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Posts by AlexAugerDev-Z

Yeah, I just think there's a lot of room to improve the combat design of 2D Zelda, and restricting your inputs I feel isn't the best solution. Having the entire inventory synergize with every part of the game (combat, exploration, puzzles) is a satisfying prospect I wanna get right.

2 days ago 1 0 1 0

They condition you pretty quickly to use the shield, against the urchins & sword enemies in the Switch version. And I've rarely seen people mention how it changes how you approach combat scenarios, for the worse I think. Sword for offense, shield for defense, work most of the time.

2 days ago 2 0 1 0

I've always felt stronger, but more vulnerable in the GB games since I always make the choice of not equipping the shield, instead opting for another offensive item. Ideally, every item should be viable, thus reinforcing the decision making of choosing what to equip

2 days ago 3 0 1 0

Interesting perspective of character design! I wasn't a fan of LA remake adding them at all times, I feel like it's a weaker choice gamedesign-wise, since it puts them on a pedestal above the other equippable items, like they're somehow more important.

2 days ago 1 0 1 0

Yeah, that's the same reasoning I've got so far.

2 days ago 1 0 0 0

Yeah, I'm not considering implementing it, I'm rather confused by where the suggestion comes from in the first place. If they want a dedicated Sword & Shield button, they'd just have to choose one and never swap them. I feel like it's not worth sacrificing freedom of choice.

2 days ago 3 0 1 0

I've received multiple suggestions for making the Sword & Shield have their own buttons. If you agree with this, can you explain your reasoning?

Many thanks in advance ๐Ÿ™‚

2 days ago 5 0 5 0
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Time for some barrel stealth action! Can I go around without being seen? ๐Ÿฅท >๐Ÿ™
#zelda #fangame #gamedev #gameplay #gamedesign #pixelart

4 days ago 57 5 5 0
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My dear, dear Skringle,

Your existence has yet to be forgotten.
The time of your return is nigh,
that I promise with my whole being.

May it be tomorrow, or in a thousand years...
The people of the land shall at last know happiness.

Eternal praise be to Lord Skringle.

6 days ago 14 1 0 0

I didn't really like how it was impossible to tell when an enemy's going to fire in the GB games, especially when Zelda 1 did a nice job in that regard even with its limitations. So now they have lil' attack animations :)

6 days ago 2 0 0 0

Side note, but it's impossible for me to get good gameplay while recording lmao. Gameplay looks and feels fantastic while testing, but as soon as I hit record, the curse hits me! ๐Ÿ˜ก

I swear it's hella cool to experience.

6 days ago 3 0 0 0

Yes, which you can use to your advantage if feeling wise :)

6 days ago 1 0 0 0

More Octorok footage with added tweaks. It's becoming real satisfying to fight!

Notice how using your different tools allow you to approach them in various ways? If you have trouble evading their projectiles, try equipping a shield!
#zelda #fangame #gamedev #gamedesign #pixelart

6 days ago 31 5 3 0
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About Me: Games (Zelda Edition)
Not sure what this means, but trend looked fun :)

6 days ago 10 1 0 1

Cereal confirmed more potent than the Triforce? More likely than you think!

1 week ago 2 0 0 0
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Yup! You can use that quite strategically too, since they counterattack each hit. In the case of the Octoroks, they fire at the direction of the attacker. If there's no attacker anymore, then they won't bother.

1 week ago 1 0 0 0

It's a new counterattack system, where they'll face and attack you after you hit them, which can indeed be used strategically!

1 week ago 1 0 0 0

Their high HP is mainly for testing and showcase purposes, else you wouldn't really get to see them much in action lol.
And yeah, I do get inspired by Wind Waker's combat antics quite a lot, so I really wanted enemies to be able to hurt each other. Adds personality.

1 week ago 2 0 1 0

Thank you! The way I go about making this kind of stuff is to first recreate their original behavior from feel, then I tweak it to my own liking and needs. That way it feels both accurate and new.

1 week ago 4 0 0 0
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After months of procrastination, we finally have our first enemy, the classic Octorok! You may find they're a little more aggressive and involved than before, so stay on your toes and fight! (Parts are still WIP)
#zelda #fangame #gamedev #gamedesign #pixelart

1 week ago 144 16 7 1

Good guess, but not quite ๐Ÿ˜‰

2 weeks ago 1 0 0 0

Made my decision, thanks everyone for helping me pick! :D

2 weeks ago 9 0 0 0
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Yo, I got $20 to spend on gaming, please help me decide on something from my wishlist? Any recs? Thanks!

2 weeks ago 1 0 2 1
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Squished boi

3 weeks ago 17 0 1 0
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The Hero of the Stars and the Sky, hand drawn.
Please, play RUBATO!๐Ÿธ

3 weeks ago 36 12 0 0
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Slowly getting back into making game again. Now, attacks that would hit multiple enemies at once will have a 2-frame delay between each enemy's damage. Incredibly more satisfying! ๐Ÿ’ฅ

#zelda #fangame #gaming #gamedev #gamedesign #retrogame #pixelart

1 month ago 93 13 6 0
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RUBATO. Out now on PC & Console.

#indiedev #indiegame #gamedev

1 month ago 1201 498 16 72
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Poll: Has anybody used Quick Equip reliably in A Link Between Worlds? Or was the pause menu sufficient enough?

Asking for science. #zelda

1 month ago 11 0 8 0

Mario 64 is also a very good example of doing it right, I just prefer the way Odyssey handles its world, exploration and objectives. I want to be able to subvert expectations like that while still retaining an engaging gameplay loop for subsequent playthroughs.

1 month ago 0 0 0 0

Mainly in how it surprises you the whole way through, while being able to keep its magic upon replay. There's something about Odyssey's structure that really makes it feel like you're on an adventure with plenty to experience. It helps you feel nostalgic very quickly.

1 month ago 0 0 1 0