Deconstructing Ori and the Blind Forest's Best Bit | Game Maker's Toolkit
🕑 Added 2017-07-27 15:21:40 +0000 UTC See! I wasn't lying.New episode. Something a bit shorter, smaller in scope, and focused. Hope you like it.
The video might not go out until next week, so please don't share it until you see it in your YT sub box.
Mark
Comments
Aadit Doshi
I wouldn't even mind a list of mechanics and systems that belong in the hall of fame.
Jamison Schuster
Another frustrating aspect of Shantae: at the start of the chase, they introduce a new enemy, the skeletons that leap off platforms. Hey, at least they're introduced at the start of the stage, so even if you die once, you figure out their pattern for the second run. But, to make matters worse, halfway through the tower chase, those new enemies exhibit new behavior--climbing the chains. And that will kill you again. Couldn't that enemy behavior been introduced earlier? You get what amounts to two unavoidable deaths (on top of the other tricky parts, too). In Ori and the Blind Forest's tower chase, there are no surprises. No new mechanics. No new enemies. No branching paths. It's 100% fair. When you beat it, you feel as if you could have beat it on your first try. EDIT: My first playthrough of Shantae was on Hardcore Mode, so I might have myself to blame on this one
I really hope we get a video on the game mechanic hall of fame someday.
Michael Russell
The music not restarting would have made the tower chase in "Shantae: Half-Genie Hero" so much less frustrating.
cptnoremac
I wish it were more acceptable to straight up steal ideas from games. I want more games that use Ori's bash skill exactly as it is in that game. I'd to it myself, but I'm busy developing for applications that I'm actually getting paid for. The rest of you get on it.