Vermanubis

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Vermanubis

Vermanubis

@Vermanubis

Composer & game dev I talk about jRPGs, Metroidvanias & fighting games 1/2 of @ghosthanddev

เข้าร่วม Ocak 2011
75 กำลังติดตาม2.4K ผู้ติดตาม
ทวีตที่ปักหมุด
Vermanubis
Vermanubis@Vermanubis·
Music reel update for Ghost Hand #indiegame
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Vermanubis
Vermanubis@Vermanubis·
Tying this back to the OP, design is slow-growing a tree from a seed, not grafting branches from other trees onto yours This consistency creates a crushing level of constraint
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Vermanubis
Vermanubis@Vermanubis·
If you used long cutscenes prior to item acquisition without that "design lineage" you'd just annoy people and waste their time
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Vermanubis
Vermanubis@Vermanubis·
More than anything, it's an organizational and planning task just as much, if not more, than a creative one
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Vermanubis
Vermanubis@Vermanubis·
All this to say, to the OP's point, design is so often less coming up with fun ideas, but figuring out how to grow an entire game from one or two foundational ideas
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Vermanubis
Vermanubis@Vermanubis·
The howitzer alone looks insane, but just wait til you see what it turns into
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Vermanubis
Vermanubis@Vermanubis·
Fast fall
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Vermanubis
Vermanubis@Vermanubis·
In this case, the slam dunk stuns & launches enemies, which sets up the divekick to drag enemies back down
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Vermanubis
Vermanubis@Vermanubis·
Specials here are equipable to each direction (kind of like specials in Smash), and each one's got different properties The idea is to find clever ways to synergize different specials to "cheese" really OP enemies
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