Environmental Station Alpha

Environmental Station Alpha

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wolftousen Apr 26, 2015 @ 1:23am
[Suggestion]Security Gates after electricy is restored
I'll get to my point and leave the praise for the end of the post...

The only thing, and i do mean only thing, that i would suggest ever changing would be adding an item to let you pass through those d*mn gates after you turn the power back on (or make them destructible by only the most powerful weapon). I understand why you have them at the start of turning it back on, and there aren't that many of them, but they do make getting around the blue and dark green areas a pain after a while.

Most of my frustration comes from the fact that i inadvertently turned the power back on way early. Don't get me wrong, absolutely love the non-linear game play, but dealing with those doors was infuriating.

I absolutely love the game, 15 out of 10 easy and by far the best metroid style game to come out in years (you more than surpass Axiom Verge and Xeodrifter).

You managed to get enough non-linearity in there to make it feel good (unlike Axiom Verge which is pretty much a straight arrow), whether it's by design or not it's what most games of the genre leave out. Let me take the path i want, if i get somewhere i'm not supposed to be, don't punish me, reward me, which is exactly what you do here (except for those pesky security gates).

Xeodrifter had an amazing new mechanic i hadn't seen before, but the length left a lot to be desired (and lack of non-linear play was also apparent). (I probably sound like i'm bashing on those games to hard but i love them too for what they are)
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Showing 1-4 of 4 comments
Hempuli  [developer] Apr 26, 2015 @ 3:58am 
Thanks for the compliments! :)

About the gates - yeah, they're a rather harsh way of preventing the player from moving around, but I wanted to add them to force the player to make some different choices when looking for things. A streamer suggested that after the player beats the security boss, the doors would go offline again, and I quite like the idea; there's only one of them that I consider absolutely necessary.
Eppy37 Apr 26, 2015 @ 4:11am 
The one gate that irritates me is the one near the starting area. From the time you turn the power on to when you get Dash Booster X, the only sensible teleporter is deep in the water sector unless you wish to navigate the sandy area.
Neko_Baron Apr 26, 2015 @ 4:43am 
I was hoping the gates would stop closing after killing the boss at the bottom of the station personally since that would make sense.
wolftousen Apr 26, 2015 @ 9:36am 
I haven't played Ori and The Blind Forest yet.

As for Valdis Story: Abyssal City, there is something about that one that makes me personally not want to group it in the metroidvania genre. I loved the game, it was an absolutely beautiful/scenic and i remember it being a challenge the first go around, as much so as ESA. The two are probably tied in my mind if i had to put them in the same genre, I'm a pixel art junkie though and there isn't enough of it in the world.
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Date Posted: Apr 26, 2015 @ 1:23am
Posts: 4