I assume that’ll be the same on the finished release?
Yelsavick
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I really like the idea and style of it, but it’s incredibly confusing to remember which range is for what pattern - I think it’d be very useful to color-code the pattern enemies (at least at the beginning?) so that it isn’t just an immediate knowledge check when you get out the door. It might also be neat, as an option, to switch these colors based on the popular controller configs.
Not that it’s necessary it’s just that otherwise taking out enemies feels “wrong”.
It’s also funny because the color pattern almost matches the PlayStation button patterns, Triangle = Green = Vertical, and Cross/X is Blue but instead it does circular patterns rather than the X shape.
I’d also rebind L3 to just dash and R3 to just brake, there’s no need to make it a hold button.
And selecting a level requiring holding Square/X which was strange to me
The game has a lot of fun potential, however. And I enjoyed playing the levels, other than the mantles since you can get hit by enemies during it without any control other than making sure you killed everything beforehand. It felt like getting on those shoulda killed enemies to keep the score time low.
This was a great demo. I loved the graphics the music and the silly end text for when Kila DIES (I mean joins a Union). Nothing but high marks there.
I experienced one sound glitch that occurs whenever I charge in midair, sometimes if I land while charging the charge audio keeps playing even when I’m not charging.
As for the gameplay, I really enjoyed myself after getting acclimated. Learning when to dash or bounce made the core experience of learning really interesting.
However I found I really did not care for the 2.5D perspective. It’s much too close and I don’t have the ability of foresight to continue so it just becomes frustrating to learn. Similarly, ground pound into jump allows for some forward angled air and I’m not entirely sure if it was designed for that? You can skip a lot in the levels with that move, but if it’s intentional then I think it’s fun.
Lastly the flames on orange platforms kind of kills my eyes. Could it be some kind of green or something that’s easier to determine where it is?
I also had some weird issues with depth and enemies as well as bouncing on an enemy but still being hit - hard to explain.
I think I did prefer the first person view of the original? It featured the art more (as in, the art was bigger and more in your face), and the “aiming spots” mechanic was a lot more novel than finding what skill in a turn based battle works more. While both involves experimentation, one is a lot faster, while the latter is kind of like… Pokemon if you never know the type until you fight the mon.
But I also liked the exploration in the latter two, definitely more involved.
I think it’s branding and momentum, actually.
There’s no indication in the title of the remake that it is, in fact, a remake. Since the first lust quest has the most attention it’s the one that continues gathering attention and people will try that one first because it’s the one they see first. And because of the description of Cannie that leaves no indication of a sequel, people will just kind of sit and wait for an update to Cannie.
I think if you labeled the sequel AS Lust Quest 2 or like, Lust Quest: Definitive Edition that included both the remake and Ice, it’d get a lot more people to play it, along with linking to it in the original.