| Veknoid_Outcast said: .. Yeah, I went for 100% right away. One of the best parts of these types of games is finding all the hidden item and tokens, and seeing that percentage rise We could definitely do weekday discussions, but the work day would pose a problem. I wouldn't be able to log on until around 6pm EST and by that time most of our friends in Europe would be offline. But if the majority of members can make it work during the week, then let's do it. I don't need to be present for every discussion. |
well maybe i'll just bump the thread a few times today and see what happends. :)
yeah, i do like collecting things. not even sure why but it's always one of my favorite parts of any game that has that mechnic.
...but what really makes guacemelee stand out for me is how the integrated the core elements of a brawler into platformer so elegantly. in most metroidvania games it's all about the exploration and the fighting is very simplistic. typically just one button combat that isn't particularly intersting.
guacemelee did a great job of making a very interesting brawler but then utilizing the brawler movements it for so much more. the upper cut was also your double jump for instance. the block allowed you to pass though hazadous walls. the goat jump allowed you to traverse large gaps. so that critical new ability to reach that area that is just out of reach also improves your brawler combat skills too! it was great how they intergrated that,.. i hate when games go for that more zelda approach of "this item unlocks this puzzle door mechanisim but does nothing else". my only complaint was the whole red/blue/green/yellow block thing was,... generic. that needed some better art.
and then they also had a light/dark word dynamic which is a personal favorite mechanism for me. i love games that use this. they didn't explore it to it's full potential like in outlast but they did make some interesting platforming elements with it. that orb in the tree top was some pretty epic platforming! i just wish they intergrated it more with the combat/platforming. seemed like you could have any two elements: platforming with combat, combat with light/dark world, or light/dark world shifts while platforming. i didn't really see all three at once like in outlast which (at least for me) when outlast had me color shifting across color coded platforms while taking out color coded badies,.. some of the best gameplay moments i've had all gen.








