Alabaster Dawn

Alabaster Dawn

Make the Game You Want To Play
I see more than a few people jumping in with their own takes on CrossCode, and heck, I can ever understand why. Some loved the puzzles, some didn't, some wanted more complexity to everything, others wanted more accessibility. These aren't wrong to desire, after all, we all have our own desires in a game, and systems we wanted to mess with or be able to skip around with.

That said, I want to remind the Devs, though they know this already obviously. Make the Game You, Yourselves, want to play. After all, I, and I doubt many others, would have come up with a world were an MMO is being played by thousands(Millions?) of people via proxy bodies, because it's so far in the future we can literally create matter and tie it to ourselves, while altering a lifeless rock into a literal playground for those who will never leave Old Home Terra.

That was a unique, interesting story, and very well told, with a good cast, and some nice balance to the gameplay, using the different modes of elements, melee, ranged, and many other things to create a system that grows more complex as the game broadens out, and that's a joy to behold.

So make the game you want to play...heck, my only request is I want something like Sergey Hax. Both because I like my power, especially on a replay, but also because of how funny it was to see Lea, who's vocabulary is VERY limited, suddenly become a death goddess, complete with some very amusing expressions.
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I would agree usually but since the game will be developed in early access its development is to larger parts player-driven.
I see it as an invitation to try to push the developers in a certain direction, the majority of the playerbase wants to like, while still having some creative freedom in the more artistic parts of the game.

But usually on games that are developed without Early Access in mind I agree I'm not fond of that model myself, but I see how its a more safe approach as an indie developer.
Ursprünglich geschrieben von Chocos Ramabotti:
I would agree usually but since the game will be developed in early access its development is to larger parts player-driven.
I see it as an invitation to try to push the developers in a certain direction, the majority of the playerbase wants to like, while still having some creative freedom in the more artistic parts of the game.

But usually on games that are developed without Early Access in mind I agree I'm not fond of that model myself, but I see how its a more safe approach as an indie developer.

That's more about refining the idea though, the Early Access. You have to let them make the game first, and see where it needs to be sanded a bit, polished slightly, and maybe even have a chunk or two cut off the side so it fits on the crown that they already earned with their first project.

Until it comes, I'd rather they work the idea they want, so we can see where it might be made better, rather than trying to force it into the shape before we've even gotten to play it...I say this as someone who won't be playing it, I play on consoles, so I'll be waiting til it hits my platform, but I wanted them to know they are appreciated, as I find CrossCode to be one of the best games of its year, if not decade.
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