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It will be cool to have more continues in easy difficulty.
Maybe we are became old?
I am stuck on the forest boss.
...Turns out that if you use a single continue during the game you automatically get the bad ending where you are not even allowed to fight the last boss and you just drop dead after a cutscene. I get that the devs wanted to do an old school challenging game but all that work and I am not even allowed to fight the last boss and my character just unceremoniously dies on the ground?!
Look I am not of the crowd that believes that every game should have a difficulty sliders and it should cater to everyones tastes but if I am to rise to the challenge I need to be aware of few things. For example there seem to be an option to implement seeds but I cannot find it in the menu. Second I would really appreciate to know how health drops work. I am sure that playing on easy or hard affects the numbers but otherwise is it completely random or does it drop under certain conditions (such as killing a certain number of enemies without getting hit)? I get runs when I get showered with medkits and on other I get nothing no matter how well Im doing.
I really love the game and I want to keep trying to beat it on a good ending, but when it is this unforgiving and to be frank with you, to sometimes seem purely random based I sure would appreciate some tips or guides, preferably straight from the devs. Sorry for the rant.
Yeah, it's over the top even for hardcore (on easy)
You can access the seed menu by putting your cursor on the "OPTIONS" option, holding the left direction, left trigger (ie. grenade), "Y" (ie. shoot up), and menu / start. This also lets you access the cheats, although using any of them will still prevent you reaching the final boss - this was a design decision I made as I wanted players to reach a certain skill level before being able to face it - too many games of the 80s / 90s era allowed you to credit feed, and whilst you can do that to some extent, I wanted to discourage it in Xeno Crisis. It also helps distinguish it from other arcade titles where the setup is nearly always identical. :)
As for health pickups, they are indeed random, but you might be interested to know that pickups only spawn when all of the hostages in a room have been saved. Also, if a health pickup is placed there is a 4% chance of it being a full-health pickup. I guess we could have made the game completely linear, but procedural generation and randomisation of gameplay elements wasn't used widely in Mega Drive games back in the day, so it was a feature that we really wanted to explore with Xeno Crisis. I could perhaps make the pickups less random though, so that you're guaranteed to get a health pickup at least once per room - let me know what you think!
Do you at least let players know this before they get too far in so they know when to restart or if they are just wasting their time?
Was there no other way to go about it besides just "YOU DIED"?
They tied to to the story so telling you it affects the ending spoils that part of the story; you kinda backed yourselves into a corner going about it this way lol.
So I guess my only suggestion at this point would be instead of just outright killing them you should have offered an alternate boss and a sorta 'Bad end' with it, instead of the game just "ends".
They still played through the game with limited continues, it isn't like they were playing a mame from and mashing the coin button.
lol Yeah we are kinda stuck with it, as the continue system does tie in with the story. :) Perhaps it's a bit of a shock for gamers younger than myself (I'm 43!), but it's something of a throwback to Capcom's "Ghouls n' Ghosts", where upon completing the game you'd be sent back to the very start and have to play through it again in its entirety in order to pick up a special weapon with which you could destroy the final boss. That shocked me at first, but I loved it - I eventually got through the second play and completed the game, and it gave me a great sense of accomplishment. I feel that Xeno Crisis isn't as harsh in that respect, I think, and I wanted to give players a bit of a wake-up call. I would hope that players would want to complete the game at least once anyway, so learning that you need to 1CC the game at the end of your first playthrough then means you know that you're going to have to play quite differently in the future. Sorry if that offends anyone, but Xeno Crisis is meant to be a tough yet rewarding game. :) There is actually a way to fight the final boss even with cheats on, but it would be a shame to have to reveal that so soon.
I'm 45 . Lots of gamers these days want an easy win button. Stick to your guns devs as a hard game is good to find. This is a great throwback title.
There is nothing really wrong with what you were going for at all, just maybe the execution of it wasn't the most appealing. Using Ghost's n' Goblins for example it doesn't deny you anything, it just provides something more. (Once people figure out the other way to fight the boss things will probably even out though so that kinda solves that)
Sounds like a labour of love though; and the game looks great I wish we got more games like this these days. Any chance of a snes version of the rom?
Any chance of ever making a snes version of the rom?
a snes version would need most of the game to be re-done (code, graphics, music).
Zero continu to access the last boss !
Ghost and Goblins reference !
I am thankfull to know that now,
I would have been in rage learning that like Thomas
This game is harder than Cup Head and Unworthy !
Devs if this is in what you believe, it's ok for me but maybe it's time to talk about myself.
I play because it help me psychologicaly.
Its change my conscientiousness.
Being in the moment, in the flow is the only thing that matter.
So please don't forget people like me who don't chase records but health.