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The Arcade: INSERT COIN
Forum Index - Donut Plains - Gaming - The Arcade: INSERT COIN
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Yesterday, I completed Wandersong. Man, did I enjoy it. Way more than I anticipated. The game was just wholesome from beginning to end, and the core gameplay mechanic, as simple as it was, was loads of fun to use. I highly recommend everyone who enjoys these more unconventional types of indie games to give it a try.

Aside from that, I recently completed Tokyo Mirage Sessions #FE Encore on my Switch, and... eh. It was fine. I must say the game didn't really click with me. I kinda liked the battle system (it reminded me of Final Fantasy X), but the rest of the game was just "whatever" to me. The characters all were some giant stereotypes (including the protagonist, who felt shallow and boring), the story wasn't very epic and was very formulaic, even the dungeons weren't all that fun to me (they got way too long, most of the gimmicks weren't very enjoyable, and they always followed a specific pattern with a miniboss in the middle and a regular boss at the end). I don't know, aside from the battle system, there was just really little I enjoyed about the game. I guess some of the songs were kinda catchy, if nothing else, but I don't think I have much of a drive to ever replay the game in the future.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Well, I have been playing 7th Dragon on my DS again.
I stand on the fact that it's a unique RPG, I love the mechanics and the battles are fast paced.
It can be hard at times however, as the difficult spikes on each boss.

It is very much a game where you need to strategize in battles against bosses in order to win. It's not a strategy game, but there is a certain element of it, in that you need to manage your resources properly and customize your team(s) effectively, choosing your preferred moves, abilities and stats carefully, and at least regarding bosses, you can't simply outpower them by overleveling.
You need to think things through.

A small complaint I have is the lack of an enemy encyclopedia of sorts.
There are so many enemies, with so many drops, it's easy to forget all of that. And selling specific items in a certain amount is how you get to unlock new weapons, armors, accessories and items, including food.
So it would be extremely helpful having such a thing.
(Like in Castlevania: Order of Ecclesia).

That aside, I enjoy the game quite a lot.
It's great for moments where need to wait for something too, you can just turn it on, play for a while to get some drops, exp., maybe some quests and then save. I like a game where you can get some enjoyment by playing either a quick session or a long one.

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Dawn upon me, morning sun... I anxiously tarry for thee, come to vanquish this horrible era of my life.

Things I am excited for:
Apparently there is nothing announced anywhere that really interests me.

Things I probably should do:
Update my profile to coincide with the new changes.
7th Dragon is the most charming video game I've ever played. I love the art style. I love the music. I love the big world that's full of secrets and quests. I love the dungeon crawling design and the character growth. I love all the cute flavor and writing that the game has. It's a game that my friends and I gush over all the time.
But god is it one hell of an unrefined gem. It has so many annoying little mechanics, weird design decisions, and balance issues. I played the game a lot when it was first released and loved my experiences with it. I was really dissatisfied with the sequels: they dropped pretty much everything I found charming with the original game and left us with really sluggish, easy, limited, and predictable games that feel copypasty in design to an insulting degree.
It's a shame that 7th Dragon didn't get the iteration that its sister series Etrian Odyssey did. Sharing a director, the first game clearly had a lot of similar design to EO and it's really upsetting to me that EO got to flourish and expand while keeping true to the series roots and appeal and I would have loved if 7D could have remained as its more Dragon Quest-style equivalent, with a higher emphasis on plot, more free-form exploration via a world map, and the third person perspective.

Speaking of Etrian Odyssey, I'm finishing up my, what, fifteenth playthrough of Nexus? I'm using a fan patch that gives classes a lot of new skills and it really breathes some new life into the game. I already like Nexus a lot despite the repetition and low difficulty, but the class redesign patch gives me a lot of new tools that I can do all sorts of cool challenge runs with.
I'm probably going to start a new challenge run of EO2U after I wrap up this playthrough.
Honestly, you can tell how much I 7th Dragon and Etrian Odyssey since simply seeing a mention of it can drive the usually-shy and rarely-posting me to feverishly write a large post out of nowhere.

I'm still playing Smash Ultimate. I've added Byleth to my cast of played characters and I think she's both really fun. I really love Byleth's baity style of play and her up-tilt, up-smash, and up-air are the most satisfying things to annoy people with ever. I sorta wanna pick up Zero Suit Samus or Sheik, too.

I'm still playing Mario Maker 2. I overhauled each and every one of my levels to a point I'm pretty proud of. I really like to see that people enjoy my levels and I like making them as fair and accessible as I reasonably can. I have a lot of ideas that I want to work on but my brain has a weird habit of coming up with pretty themes and visual setpieces long before actually thinking up any actual level designs. I should probably make a showcase of my levels at some point.

I'm finally getting back into Disgaea 5. I'm still really disappointed with how this game watered down a lot of what I previously found to be the funnest, craziest parts of the series. I miss the chaotic floors, double magichange, giant monsters (before it was a boring glorified stat buff), weird attack skills, and high density of Disgaea 4's item world experience.
I played and finished Tokyo Mirage Sessions#FE too, I agree that I'm probably not going to replay it, but I enjoyed it alot. It felt like a slog for me at first, until I got walled by this boss I couldn't beat. I started doing the side stories and I was impressed by them. They were fully voice acted, granted your party members new skills, and even had optional bosses that had quality cutscenes that could even rival that of the main game.
By the end of the game, I was looking forward to unlocking more side stories just to see what new abilities or costumes I could unlock for the characters, who I thought were very likeable.

One think I didn't like that much was some of the story bosses, they seemed to be overpowered, even though I chose Normal difficulty. I found myself having to grind even a little bit before fighting any boss and it was a bit of a downer. It's hard to strategize against this when there's only 3 party members and one of them dies in a single hit to a boss. They won't act again until the next round, and by reviving them you wasted 1 out of two actions you had.
For me, the problem with the sidestories was mainly that I already wasn't very invested into the characters, and that they pretty much all played out as I had expected, which to me enforced this feeling that the characters were all just walking stereotypes. As a result, I got very little enjoyment out of the sidestories. I do believe they can be enjoyable to people who don't feel as oversaturated on these Anime tropes, though. Quality-wise, they are pretty much on par with the main game's quality.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Played through stick mice in my head and then beat my head in with a hammer and let them back out up to little green mice (the Spinia stage), infinite lives cheat code on but no savestates. I love Morsel level design, but the Spinia sprite is Not Good. I'm thinking of making my own if anyone is willing to make graphics for it or help teach me to make my own pixel art for it (which I'd appreciate a lot more since it'd mean I could make my own graphics for ASM nonsense).

I actually got yeeted into a fucking wall and died just by jumping on it while it was next to one.

Originally posted by Morsel
Sometimes, when you jumped on it, it hurt you. When you froze the game by collecting a mushroom, it would splatter graphic tiles over the whole screen. I tried to fix these issues, but, since I know bugger all about sprite coding, I probably didn't fully succeed.

I'm currently taking a break to program a bit so I can return to lgm with a fresh mind, maybe do some ASM and SNES studying later. Repeated failures basically lol

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SNESLab wiki | GitHub | Twitter (Romhack and programming focused alt)

Started playing SteamWorld Quest recently, and so far I am enjoying it more than I expected. I loved all of the previous SteamWorld games, but this one seems to have gotten more mixed reviews, so I was a bit sceptical. So far I can say that my worries were baseless and that the game is a lot of fun. Basically, this is a more linear take on an RPG that is split it chapters that are separate from each other where only a small section of the game is traverseable, rather than having a single big, interconnected world. In most other RPGs, this would be a problem for me and feel restricted, but this game, right from the beginning, feels like it is focussed more on the battle system than on exploration, and this isn't a bad thing, because the battle system is actually a lot of fun. It's a card-based battle system where each of your party members can have a deck of eight cards, then every turn, random cards from these decks are drawn and you can use up to three cards per turn and can activate certain combo effects and stuff. The battle system is simple enough that you can get into it easily, yet also deep enough that there's some flexibility in what you can do. As people here might know, RPG battle systems - especially turn-based ones - tend to be hit or miss for me, so I'm glad to say that this one seems to be "hit" so far. I'm enjoying it a lot!

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
24hoSMW 12 got me in the mood for some SMW, so I booted up VIP and Wall Mix (with THFTT's translation) and got to World 6 savestateless, just with an infinite lives code. Currently at ゴールはもう 目の前にある (We're Already at the Goal).

My boyfriend says I'm flying through it~ #wario{<3}

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SNESLab wiki | GitHub | Twitter (Romhack and programming focused alt)

I've been taking a break from League of Legends for a while (running out of space on my computer for anime) so in the mean time I've been trying to get more back into Super Mario World hacking both playing it and making levels (been trying out a new sort of design philosophy). I played a couple of Japanese hacks from 2005 that Zandro has on his site a while ago so I figured I would try some more since I liked them a lot alongside with some of the entries from the latest 24hosmw contest. I've also been trying to get into Melty Blood lately too but it hurts my hand playing with a keyboard after a while.
I've been playing Hollow Knight lately. It looks so glorious playing on the TV and I prefer that over playing in handheld. It reminds me of Cuphead meets Metroidvania. Just got the walljump move and it reminds me of the walljump in N: the Way of the Ninja.

I wanna play Half-Life Alyx when it comes out but I don't have a VR kit and those are ridiculously expensive, tho I wonder if that will fall victim to Valve time.

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Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
I finally got back into Breath of the Wild. I took a break after 50 hours because I got distracted by a whole bunch of things. I'm really finding myself immersed again. I'm in a constant cycle of heading towards a goal only to be distracted by sidequests and shrines and stuff.
I finally got the third divine beast and also found the Master Sword by complete accident—I just happened to wander through the Lost Woods correctly on my first try.

I still have problems with this game, like how riding your horse is really restrictive and doesn't gel well with the shrines and all the mountain climbing. I really wish there were some alternative speedy movement method.
Been playing some games in Japanese to help improve my skills.

So far I'm at Bloodpool in ActRaiser, got to the Otafuku Headquarters in Goemon 1 SNES and I'm at the Sultan's Dungeon in Disney's Aladdin for the MegaDrive.

I'm European so I can say MegaDrive #wario{:peace:}

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SNESLab wiki | GitHub | Twitter (Romhack and programming focused alt)

Played the Final Fantasy VII Remake Demo! I like how its just the reactor, nice parallel to the original demos from 96/97. The game play feels a lot like a KH or Mana game mixed with FF, I really like it. Overall really flashy and good game, looking forward to the first episode!

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SNESLab wiki | GitHub | Twitter (Romhack and programming focused alt)

Oh, right. I haven't played the demo yet. Haven't actually even hooked up my PS4 yet since moving to the new flat. At this point, not sure if I should even download the demo in the first place or just wait for the full game, since I'm going to get it either way and it's literally just around the corner.

April will definitely be an intense month for J-RPG fans, with the Final Fantasy Remake releasing right next to the Trials of Mana remake. I'm actually a bit afraid that Final Fantasy releasing in the same month might hinder the sales of Trials of Mana, because it's really more of a niche game, but we will see. Optimistically speaking, we're getting two great-looking remakes of two already great games in the same month.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Made it past みずと ともに いきる (Living with Water) and クッパじょう べっそう (Bowser's Castle - Vacation Home) in VIP and Wall Mix.
Currently in ( ^ω^) スイス~イ (( ^ω^) Smooooth~).

Difficulty is picking up to the JP romhack standard but, I made it to the midpoint of Smooth without tools so... Maybe this won't be too hard.
Man I wish crusty jank-filled hacks like this were more common again :c

So far my favorite stages are おばけやしきと おやだまテレサ (Don Boo and the Ghost House) and ほしぞらのアスレチック (Starry Sky Athletic).

Originally posted by RPG Hacker
April will definitely be an intense month for J-RPG fans, with the Final Fantasy Remake releasing right next to the Trials of Mana remake. I'm actually a bit afraid that Final Fantasy releasing in the same month might hinder the sales of Trials of Mana, because it's really more of a niche game, but we will see. Optimistically speaking, we're getting two great-looking remakes of two already great games in the same month.

I'll definitely get FF7 Remake Ep.1 considering my brother is an FF7 whore. I've been hankering for Mario Maker 2 and a Switch Online subscription as well as the Steam version of SaGa Scarlet Grace, so I dunno if we'll be able to get Trials. I guess I'll just have to wait and see.

Though, I also don't want to be begging for too much. Materialism makes you look bad after all lol (^ω^)v

Unless... You have a paycheck. In which case go all in without spending your food and bill money.

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SNESLab wiki | GitHub | Twitter (Romhack and programming focused alt)

Made it to 大仏でん (The Great Buddha Hall, aka 大イムでん as it's shown in-game) in VIP and Wall Mix 2, Baseball Mountain in JUMP, おばかやしき (Haunt-idiot Mansion) in Super Kitiku Mario* Demo 7 and ぶきみな らせんとう (Eerie Spiral Tower) in Mario X World Deluxe.

Of all of these, the weakest I'd say so far is Brutal. Sorry carol!!!!!!!!!! orz
That title's holder might be VIP2 in the future tho considering what I've heard!

I'm currently trying to get the secret exit in Pスイッチのつかいみち レターンズ ("The Many Uses of a P-Switch" Returns), hardest level in World 2 for sure, still pretty fun though! Baseball Mountain is a tough stage but I expected it to be worse considering Star World has outright Kaizo stages apparently. lolyoshi isn't any harder than mid to late VIP, I feel~

Mario X World DX is kind of the toughest though! I wonder how Deluxe fits into the canon of MXW considering both MXW 4th and 5th (demo at least) exist and Deluxe was released between both. Maybe a spinoff alongside Bowser's Strike Back? Or maybe the two are meant to be retcons for MXW1 and 4? I'm assuming 3 is non-canon due to being Comiket only, SIG's numbering is also fucked up like that so I wouldn't be surprised if Anikiti is the same. 2 is SER if that wasn't obvious.

Brutal is actually sort of boring me. I know everyone would expect me to cream my pants over it and fanboy because I never shut up about carol but I've been of the opinion that it's just passable for a while now. I just like how creative it can be with concepts. Execution however... Instead of a good rapid fire, short burst gimmick fest like SMB3 or Mischief Makers it kind of, doesn't do much but the bare basics and it suffers as a result. Though everyone has gone over this before so I won't bore you with extra Brutal hate lol

I have no problem with bosses being unrelated to the gimmick at hand or being survival fests but so far they fall flat. I don't judge too harshly, carol is an amateur game designer so he's just doing this for fun.

Here are my thoughts on the Brutal Mario bosses so far, as someone who is also inexperienced with boss design.


* - aka Brutal Mario, Mario the Brute King (Mario the Tyrant?)

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SNESLab wiki | GitHub | Twitter (Romhack and programming focused alt)

Played through the Trials of Mana demo that was released yesterday. So far, I'm absolutely loving it! From what I can tell, the world was actually adapted pretty faithfully (only found a few noticable differences so far), but just because it's all in 3D and more connected now, it actually feels very, very different - and that's exactly what I wanted from a remake. A good compromise between "familiarity" and "new experiences". I also really enjoy the gameplay so far. I like that it's more action-based now and that bosses can now longer just stun-lock you in undodgeable time-freeze magic. As a result, the game feels a lot easier so far, but I personally don't have a problem with that (I was also playing on Normal - Hard mode might be a difficult story). Have a bit of trouble getting used to the controls so far (since there's now a jump button and a dodge button), but I'm sure I'll work that out eventually. If not, it seems like you can remap buttons.

My only slightly bigger "issue" so far is that the default walking speed in the game feels a bit slow, and as a result, my thumb cramps up, subconsciously trying to hit the stick "harder" to walk faster. You can run in the game, but it requires pressing the left stick, which I find uncomfortable to do, so it doesn't help me much with this problem. I will probably get used to the walking speed eventually, though.

Definitely excited to play the full version.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by RPG Hacker
Played through the Trials of Mana demo that was released yesterday. So far, I'm absolutely loving it! From what I can tell, the world was actually adapted pretty faithfully (only found a few noticable differences so far), but just because it's all in 3D and more connected now, it actually feels very, very different - and that's exactly what I wanted from a remake. A good compromise between "familiarity" and "new experiences". I also really enjoy the gameplay so far. I like that it's more action-based now and that bosses can now longer just stun-lock you in undodgeable time-freeze magic. As a result, the game feels a lot easier so far, but I personally don't have a problem with that (I was also playing on Normal - Hard mode might be a difficult story). Have a bit of trouble getting used to the controls so far (since there's now a jump button and a dodge button), but I'm sure I'll work that out eventually. If not, it seems like you can remap buttons.

My only slightly bigger "issue" so far is that the default walking speed in the game feels a bit slow, and as a result, my thumb cramps up, subconsciously trying to hit the stick "harder" to walk faster. You can run in the game, but it requires pressing the left stick, which I find uncomfortable to do, so it doesn't help me much with this problem. I will probably get used to the walking speed eventually, though.

Definitely excited to play the full version.

I was just talking about Trials of Mana yesterday with my brother and we agreeing that it'd be better to wait for the game to release to see how it'd fare before buying (in case it ended up disappointing like SoM remake). Had no idea there'd be a demo and releasing on the very same day either, lmao.

I find your observations intriguing and they make me want to check it out, although yeah, having to press the analog to run sounds horrible to be honest. I'm guessing they ran out of buttons? Even so, that's not an excuse, since games have been using solely analog pushing for running since... ever: Mario 64 says hi. It's also weird considering that it's a Square Enix game and their past titles have incorporated good walking and running speeds in the analog really well, like all Kingdom Hearts titles pretty much.
We'll be like diamond: brilliant and persistent. ~
Started FF7 and Megami Tensei 2 to help me shoulder through the storm of studying ASM all day.

So far, in my Final Fantasy VII replay, I'm heading towards the Sector 5 Reactor. So yeah, I'm still at the start.
And in my Megami Tensei 2 playthrough I'm fresh out of Haneda and into Shinagawa. Also sorta at the start.

Oy.

I guess that just means more available time for me to rest my head between tougher ASM.
I'll be needing it since I'm gonna be trying to comment and study a SMW disassembly.

Originally posted by Gloomy
Originally posted by RPG Hacker
words

more words

Yeah that's press to run thing is like... Oddly backwards. It just seems like it invites carpal tunnel. Really bad idea on Squeenix's part.

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SNESLab wiki | GitHub | Twitter (Romhack and programming focused alt)

Originally posted by Gloomy
I'm guessing they ran out of buttons?


Pretty much that. Since the battle system has a bit more depth now, it requires more buttons. By default, B is for jump, Y is for dodge roll, A is for light attack and X is for heavy attack (where you can also chain light attacks and heavy attacks for different variations). Holding down L or R and pressing a face button activates shortcuts into skills or items, and pressing ZL or ZR switches between characters. This means that all of the buttons are actually in use for something in the game.

I think the ideal solution here would have been to just get rid of the run button and increase the default walking speed slightly. Then again, as I said, it's probably not a huge deal and something that I can get used to. It might also be possible to simply remap the running button. I haven't looked into the control settings yet, so I don't know how customizable they are.

Originally posted by lion
Yeah that's press to run thing is like... Oddly backwards.


I'm not actually sure about that. I actually feel like it's more of a recent thing, as I've only experienced this in more "recent" titles, not in really old ones. One game in particular that I remember doing this was Xenoblade Chronicles X.

Generally speaking, I think this is usually done in games where running isn't essential and where there is more important functionality that needs to be mapped to the face buttons. This is definitely the case in Trials of Mana, though precisely because of this, I think increasing the default walk speed and getting rid of a run button entirely might have been a reasonable compromise.

As I said, though, this one issue definitely isn't quite enough to kill my enjoyment of the game.

EDIT:
I might also need to clarify this a bit: when I say you have to press the stick to run, I don't mean you have to hold it down constantly. That would indeed feel horrible. Instead, what you have to do is just press the stick once, then your character will keep running as long you keep holding a direction. You don't have to constantly keep the stick pressed. I think this is how pretty much all games do it that map running to the stick.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
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