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Hazelnut bastille from aloftstudio.
Hazelnut bastille from aloftstudio.





hazelnut bastille from aloftstudio. hazelnut bastille from aloftstudio.

Then we have another kind of item, our “rings”, which are probably natural for a Dark Souls player to quickly grasp. There are also “trophy” style items, which are relevant to the progression of the story, and sometimes give our heroine various small boosts or abilities. They each have their own distinctive puzzle and combat uses that further the gameplay along, and allow you to reach that one place you saw six hours back, and squirreled away in your mind for later, in classic metroidvania fashion. Some of them are the familiar “dungeon treasure” tools a player will recognize as being fairly similar to the ones from the Zelda series. Having played and enjoyed the demo, I chatted with developer Dennis Varvaro on his process and the challenges being tackled by Aloft Studio.Įrik Meyer: On the surface, Hazelnut Bastille has the top-down perspective of classic SNES games like Secret of Mana or The Legend of Zelda: A Link to the Past, but I see highly tuned, vast amounts of items, NPCs, and puzzles, so as you’ve developed the project, what do you see as the scope of what you’re creating, and as you’ve gone along, where have you had to rein content in?ĭennis Varvaro: With regards to items, they are pretty numerous, but they fit into a small number of distinct classes, all of which are meaningful to game progress.

hazelnut bastille from aloftstudio.

As a metroidvania game drawing from the feel of the iconic titles of yesteryear, Hazelnut Bastille brings an immediately-accessible level of polish to the table.







Hazelnut bastille from aloftstudio.