Once the game is fully GMS2-compliant, it's off to the fast track with new content (including the (very) long awaited map system - the new GMS2 room cleaning is needed before I can release an update with the map system). I've also been leveling up my GMS2 skills, incorporating things like the tileset brush feature into my workflow (along with a ton of other quality of life features I've been picking up along the way), which will wind up being a MASSIVE time saver when creating the remaining locations from scratch. In other words, I get to do some light polish as I hack and slash my way through this GMS2-porting nightmare. I have run into plenty of scenarios, also, where tiles are missing, or they were incorrectly placed - mistakes from the previous version of the game. I have encountered many pitfalls and speedbumps along the way, but the porting process is nearly complete, with only a few remaining locations left to fully re-tile and bring up to full GMS2-functional, as well as cleaning up some GMS1 to GMS2 compatibility scripts.Īlong the way, I have taken the opportunity to do things like very basic room rebalance where the need strikes, like repositioning enemies, adding new ones, or taking away, as well as adding save rooms or NPC locations. The battle rages on with porting Savage over to GMS2. Alice0 will also be writing up some impressions very soon, so watch out for those too.Hail and Happy Thanksgiving, barbarian, to all who slay, eat, drink, and be merry today! I’m fully expecting it to haunt whatever sleep I can get after seeing that trailer. Hyper Demon is out now, and it’s on Steam for £11/$15/€13. It's like the final battle, when every boss you faced through the game's running time appears in the same room and raises hell.” It's small but perfectly formed, tough but rewarding, and it reminds me of my favourite elements of nineties first-person shooters without mimicking their structure. When Adam (RPS in peace) reviewed the game back in 2016, he said: “In case it isn't clear, I'll come right out and say that Devil Daggers is a brilliant game. Sorath's previous game, Devil Daggers, has been a long-time favourite in the RPS Treehouse. It has a super-move called “laser storm” so how could I not be? Don’t think I’ll survive all the demons for too long, like, but I’m here for it. I think the game’s spherical projection resembles a 90s hip-hop music video stripped of Sean Combs and Missy Elliott, instead populated with ululating malevolence from beyond space, time and our ken. Sorath say they wanted it to look like a “dream from the future” now that we’re living in an age of retro-style shooters. You’re free to blow them away more slowly, of course, but that won't net you many points now, will it? Wonderfully, there’s a par scoring system telling you how many monsters you should be slaying, so I fully intend to don my Pringle jumper while dodging ethereal tentacles. However, slaying baddies in Hyper Demon makes them spawn faster, which naturally ups the difficult somewhat. That’s different from Devil Daggers, which you had to survive in for as long as you could. Devs Sorath say Hyper Demon’s about aiming to reach the end as quickly as possible.
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