Getsufuu Maden/Getsu Fuu Maden (NES) WIP
Graphics-7.5 Sound-7 Control-8/5* Challenge-7
Level Design-6/4* Frustration-8 Fun-5 Originality-6
Overall Score-5.5
*FPV Dungeons
+
Hub world with multiple paths, exit any level the way you came
Fast paced
Good enemy variation
Cool enemy designs (inspired by japanese folklore/horror stories),
Good jump control
Death cutscenes (falling down pits)
Fake moon enemy
Buy spells in shops (fire shield, invincibility, smart bomb, stone breaker sword)
Item inventory (potions, spells)
Upgrade your sword (by killing enemies?)
You can run through regular enemies while slashing them - creating ninja duel-like battles, replay beaten levels (for gold/life)
+/-
Easy to grind for health/money
Enemies respawn immediately when you scroll the screen away from their initial spawning point
The same shop items become increasingly expensive (grind early)
Lives system
-
No save/password?
Misleading sword animation (doesn't hit anything directly above you)
Some control issues (Somewhat sloppy hit detection, Can't jump from crouching position (if you crouch, then release but jump too soon then the standing up move is delayed but the character also does not jump), Need to re-equip swords every time you move between levels, Manually walking between stages is rather pointless and slow, Can't view the inventory screen when in a level)
Money drops from enemies can get stuck in walls (why not make it move upwards like the health drops?)
Trial & error (pixel perfect jumps, fast moving enemies who require several hits to kill, hidden snakes that drop down from the ceiling to block your path, boss patterns, spell mechanics)
Devil's pass (one path teleports you back to the beginning of the game, the whole place is twice as big as death mountain in Zelda 2 and much more repetitive)
At one point you need a second stone breaker sword or you'll have to backtrack 2+ levels to go get it (and in the north west of devil's pass you find out you need 2 passes when you're at the end of a huge maze)
Level design is very basic (long corridors with some pits and deadly water to jump over)
Backtracking through beaten levels to get to shops
Some enemies are unavoidable without the a shield or a stronger weapon (spinning heads, whipping skeletons)
Some enemies require back and forth movement to avoid getting hit (breaks flow and causes respawning), no health bars shown for bosses, sometimes confusing dialogue, easy to miss items you'll need later (boots, wave beam) because every stage looks the same from the world map, choppy first person view dungeons with poor combat and no map
Level Design-6/4* Frustration-8 Fun-5 Originality-6
Overall Score-5.5
*FPV Dungeons
+
Hub world with multiple paths, exit any level the way you came
Fast paced
Good enemy variation
Cool enemy designs (inspired by japanese folklore/horror stories),
Good jump control
Death cutscenes (falling down pits)
Fake moon enemy
Buy spells in shops (fire shield, invincibility, smart bomb, stone breaker sword)
Item inventory (potions, spells)
Upgrade your sword (by killing enemies?)
You can run through regular enemies while slashing them - creating ninja duel-like battles, replay beaten levels (for gold/life)
+/-
Easy to grind for health/money
Enemies respawn immediately when you scroll the screen away from their initial spawning point
The same shop items become increasingly expensive (grind early)
Lives system
-
No save/password?
Misleading sword animation (doesn't hit anything directly above you)
Some control issues (Somewhat sloppy hit detection, Can't jump from crouching position (if you crouch, then release but jump too soon then the standing up move is delayed but the character also does not jump), Need to re-equip swords every time you move between levels, Manually walking between stages is rather pointless and slow, Can't view the inventory screen when in a level)
Money drops from enemies can get stuck in walls (why not make it move upwards like the health drops?)
Trial & error (pixel perfect jumps, fast moving enemies who require several hits to kill, hidden snakes that drop down from the ceiling to block your path, boss patterns, spell mechanics)
Devil's pass (one path teleports you back to the beginning of the game, the whole place is twice as big as death mountain in Zelda 2 and much more repetitive)
At one point you need a second stone breaker sword or you'll have to backtrack 2+ levels to go get it (and in the north west of devil's pass you find out you need 2 passes when you're at the end of a huge maze)
Level design is very basic (long corridors with some pits and deadly water to jump over)
Backtracking through beaten levels to get to shops
Some enemies are unavoidable without the a shield or a stronger weapon (spinning heads, whipping skeletons)
Some enemies require back and forth movement to avoid getting hit (breaks flow and causes respawning), no health bars shown for bosses, sometimes confusing dialogue, easy to miss items you'll need later (boots, wave beam) because every stage looks the same from the world map, choppy first person view dungeons with poor combat and no map