of the eShop, that are indeed adapted to how the game should be displayed in portable mode.
In these eShop screenshots you will see bigger sprites, a readable map, you can distinguish the small objects... it's like they have created an adapted resolution for the portable mode, but they haven't implemented this in the final build.
So this is by far my major complaint of this version: not having a zoom button to have a closer view in portable mode.
My second complaint is how poor is the implementation of the save function for a game designed for a portable console.
The game is divided in chapters, and they are really long. Much longer than your normal floor in other roguelites such as 'The Binding of Isaac'. Also, the game has a much slower pace, because the developers have put a lot of attention in creating a setting which feels close to the Lovecraft's universe. In a way in which the exploration and the investigation parts have a bigger weigh than the combat. Plus in each chapter's map there is a lot of backtracking. If for example you reach a distant corner of the map and you want to explore other zones of the chapter, you will need to go back through the previous visited rooms.
I was at the end of the chapter 1, with only a few rooms to explore in a distant corner of the map.
Exhausted, I decided to pause the game. I selected the option of returning to the menu.
In the menu, there are two options, one for a new game and the other one to continue your previous walkthrough.
I selected to continue... and instead of saving my actual run, the game took me back to the start of the first chapter.
So this continue option will always take you to the start of the current chapter. And you never should return to the menu or closing the game if you haven't finished the current chapter, if you don't want to lose your progress. But this is never specified by the game.
And how about the implementation of HD rumble or any type of rumble? Nope. There is no rumble in this game.
Outside of the quality of the Switch port, the game is okay.
The roguelite part is redundant, and it's a game that should have worked much better without randomized parts. Because the only randomized part is the layout of the maps, with the prologue of each chapter being fixed.
And the permadeath is not as punishing, because after each death the game will give you an option to start from the beginning of each chapter, with the same stats and objects that you had in your inventory after completing the previous chapter.
I miss more randomized parts. There are events tied to the exploration part that can randomly appear in each chapter. But they always have the same scripted events. So at the end, it's only a question of memorizing through subsequent runs which is the correct option to select in the menu. For example, you find a voodoo doll, the game gives you various options to interact. One will decrease your life meter, the other one will increase it. But always having a fixed solution for this will eliminate the risk-reward part that is essential in a good designed roguelite.
The combat is by far the worst part, it works in a similar way to 'Hotline Miami', with the difference that giving how dark is the map, there are not as much strategies that you can use to fight the enemies. So at the end, you are shooting cultist in dark corners of the room, and when you receive damage or you kill them, you never will have a sense of accomplishment or of being good playing the game. Nothing to see with the superb combats in games like 'Nuclear Throne'. And how confusing can result the combat is only accentuated by how small are the sprites in portable mode.
To be fair, the combat doesn't pretend to be the main focus of the game. A lot of the rooms are empty and without enemies, and it's a game more about how you manage your resources and items to survive.
The development team has been smart enough to understand what are the strengths of the game, and with a limited budget and resources they have been able to create a roguelite with a distinctive flavor, much more centered in the exploration part. And they have really nailed the Lovecraft setting. With a lot of references and homages to his stories. With a really ambitious use of its pixel art, including an overwhelmingly variety of assets. In which even the more small and subtle details have been taken into account to construct each scenario.
Nothing revolutionary, not a genre defining game. And a game that it's much more enjoyable in docked mode, due to the too damn small sprites. But it's also a game with its own personality and nailing the Lovecraftian setting. Until a point in which this will result in the only objective audience for the game: people who are super into Lovecraft's novels.
The news people want is confirmation of the obvious: that it won't have any Switch-centric bells and whistles because it's a straight PS4/PC version port. Some are still harboring false hope that it will have gyro aiming or some such.
https://www.resetera.com/threads/sh...ss-man-let-me-handle-my-business-damn.115494/Now that the dust and initial hype has settled how's everyone who bought Shakedown Hawaii enjoying it?
Kinda split between Spiritsphere DX and Strikey Sisters as they look pretty samey on a surface level. Any feedback would be appreciated!
The news people want is confirmation of the obvious: that it won't have any Switch-centric bells and whistles because it's a straight PS4/PC version port. Some are still harboring false hope that it will have gyro aiming or some such.
https://www.resetera.com/threads/sh...ss-man-let-me-handle-my-business-damn.115494/
that's what it looks like. we have no reason to believe otherwise, they've been upfront about the features in RER1+2. not a single bleep about RE4 other than "it's coming on X!" so there will be nothing.
Thanks for your feedback Mudo! I'll check out a bit more of Strikey Sisters to see if it's really worth it.I havent played Strikey Sisters yet, but looking at it and comparing it to my time with Spiritsphere I'd say get Strikey Sisters for sure. I was really disappointed in Spiritsphere it's really basic and bored the hell out of me
that's what it looks like. we have no reason to believe otherwise, they've been upfront about the features in RER1+2. not a single bleep about RE4 other than "it's coming on X!" so there will be nothing.
Strike Sisters is dope af, just saying.Thanks for your feedback Mudo! I'll check out a bit more of Strikey Sisters to see if it's really worth it.
Nice!!! Great pickups.I got Severed, Heist and Cosmic Star Heroine for about $20. Solid sale.
Kinda split between Spiritsphere DX and Strikey Sisters as they look pretty samey on a surface level. Any feedback would be appreciated!
You sold me a copy good sir. I bought it on Steam first to see if I will like it enough to buy it on Switch.Tangledeep is amazing. Heartily recommend. It'll be up there for my GotY, let alone indie of the year.
It's just such a fun game, and one of the only traditional (turn-based, grid-based) roguelikes on the Switch. It has a DLC expansion coming to the system later this year, too, increasing the level cap and adding a 13th job, new items, new challenges, and a second story from the antagonist's perspective.
- Charming SNES-era pixel art and OST (listen if you need convincing).
- Fine-tunable difficulty settings that make it perfect for beginners, veterans, and challenge runners alike. (Among the options, you can turn perma-death on or off. On is the intended experience.)
- Deep character build customization. Enjoy the job systems of FFV, FFT, Bravely, Octopath, etc? Tangledeep's is similar, with 12 jobs, just condensed into one character. Mix-and-match job abilities as much as you want to create unique builds. (Creating job builds is so fun that I looked forward to dying with perma-death on. Big accomplishment there.)
- Addicting looter experience. There are 10+ weapon types and several armor types (all with differentiating effects), and although item drops are randomized, you can upgrade and customize your equipment by completing item dreams (think Disgaea: going into the item and completing a dungeon to upgrade it).
- Monster taming and breeding! Can tame whatever you want, and breed the various monster families together to create particularly powerful pets. (Optional, though. If you aren't into that, you don't have to engage with it. But it's really helpful.)
- Gameplay is very much the focus, but its story will take ~10hrs without restarting. The game's writing is charming.
- Playing with perma-death on, there's all sorts of meta progression between each run: you keep banked items and gold, as well as your garden and — crucially — pets. (Breed a powerful pet and it'll basically be able to carry you on subsequent runs.)
I am talking about Wonder Boy, not Monster Boy, as for now I was focusing on what's on sale.
Not sure what Poised Turtoise meant though :)