The enemies are all kept limited in their scope, having only a few major traits, and a few hidden characteristics. The basic theory we are working with in Hazelnut is primarily to arrive at complexity by assembling it from simple elements. These sets overlap slightly in some special cases, but for the most part, they are pretty separate. The enemy characters of Hazelnut are divided primarily into dungeon and overworld sets. Please forgive the wide formatting! The UI for KS doesn't really gel with this kind of document, hehe. These next writeups are meant primarily to help inform the backers contributing to the asset design in Hazelnut, but since we haven't shown much concrete in a while, and because they may be interesting in their own right, we have them here as an update too, for those interested! I am thinking that in the immediate future, we will try smaller updates with singular focal points, to keep the community engaged in development better. Meanwhile Mark and Shannon have kept up work on schedule, advancing their own contributions to Hazelnut and Dawnthorn. I am in comparatively much better general health writing this, so that is a big plus! Thankfully these symptoms are at about 15% of the intensity they were at peak, so thankfully things are more normal again. Thankfully these appear to be clearing up gradually, at least. We put them off until later, but when we revisted them, we found the same level of disagreements about direction, so ultimately needed to make some tough design choices, in order to keep development progressing properly.Īnother aspect is that we don't want to show the high-level planning elements too much, because they are effectively a map of the entire production, and can spoil a lot.įinally, In interest of full discloure, I've been having some health issues this season which unfortunately saw me down a large number of hours. It is gradually forcing us to pin down some aspects of the design which we delayed finishing because we did not have full agreement on the finalization on, such as closing the item set HB will ultimately have. So one element which has contributed to updates slowing right now is that we have been working on some elements of Dawnthorn and Hazelnut which are high in their organizational hierarchies, and have many design dependencies. If you are one of the few people in these tiers, or gained the enemy contribution perk through the art contest, expect to hear from me directly, shortly! You can see a little more of the game on it's (surprisingly charming) official page here, or on Steam here.Information for Backers with NPC and Enemy Contribution Rewards (With some Interesting Internal writeups maybe?) The demo is here, with Windows, Mac & Linux builds available. Hazelnut Bastille's Kickstarter page is here, with $15 getting you a copy of the game when it's finished sometime in October 2020. Sometimes you just want a familiar flavour, and the fact that people are still avidly playing A Link To The Past with randomiser mods drives that home. While not quite as creative as, say, Hyper Light Drifter (or Unsighted, which I spotted the other day), it's pure comfort-food gaming. Aloft have been working at this for a while now, the Kickstarter contains their full budget plan, and the demo is very polished, self-contained and entertaining. It feels like jumping right into the meat at the centre of a Zelda game, full of monsters, dungeons & puzzles.Īt this point I've no doubt that Hazelnut Bastille will be finished, even if it's not due for a final release for another two years. It's snappy, responsive, the dash button gives you a fun burst of speed and the combat in the demo steadily ramps up the intensity without being too tough, thanks to a generously padded health bar. Rather than have you hunt items for hours to get your basic tool-set, it gives you your spread-shot bow and a bag of bombs, dropping you into the action in media res. Surprisingly, the Hazelnut Bastille demo starts you off at the fun part. Rather than slice a chunk from the final game, it's a small standalone side-adventure that will take most players at least two or three hours to complete - a nice way to start the weekend. Developers Aloft Studio can probably attribute most of their crowdfunding success to the game's extensive demo, available here. Currently crowdfunding on Kickstarter, the game sailed past initial goals a third of the way in, and is now into stretch goal territory. A good pixelly Zelda-like is always a good way to unwind, and Hazelnut Bastille feels like a very good one indeed.
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