game dev and Smash player 1/2 of @ghosthanddev

Joined January 2011
Music reel update for Ghost Hand #indiegame
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What's the word on the new Castlevania? Have not heard very much positive about it
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I'm on a game fast while developing Ghost Hand, so I both don't have the ability to play it rn, and tbh have not really been able to get excited enough about it to want to
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Linearity from a player perspective and linearity from a designer perspective mean really different things This is an early prototype of Ghost Hand's map and a few things about it as they related to linearity
I don’t think Metroidvania fans realize many games in the genre are more linear than they think Unless you can sequence break or can choose what path you go, most games have going on set path in a set order. You’re just backtracking a lot instead of going in a straight line
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In Ghost Hand's case, there are cases of "fake" and "true" freedom, in the sense that some tricks are used to make you feel like the whole world is open to you when it isn't always, as well as some tricks that give you functionally equivalent progression choices
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That all said, imo a SotN-level of perceived freedom is more than enough for most people, me included. But SotN did that exceptionally well, and it's not straightforward to reproduce
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These perimeter-hugging projectiles turned out to be one of the biggest pains in my ass to get working correctly and covering all the corner cases
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When it comes to being good at something, I think insight is the better subject than just raw intellect To me, insight isn't just comprehending information, but framing information in a way that lets a person identify things about something that reliably predict outcomes
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This all said, insight is rare. Accurate insight at least. The ultimate test of good insight is whether it predicts an outcome
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Lemme rephrase: the ultimate test of good insight is whether it leads to an explanation accurate enough to reliably reproduce something or predict an outcome
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I don't like combat systems that are really acrobatic and showy. They're fun to look at, but MvC2-style air combos come at the steep cost of control since you usually have to tightly control & limit a lot of things to make that kind of combat work
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I experimented with a system like this in Ghost Hand to see if I liked how it felt Imo simple is best. Really dramatic combat just doesn't feel good to me
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As much as I hate to admit it, something I think Sakurai said once really stuck with me. Something to the tune of "don't take away control from the player"
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