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Project: Hasslevania 2: This Space for Rent
Project Started: 12th August, 2009 Last Update: 20th September, 2014
Project Owner: Del Duio Project Members:
Project Type: Adventure Game Project Progress:
More Info: http://dxfgames.com Faves: 19

Update, March 2012
Posted 5th Mar 12, by Del Duio  
A few things to update here for those who've been following the game, and what I've been up to with it recently:

#1) I'm almost done with the latest area The Nacho Lab. This past weekend I was able to complete 2 more rooms for it and then I have 1 more corridor which leads to the eventual big boss fight for the area. Although not every area has a big boss in it, this one will be tough and guard the last of the power ups I've yet to put in the game. Also, this area is really reminding me of a Metroid game rather than anything Castlevania-ish. Works for me!

#2) I've improved the Necro fight even more than before. Using excellent feedback from my playtesters I've been able to really make this guy pretty challenging. New things include an improved Ice Sword spell for better Rovert freezin' and the Bat Form spell from my Necropolis Rising game. Definitely spices things up!

#3) One of the important NPCs you can meet and have join your crew is now key in obtaining a 'secrety' power up / upgrade to one of your armors. Let's just say that now players who want to fully explore the cooking aspect of the game will be rewarded with a cool cutscene, some interesting story bits, and a great upgrade. But now I've said too much!

#4) To further help the Hasslevania 2 n00b I've added some more player-friendly things here and there including some new entries in the in-game help book and warning signs whenever you're about to enter a big boss fight room. Since your backpack will be unavailable to you during boss fights, you'll have some time to pick and choose which armor and up to 3 weapons you can take in with you instead of being blindsided with the wrong gear and far from your last save point.

#5) Increased sequence breaking possibilities! Yes, I've gone and removed a couple of the game's normal roadblocks from key points now. This has to be fully tested- and it will be- but this will mean that players who want to explore a bit further than most might be able to get items and weapons or whatever long before they're really "supposed" to get them. This includes fights with some of the meaner big bosses earlier than usual. Don't worry though, because in order to balance this right I'm still giving players the "easier" paths to take that are.. eh, more obvious I guess
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