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- Seen Dec 8, 2024
If you give it an antidote you can buy from the nearby looterBeen a long time since I used this account, but I really wanted to chime in with my thoughts on the demo. Especially when I see a lot of back and forth on the difficulty.
To start, I'm someone whose played pretty much everything from the romhack and fan game communities. Starting all the way back with the original error or games like Snakewood or Ruby Destiny. Haven't not gone back to those in years, when I saw this project was indevelopment I was pretty excited. I've never been on to find the "edge factor" some fan games have to be too jarring or bad. In fact I think a few games really handle it well, and others not so much. I always saw the orignal Snakewood as a wacky take on the "what if we took pokemon the kids game and added gore and violence to it" idea people always have for games aimed at younger audiences primarily.
Which made the orignal a lot of fun. The sprites were dark and out there, but geuinely pretty funny, story wasn't anything crazy, but most old rom hacks weren't great in that department either. All the events and things that they wereable to edit at the time was impressive and honestly still is.
But all that aside, I finsiehd the demo today, and I loved it! Its a really great start. A few errors with the black border creeping in, making maps feel smaller, but its not easy to work around that in RPG maker, so I didn't mind. I played on lunatic because I love a good challenge. As I stated prior, I've played basically every fan game or rom hack out there, minus a few current ones. I always run mono runs through Radical red hardcore mode every now and then, and I've played things like incliment emerald, kaizo emerald, and the various other hard mode challenge hacks.
Keep in mind that just because I play these a lot and can beat runs fairly quickly/easily, I would not consider myself a good pokemon competitve player. Like your not going to see me at worlds lol. So when it comes to the difficulty on lunatic, I found it pretty fair. I stuck with the same team for pretty much the whole playthrough, and picked up two rotation mons. Those being Harriyama who I used in literally one battle, and Pcypig, who barely got screentime as its only available in the last part of the demo.
The hardest fight was the Rustorb Forest boss for sure. The rest I was able to stragetize with much easier. Even then, the bigges issue I had was the dirtkrow. I was able to find a way to counter their team after like two tries, minus the dirtkrow, as I had no dark types and didn't feel like catching one lol.I was still able to figure out how to win though, and once I beat that, my team evolved by later fights and it was much easier. Still wiped out a few times though, but I didn't mind as it helped the strageties I could run.
I see a lot of complaints about that Headour, but frankly, I had static pikachu, once it used bit, got paralyzed, and it was one shot after that by Wooper, the comparison I saw being made here earlier. Nerf the pokemons speed and these bosses become easier. So the game definitely has options for people. I do think you could probably include a few more early game however. I wouldn't know what to go with though.
I think the easiest way to fix this issue and make it more encouraging for players, is make the wild pokemon actually give exp, without it being capped. That honestly makes no sense imo and is counter intuative. Give people the option to grind to the level cap in the wild before each fight, and players will be more encouraged to try multiple teams or pokemon out. Especially when the game has a really fun amount of balance changes. I would have used so many more pokemon if it was easier to train them. A fan game that works well with this concept is Vanguard for example. Plenty of new forms and balance changes in that game as well, and its built around encouraging the player to consistently swap teams. I think that would be perfect here.
I loved all the new sprites and forms I saw, from the beta mons, to zombie forms I don't remeber from the orignal, as well as new regional forms not in the orginal. I don't know how many people are on the team, but it all came out great, and I can't wait to see more in future. As the game develops more, I think finding that balance will become easier, and hopefully more people can contribute their thoughts to help it out.
I think for now that's the main thoughts I had, the story is still in tact, and I enjoyed the mapping, every area stays distinct from the original and the new tiles go a long way in making it stand out.
Also I see people got the spheal in the demo, and how do you do that? I tried literally everything and it wouldn't join me lol.
One other thing, super excited to see the
Spoiler: startersstarters new evoltuions. Although I find it odd that Weezing has flare boost, a bunch of fire coverage, and isn't going to become poison fire? If I may ask, why?
Also you're 100% right about the wild pokemom experience but its already been said that "people like it" and "it cant be changed" 🙄