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Back to the Past Gaming
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Добавлен 22 май 2024
Welcome to Back to the Past Gaming
Dive into the nostalgic world of classic video games with us as we explore the timeless gems of the past and celebrate the charm of retro-styled titles of today. Whether you're a long-time gamer reminiscing about the golden age or a newcomer curious about gaming history, our channel has something for you. Join us for:
- **Let's Plays:** Watch us tackle legendary 8-bit games, along with hidden gems and cult classics that defined generations.
- **Reviews and Retrospectives:** Deep dives into the stories, mechanics, and impact of your favorite retro games, plus spotlights on modern games inspired by classic aesthetics.
- **Tips and Tricks:** Learn the secrets, strategies, and tips that helped shape the skills of old-school gamers.
Subscribe and hit the bell icon 🔔 to never miss an upload! Relive the past, discover new favorites, and connect with fellow retro enthusiasts here at Back to the Past. Let's press start and embark on a pixelated adventure!
Dive into the nostalgic world of classic video games with us as we explore the timeless gems of the past and celebrate the charm of retro-styled titles of today. Whether you're a long-time gamer reminiscing about the golden age or a newcomer curious about gaming history, our channel has something for you. Join us for:
- **Let's Plays:** Watch us tackle legendary 8-bit games, along with hidden gems and cult classics that defined generations.
- **Reviews and Retrospectives:** Deep dives into the stories, mechanics, and impact of your favorite retro games, plus spotlights on modern games inspired by classic aesthetics.
- **Tips and Tricks:** Learn the secrets, strategies, and tips that helped shape the skills of old-school gamers.
Subscribe and hit the bell icon 🔔 to never miss an upload! Relive the past, discover new favorites, and connect with fellow retro enthusiasts here at Back to the Past. Let's press start and embark on a pixelated adventure!
Stranger Things Part 5 Back to the Past Gaming with ABitNostalgic
Welcome to Back to the Past Gaming! 🎮✨
Dive into the world of classic video games and retro-inspired indie titles with us. This trailer gives you a sneak peek into what our channel is all about:
- **Timeless Classics:** Experience gameplay from the iconic 8-bit era that shaped the gaming landscape.
- **Modern Retro:** Discover contemporary games that capture the spirit and style of the classics.
- **Tips and Secrets:** Uncover strategies and hidden secrets that will enhance your gaming experience.
Subscribe now and hit the bell icon to never miss an upload. Let's press start and embark on a pixelated adventure together!
Contents in order:
First Game:
Dragon Quest 1 for Android
play.google.com/stor...
Dive into the world of classic video games and retro-inspired indie titles with us. This trailer gives you a sneak peek into what our channel is all about:
- **Timeless Classics:** Experience gameplay from the iconic 8-bit era that shaped the gaming landscape.
- **Modern Retro:** Discover contemporary games that capture the spirit and style of the classics.
- **Tips and Secrets:** Uncover strategies and hidden secrets that will enhance your gaming experience.
Subscribe now and hit the bell icon to never miss an upload. Let's press start and embark on a pixelated adventure together!
Contents in order:
First Game:
Dragon Quest 1 for Android
play.google.com/stor...
Просмотров: 7
Видео
Star Tropics #4 Storm and Calm Dungeon 2 and Shecola Back to the Past Gaming with ABitNostalgic
Просмотров 82 месяца назад
Welcome to Back to the Past Gaming! 🎮✨ Dive into the world of classic video games and retro-inspired indie titles with us. This trailer gives you a sneak peek into what our channel is all about: - Timeless Classics: Experience gameplay from the iconic 8-bit era that shaped the gaming landscape. - Modern Retro: Discover contemporary games that capture the spirit and style of the classics. - Tips...
Stranger Things Part 4 Back to the Past Gaming with ABitNostalgic
Просмотров 22 месяца назад
Welcome to Back to the Past Gaming! 🎮✨ Dive into the world of classic video games and retro-inspired indie titles with us. This trailer gives you a sneak peek into what our channel is all about: - Timeless Classics: Experience gameplay from the iconic 8-bit era that shaped the gaming landscape. - Modern Retro: Discover contemporary games that capture the spirit and style of the classics. - Tips...
Star Tropics #3 Storm and Calm Dungeon 1 and Miracola Back to the Past Gaming with ABitNostalgic
Просмотров 53 месяца назад
Welcome to Back to the Past Gaming! 🎮✨ Dive into the world of classic video games and retro-inspired indie titles with us. This trailer gives you a sneak peek into what our channel is all about: - Timeless Classics: Experience gameplay from the iconic 8-bit era that shaped the gaming landscape. - Modern Retro: Discover contemporary games that capture the spirit and style of the classics. - Tips...
Stranger Things Part 3 Back to the Past Gaming with ABitNostalgic
Просмотров 33 месяца назад
Welcome to Back to the Past Gaming! 🎮✨ Dive into the world of classic video games and retro-inspired indie titles with us. This trailer gives you a sneak peek into what our channel is all about: - Timeless Classics: Experience gameplay from the iconic 8-bit era that shaped the gaming landscape. - Modern Retro: Discover contemporary games that capture the spirit and style of the classics. - Tips...
Stranger Things Part 2 Back to the Past Gaming with ABitNostalgic
Просмотров 243 месяца назад
Welcome to Back to the Past Gaming! 🎮✨ Dive into the world of classic video games and retro-inspired indie titles with us. This trailer gives you a sneak peek into what our channel is all about: - Timeless Classics: Experience gameplay from the iconic 8-bit era that shaped the gaming landscape. - Modern Retro: Discover contemporary games that capture the spirit and style of the classics. - Tips...
Star Tropics Part 2 Back to the Past Gaming with ABitNostalgic
Просмотров 93 месяца назад
Welcome to Back to the Past Gaming! 🎮✨ Dive into the world of classic video games and retro-inspired indie titles with us. This trailer gives you a sneak peek into what our channel is all about: - Timeless Classics: Experience gameplay from the iconic 8-bit era that shaped the gaming landscape. - Modern Retro: Discover contemporary games that capture the spirit and style of the classics. - Tips...
Star Tropics Part 1 Back to the Past Gaming with ABitNostalgic
Просмотров 43 месяца назад
Welcome to Back to the Past Gaming! 🎮✨ Dive into the world of classic video games and retro-inspired indie titles with us. This trailer gives you a sneak peek into what our channel is all about: - Timeless Classics: Experience gameplay from the iconic 8-bit era that shaped the gaming landscape. - Modern Retro: Discover contemporary games that capture the spirit and style of the classics. - Tips...
Stranger Things Part 1 Back to the Past Gaming with ABitNostalgic
Просмотров 53 месяца назад
Welcome to Back to the Past Gaming! 🎮✨ Dive into the world of classic video games and retro-inspired indie titles with us. This trailer gives you a sneak peek into what our channel is all about: - Timeless Classics: Experience gameplay from the iconic 8-bit era that shaped the gaming landscape. - Modern Retro: Discover contemporary games that capture the spirit and style of the classics. - Tips...
Dragon Warrior Quest Part 13 Back to the Past Gaming with ABitNostalgic
Просмотров 173 месяца назад
Welcome to Back to the Past Gaming! 🎮✨ Dive into the world of classic video games and retro-inspired indie titles with us. This trailer gives you a sneak peek into what our channel is all about: - Timeless Classics: Experience gameplay from the iconic 8-bit era that shaped the gaming landscape. - Modern Retro: Discover contemporary games that capture the spirit and style of the classics. - Tips...
Dragon Warrior Quest Part 12 Back to the Past Gaming with ABitNostalgic
Просмотров 73 месяца назад
Welcome to Back to the Past Gaming! 🎮✨ Dive into the world of classic video games and retro-inspired indie titles with us. This trailer gives you a sneak peek into what our channel is all about: - Timeless Classics: Experience gameplay from the iconic 8-bit era that shaped the gaming landscape. - Modern Retro: Discover contemporary games that capture the spirit and style of the classics. - Tips...
Dragon Warrior Quest Part 11 Back to the Past Gaming with ABitNostalgic
Просмотров 73 месяца назад
Welcome to Back to the Past Gaming! 🎮✨ Dive into the world of classic video games and retro-inspired indie titles with us. This trailer gives you a sneak peek into what our channel is all about: - Timeless Classics: Experience gameplay from the iconic 8-bit era that shaped the gaming landscape. - Modern Retro: Discover contemporary games that capture the spirit and style of the classics. - Tips...
Dragon Warrior Quest Part 10 Back to the Past Gaming with ABitNostalgic
Просмотров 63 месяца назад
Welcome to Back to the Past Gaming! 🎮✨ Dive into the world of classic video games and retro-inspired indie titles with us. This trailer gives you a sneak peek into what our channel is all about: - Timeless Classics: Experience gameplay from the iconic 8-bit era that shaped the gaming landscape. - Modern Retro: Discover contemporary games that capture the spirit and style of the classics. - Tips...
Dragon Warrior Quest Part 9 Back to the Past Gaming with ABitNostalgic
Просмотров 73 месяца назад
Welcome to Back to the Past Gaming! 🎮✨ Dive into the world of classic video games and retro-inspired indie titles with us. This trailer gives you a sneak peek into what our channel is all about: - Timeless Classics: Experience gameplay from the iconic 8-bit era that shaped the gaming landscape. - Modern Retro: Discover contemporary games that capture the spirit and style of the classics. - Tips...
Dragon Warrior Quest Part 8 Back to the Past Gaming with ABitNostalgic
Просмотров 33 месяца назад
Welcome to Back to the Past Gaming! 🎮✨ Dive into the world of classic video games and retro-inspired indie titles with us. This trailer gives you a sneak peek into what our channel is all about: - Timeless Classics: Experience gameplay from the iconic 8-bit era that shaped the gaming landscape. - Modern Retro: Discover contemporary games that capture the spirit and style of the classics. - Tips...
Dragon Warrior Quest Part 7 Back to the Past Gaming with ABitNostalgic
Просмотров 103 месяца назад
Dragon Warrior Quest Part 7 Back to the Past Gaming with ABitNostalgic
Dragon Warrior Quest Part 6 Back to the Past Gaming with ABitNostalgic
Просмотров 63 месяца назад
Dragon Warrior Quest Part 6 Back to the Past Gaming with ABitNostalgic
Dragon Warrior Quest Part 5 Back to the Past Gaming with ABitNostalgic
Просмотров 93 месяца назад
Dragon Warrior Quest Part 5 Back to the Past Gaming with ABitNostalgic
Dragon Warrior Quest Part 4 Back to the Past Gaming with ABitNostalgic
Просмотров 103 месяца назад
Dragon Warrior Quest Part 4 Back to the Past Gaming with ABitNostalgic
Dragon Warrior Quest Part 3 Back to the Past Gaming with ABitNostalgic
Просмотров 83 месяца назад
Dragon Warrior Quest Part 3 Back to the Past Gaming with ABitNostalgic
Dragon Warrior Quest Part 2 Back to the Past Gaming with ABitNostalgic
Просмотров 53 месяца назад
Dragon Warrior Quest Part 2 Back to the Past Gaming with ABitNostalgic
Dragon Warrior Quest Part 1 Back to the Past Gaming with ABitNostalgic
Просмотров 83 месяца назад
Dragon Warrior Quest Part 1 Back to the Past Gaming with ABitNostalgic
Purgatory Purgers Part 21 Third Run through Back to the Past Gaming with ABitNostalgic
Просмотров 324 месяца назад
Purgatory Purgers Part 21 Third Run through Back to the Past Gaming with ABitNostalgic
Purgatory Purgers Part 20 Third Run through Back to the Past Gaming with ABitNostalgic
Просмотров 114 месяца назад
Purgatory Purgers Part 20 Third Run through Back to the Past Gaming with ABitNostalgic
Purgatory Purgers Part 19 Third Run through Back to the Past Gaming with ABitNostalgic
Просмотров 164 месяца назад
Purgatory Purgers Part 19 Third Run through Back to the Past Gaming with ABitNostalgic
Purgatory Purgers Part 18 Third Run through Back to the Past Gaming with ABitNostalgic
Просмотров 194 месяца назад
Purgatory Purgers Part 18 Third Run through Back to the Past Gaming with ABitNostalgic
Purgatory Purgers Part 17 Third Run through Back to the Past Gaming with ABitNostalgic
Просмотров 214 месяца назад
Purgatory Purgers Part 17 Third Run through Back to the Past Gaming with ABitNostalgic
Purgatory Purgers Part 16 Third Run through Back to the Past Gaming with ABitNostalgic
Просмотров 274 месяца назад
Purgatory Purgers Part 16 Third Run through Back to the Past Gaming with ABitNostalgic
Purgatory Purgers Part 15 Second Run through Back to the Past Gaming with ABitNostalgic
Просмотров 324 месяца назад
Purgatory Purgers Part 15 Second Run through Back to the Past Gaming with ABitNostalgic
Purgatory Purgers Part 14 Second Run through Back to the Past Gaming with ABitNostalgic
Просмотров 304 месяца назад
Purgatory Purgers Part 14 Second Run through Back to the Past Gaming with ABitNostalgic
get 4 views for example
What's the significance of the 8-minute mark?
Well done against the Knight Aberrant! Tough break on the first attempt, but leveling up a little paid off, and you got him in the end!
It's always interesting to see how different people approach gearing up - some skip the flame sword while others save up for it. I suppose it depends on what level you are, and what you're trying kill :)
I actually did save up for it and got it in this episode. Then I sell it when I get the Erdrick Sword.
@@IntuitiveHeartsMedia01 Yes, I saw :). I was just pointing out that different people have different strategies when it comes to the decision of what to save up for and what to skip ^_^.
Ah, looks like we have a challenge! I think that's the first time I've seen you die in this series ^_^. It sounds like you're taking that mob on a little earlier than normal, so I suppose that explains it :). In any, I'm glad you were able to beat him! I'm not too crazy about Stranger Things, so I don't know if I'll tune into that. I think someone suggested, Porker: The Quest for Tastiness! I second that motion, but that's like a fairly short game (like 30 minutes). Might be good for a stream ^_^.
The game Stranger Things is pretty good. Very retro. I have been thinking about doing two at a time, maybe Star Tropics at the same time. I looked at Porker, it looks interesting and I may do it someday.
Ah, good ol' gold men! Seems like most of the stuff you're fighting at this stage are fairly trivial to you, one and two shotting them pretty easily :).
Sorry for the late comments on your video - been a busy week and I've been hard at work on Purgatory Purgers 2 ^_^. There's lots going on behind the scenes, including some code optimizations that solved a problem I've been wrestling with for about 7.5 years... I've been enjoying this series immensely, keep up the good work!
Kinda neat that they brought attribute seeds in, that wasn't a feature in the NES version of DW1, but rather was introduced in DW2 and onward.
It's fun (and refreshing) to see the little updates to the original game as you walk us through the gameplay. Apparently, this particular version also appears on the Nintendo Switch, so that's neat, too!
Play the whole game with just beginning level gear
I have played the entire game without any gear. The end guy is impossible, even when you max the levels.
@@IntuitiveHeartsMedia01 It is *technically* possible to manipulate the RNG in both the NES and Android versions, allowing you to force encounters, critical hits, etc. But given that you're a casual player who enjoys these games to unwind/unplug, and aren't trying to speedrun, I can't see that you'd have any use for exploits.
Well, I know I could do it through the NES Classic Edition, because you can save in between each round of battle and reset if the round turned out bad. I have done it before making it actually possible. I try to play with the original 8-bit capabilities. Though, sometimes, these are fun just to say you did it.
@@IntuitiveHeartsMedia01 What you're describing there is called 'save scumming', what I was referring to is is Random Number Generation (RNG) manipulation, or a means to influence, or even control the random elements of the game, usually for speedrunning purposes. For instance, with [A LOT] practice and [VERY] precise timing, you can avoid random monster encounters, force critical hits and spells, and so on. If you search RUclips or Google for "Dragon Warrior RNG manipulation", you can see what I mean. But as I said, this is not something I'd recommend you (or anyone) to try to do as you'd no longer be playing the game the way the developers intended.
Good video! This is first time I've seen the Android version of Dragon Quest. It seems a lot easier than the original in that you hardly took any damage fighting the slimes. I believe the bank/vault was a feature of Dragon Warrior 3 (NES) so it's neat that they included it here, along with other quality of life enhancements. Dragon Quest was one of the first RPG games available on a console, and certainly my first exposure to that sort of game on the NES. I recall we got free with a subscription to Nintendo Power, along with a poster and some other goodies.
How this version varies is that it starts you out with the Bamboo Staff (Cyprus Stick) and then frees the Gold to buy armour. So you come in already above the start point of the simple slimes, but not far enough to not be able to defeat the Drake. In the original, I feel like the initial grind is complicated because you have to balance between reserving gold and increasing weapons and armour. It was a brief, awkward start. Now, this corrected it.
@@IntuitiveHeartsMedia01 Right on! Back in the day, games were few and far between, so I suppose we didn't mind the grind as much so long as the game loop was fun ^_^.
Congratulations on your first stream and 100% Jeff playthrough! Your run went very well, and the culmination of your skill and practice is definitely showing. It's unfortunate that we couldn't get the live chat working for the run, but I'm happy that you were ultimately able to figure it out. I can't wait for next week's Dragon Warrior videos! Have a great weekend.
Yay Comments!
Congratulations! You attained the rank of Master Purger!!! 0:56 - Being the final level of the game, we wanted it to be the most difficult - not insurmountable, given that players who make it this far will (in all likelihood) have plenty of spare lives, and can afford to die a few times :). 1:11 - I think that's kind of an outdated viewpoint. When I said it was the most difficult, this was before the souls layout was altered to make a 100% Bob run possible, and so it was much harder to do a 50/50 run as many souls were only reachable by Jeff, whereas no souls were only reachable by Bob (The only way to do that would be to place a soul on the other end of a two-way portal leading into a dead-end, forcing you to enter with Bob and claim the soul). Even so, in the later levels, enemies move faster, and ask you said, there's a lot more of them to pay attention to while also trying to maintain a 50/50 balance. ^_^ 2:40 - Looking forward to the live stream! 3:11 - So the reason it had to work that way is because the "secret" mask is just a rectangle that gets resized to fit wherever it needs to, and in this case, it was made up of two rectangles, one for the small passage, and another for the room. This was necessary to prevent it from overlapping with areas we didn't want to mask off. 5:25 - The cracks in the floor, in combination with the blood smear were meant to communicate that there's danger nearby, but I guess if you're conditioned to see 'secret', maybe I could have done that differently :). The point then, was to warn you to think twice about going through there, and the seemed to work ^_^. 5:59 - Getting stuck is part of the game, hence the inclusion of infinite level resets. We wanted puzzles to be challenging, but not so confounding that there was only one possible way to solve them. This is more costly in a bigger levels like that one, but there isn't much we can do about that without spoiling the difficulty, making an already easy game easier. 8:44 - We sincerely appreciate that! We didn't make much from the game (nor did I expect to), but it was a great learning experience, and we'll try to carry those lessons over into making our next game bigger and better! 9:13 - I'm currently working on Purgatory Purgers 2 - I'm targeting a 16-bit aesthetic with double the resolution (32x32 pixel tiles and sprites as opposed to 16x16 pixels in the first game), sampled sound effects and music (22KHz stereo to keep it vintage-sounding) and will include many features we considered for the first game but were ultimately scrapped due to time/resource limitations. I'm starting with Bob, and have created a very promising run cycle using 8 frames as opposed to 2. Expect to see the same cast as the first game, but some new additions and behaviors. Depending on how much progress I make this weekend, I'll have a better idea of what the time-frame is going to look like, but it will likely be a 2-4 month project. 10:16 - I'm thinking about a dash mechanic for the sequel, but am not sure how that would impact the game's other subsystems. For instance, if you can outrun Sniffers (noses), Sight Geist (eyeballs) bolts, and Chitter Chatters (teeth), they become a lot less dangerous! Chitter Chatters are especially terrifying, both in terms of the noise they make and their ability to easily run you down, so taking part of that away from them makes them less scary and dangerous. Also, I'd have to ensure that player didn't get stuck in blocks, or mid-way through the grid if they try to dash while pushing a block, for instance. Again, not insurmountable, but I have to weigh the benefits vs. all of the things I'll have to account for to make it work within it's ecosystem. 10:44 - Dangerous nuggies are dangerous :) 12:17 - I can't wait! 12:36 - It's fair to say that Jeff's 100% is only half as good ;)...
I am thinking about doing another playthrough with chat, because I can. What ending should I aim for?
@@IntuitiveHeartsMedia01 Sure, if you aren't tired of making Purgatory Purgers videos :)... which ending indeed? How about this - you roll a 6-sided die: 1-2 Good 3-4 50/50 5-6 Evil ?
Definitely star tropics after dw1 :D
1:08 - Looking forward to the livestream on Friday, and also the upcoming Dragon Quest video! 1:24 - I have subscribed to your likes, and liked your subscribes. 1:45 - If you want to play Chip's Challenge, I have a working Windows 3.11 Virtual Machine with the original Chip's Challenge for Windows on it I can share with you, which, given it's age, is abandonware at this point :). 3:18 - The original tile set for the second secret level was proposed by Eric very early on in production as a 'heavenly' the hellish red tile set used in the last 3 levels, but we hadn't yet decided where it would fit. The initial template was created in sometime in late January, but I later updated the ground tiles (they were initial hexagonal, similar to the first level, but that was changed later to accommodate the empty (black) squares to a more checkered pattern). Originally, we talked about making the appear to be 'destabilized' (hence all of the missing tiles and destruction). Another idea Eric came up with was integrating ghosts into the water texture, but I wasn't sure how that would read given the tiny 16x16 pixel tile set. In way, the ghosts then were my attempt to implement that idea as the ghosts would come to represent lost souls that could never be saved or damned, forever trapped. I think composed the somber music to go along with it, in stark contrast to many of the other music tracks. 3:46 - This was also based on an earlier suggestion of Eric's - he wanted his secret level to include an abyss you'd jump into, but because this game doesn't have a third dimension of depth, it was more elegant to simply hide the lower half of the castle with giant 'secret' tile. 5:25 - In the words of Cord, "The importing thing is eating the fruit, not how you get to it." - Circle of Iron 6:06 - Getting impatient :) gotta look before you leap! One thought I considered at one point is incrementing your souls when you collided with a ghost, and destroying both the player and the ghost, but thought better of it as I didn't want to encourage players to kill themselves over and over again. 7:22 - You are definitely getting a lot more proficient! 8:42 - I like that you included your deaths to highlight that the game does offer some challenge, particularly in the later levels! 8:51 - The biggest tip-off with the Chitter Chatters (teeth) is the sound, if you can hear them, get out of the way :) 9:53 - The purpose of the one-way is to entice the player to explore, and figure out how to get to the room, which is filled with shiny purple Ethereal Coins ^_^... Fun Fact: I chose the color purple as it's a combination of Red (Bob) and Jeff (Blue). This will also be evident in your intended ending :) 10:40 - Another player suggested increasing the movement speed, I might add a "dash" mechanic in the next installment. 17:40 - I can't recall purposefully putting 666 of each soul by the end of Toad Hall, but I clearly missed and opportunity by not shaving down the last level soul count to 222 :).
I pulled inspiration from a lot of the games we played as kids; Chips challenge, Pacman, Star tropics, Simon's Quest, Bomberman, the original Metroid, and the Dragon Warrior series too.
Looking good! 2:54 - Looking forward to live playthrough, it's gonna be good! 3:45 - I think people forget how much work goes into making these videos... Recording and editing the footage, doing the voiceover, uploading it to RUclips, and recording places where you might have made a mistake... Some RUclipsrs even go so far as to write out a script rather than just speaking extemporaneously... In any case, I just wanted to recognize and appreciate the work you put into these! 4:58 - 'V' toads are the best toads :) 5:42 - I suppose maybe in Purgatory Purgers 2 (assuming we make one), we might do something to bring more attention to the color - perhaps a glow or some other effect maybe... In this game, the tile size is 16x16 pixels, so there isn't very much room for a lot of detail. I was thinking of going double that on a future version, maybe even expanding the color palette. 6:09 - That sounds about right :) The green levels were meant to resemble a sewer, and maybe they look at little like that. 6:25 - One of the challenges with the tile set I built was trying to create visually distinct areas for the player to explore through the use of distinctively-shaped rooms as landmarks, inter-connected with halls and passages (some, secret). At one point, we'd talked about maybe creating set pieces (e.g., bookshelves, statues, tables, hedges, etc.) but never got around to designing. More ideas for PP2! 8:17 - Eric came up with that. As far as I'm aware, the spiral was his original idea/design. You can see other examples of patterns like this going as far as back as the first layouts he submitted to me, before we even had the first tile-set built. 9:23 - I am looking forward to see how you cope with that. I'm also interested to see your gear recommendations and leveling strategies. I spent many, many hours playing Dragon Warrior on the NES back in the day, and had at one point maxed out my character (level 30 I think?). Great times ;).
Did you say if you were going to post the live stream afterward?
Yes, If I can figure it out, I will post it afterwards. It looks like it posts itself.
Watching this channel makes me feel a bit nostalgic :) 1:20 - I will update my calendar, and will look out for your live stream on 7/19 instead! 2:00 - Making sure there was an even number of souls was something I did for my own benefit to ensure that a 50/50 run would always be possible without having to count out souls across multiple levels. 3:12 - Fun Fact: The original layout of the first bonus level was in the shape of mine and Erics' initials. I ultimately scrapped this as it just didn't work, and went with a more abstract design instead. 3:30 - Some, but not all "empty" spaces (black squares) are traversable. It's worth trying in any case :) 5:48 - I could have made the clipping range on the enemies a little more forgiving but felt that would take too much of the challenge out of it. 6:31 - It's a good idea to give them a wide berth. They are timed to require you to be a minimum distance from them in order to pass under-neither without dying. I think the numbers were 3, 5 and 7 but I can't recall offhand. 6:48 - Yep! Secret shortcut, though maybe not so secret anymore :)
Good run so far! 1:50 - I should be able to make July 22 @ 4pm, looking forward to it! 2:07 - Good call on doing it through RUclips. I don't know that there would be any benefit to starting over with a new platform unless you already have a larger following elsewhere... 2:24 - Have you considered longer format videos as a norm? I think your upcoming Dragon Warrior videos might be a a good excuse to experiment... then again, I really don't know anything about RUclips, it's famous (infamous?) algorithm(s), or what the average RUclips viewer wants to see... 2:37 - You've been making pretty good time. I think 45 minutes to an hour or so is about right. 3:05 - That sounds like the 8BitDo controller I recommended to you, the SN30. I haven't played around much with mine, but I like it so far! What I really want to try is their arcade fighter stick, although if I went down that route, I'd swap out the joystick and buttons for some quality ones (e.g., Sanwa JLF-TP-8YT Joystick, and Sanwa OSBC push buttons ^_^...). 4:38 - The only thing we may add is arrow key support, and possibly volume control. Otherwise, the game is complete, and I'd like to move on to bigger, better things :) 4:46 - The version of the room that had a secret room there was a very, VERY early layout, and was never actually released, even in version 1.0. In fact, the only changes to the layout (apart from minor fixes) was the v1.5 release, which made it possible for a 100% Bob run. 5:56 - That's more or less how the game was intended to be played, but what you'll find as a game developer is that users will find new ways to play that you might not have considered! 7:25 - Horizontal 'thwamps' would have been interesting, good idea for next time!
Great start to your 50/50 run! 1:09 - Sounds like a good strategy! 1:38 - I can't wait! As an aside, thank you so much for devoting so many videos to our humble little game! :) 2:33 - I say that, but really, since the v1.5 update, I'm not sure that's true anymore... there are no longer any souls that only Jeff can reach, so it's probably easier than it used to be to achieve a 50/50 run. Even so, those are the 'best' endings ^_^. 3:30 - Always a good idea to block Sight Geists! 3:55 - I think it's fair to call it a 'bonus' since it's not mandatory. The idea was to introduce the Teleporter feature so that the player would know what they are how they work in later levels. The Ethereal Coins (free lives) offer an enticement for the player to go see where the path leads. 4:16 - Why do you shoot for the 8-10 minute mark? I am not criticizing, I'm just curious. 4:26 - Is your new controller the 8BitDo SN30? 5:06 - I'm excited for your DW playthrough. That's going to be cool! 5:38 - Whether you're a new game developer or a new RUclips channel, audience engagement is important :) 6:02 - 17 I believe, including the two bonus levels. 7:04 - Good idea :) 7:32 - Almost... their vision is orthogonal (up/down and left/right, but not diagonal), however, they are near-sighted. Given the size of the levels, I felt it would be unfair to be killed off-screen, but also wanted the flexibility of placing them wherever I wanted without thought to where walls and other obstacles might appear. 8:17 - That wasn't a programming error, there was an issue with the level layout - I'll try to explain. Each level is comprised of a set of layers. The top layer is the 'object' layer where everything interacts, such as the player, blocks, enemies, wall tiles, water tiles, bridges, etc. The 'real' wall tiles are invisible. The walls that you see are are just decoration. When we build a level, we place the [invisible] wall tiles along the edges that we don't want the player to be able to move through. In this case, I simply placed the invisible wall tiles one space too high, so to correct it, I just edited the level layout and moved the wall tiles in that corner down one space. 8:27 - Fortunately, this didn't have anything to do with compiling/uploading the game, and was just a consequence of placing an invisible wall tile in the wrong spot ^_^ 8:31 - Nope! Definitely my fault, not the platform :)
You should play Porker: The Quest for Tastiness (太棒了 肉 注射) after Dragon Warrior... You can thank me later!
I have it on my list to include. I'm not sure when I will tackle it.
What a great wrap-up to your 100% Evil playthrough! 1:34 - Dragon Warrior! 1:58 - Regarding how to structure the Dragon Warrior playthrough, I suppose it depends on how you're going to tackle the game, whether you want to min/max your character, do all the side quests, etc. I expect you'll probably want to share your general strategy. i.e., Where to go, what to fight, how long to level grind between major questlines, etc. 5:42 - If I were you, I'd focus on your RUclips channel rather than take on another platform, e.g. Twitch, especially as you're a new channel and still building an audience. You can stream on RUclips like you suggested previously, and anyone who isn't present live for the stream doesn't have to go to a different platform to watch it - it'll just be in there with the rest of your videos. 6:25 - So many choices!!! 8:21 - Sometimes, a frayed corner is just a frayed corner :)... Being the end level, I wanted to have some fun, and rip some of it apart, like the level was falling to pieces! 10:32 - The crack is meant to bring attention to the danger of the Wailing Wall, ready to drop on unsuspecting Purgers. :) 11:57 - Good advice :), and you've gotta watch out for the Sniffer that'll push you back across the water (12:01). 13:56 - Congratulations and well done!!! You achieved Bob's best ending!
Another great epi-toad! :) 0:48 - I can't wait to see you do the second secret level! Much excite! 2:11 - Thanks again for making that video, and giving me the motivation to finally track down and solve those elusive bugs! 2:40 - You made it!!! :D 2:45 - Hadn't quite thought it as a haunted house ^_^. The intent was to convey a sense of loss and sadness - a place filled with forgotten souls who couldn't be saved. 3:25 - Jump cut! :P 4:27 - Thank you for saying so! 5:16 - Covering up the lower half the of level was a bit indulgent, but I that given the broken-down feel of the level, ripped thought the middle like some crumbling ancient place, it kind of works. 6:47 - The last 'red' levels were even bigger originally, but I decided to cut them down a bit. Our intention was for these to be the biggest and most dangerous, and perhaps they remained a little too big ^_^... 7:32 - That was one of the two core design tenets: exploration and puzzles. We tried to include branching paths to allow the player to go different directions rather than railroading them through a single path, and show them glimpses of places they couldn't immediately reach, but could figure out how to get to. 9:20 - Doh! Gotta be quicker ;) 10:10 - Those marks usually indicate something, whether it's a secret, or danger, much like the trails of blood. You can still hear the Chitter Chatters (teeth) coming, but it's a less of a surprise that way. 14:01 - There's a also a safer, back way in, allowing you to avoid those Sniffers altogether! 14:06 woops! Spoke too soon again ;)... 15:56 - That was a later addition, meant to give you a horizontal safe path through the level. There's another way through the bottom half, and teleporter can be used to move diagonally through. 17:00 - Fun fact, Eric did a VERY accurate recreation of the Pacman maze - it was quite impressive, but ultimately didn't fit thematically or work as a level, not to mention Namco might have something to say about it copyright infringement :(... 18:55 - Good idea ^_^...
Another good one! You are getting much better at finding the secrets! 0:33 - You are definitely becoming more and more proficient! 2:22 - I'm looking forward to seeing you find the 2nd secret level! We wanted hidden content to be rewarding, my philosophy being, "Secrets should be secret!" meaning that you don't want them to be so obvious that a person can't help but find them, and the consequence is that most casual players WON'T ever see that content, but it's a special reward for those that do, not just in hidden levels, but special endings as well. 2:32 - I was expecting a bigger reaction to seeing another "Bob" and "Jeff" hanging out in another hidden room :) 3:39 - You can thank Eric for that ;) - one of his level designs, and a good one, I think, but it didn't really have a 100% Bob run in mind ^_^ 4:25 - Good find! 4:55 - ...and another! :D 5:46 - I thought Dragon Warrior (Android) was next? 6:05 - I think you might have missed something around that hallway ;) Oops, never mind (8:28)! 8:09 - At this point, I think you should be able to handle a 50/50 run without much trouble :) - the last level is very forgiving in terms of soul numbers, so you have some wiggle room if you keep things roughly even as you go. 8:28 - There you go! 9:19 - Your live run is gonna be great! Really looking forward to that. 10:15 - Why only 8 to 10 minutes?
You should do "Porker: The Quest for Tastiness" next!
I have never played that, I will look into it. Thanks for the comment. Chris
Congratulations on finding the first (of two) secret levels! 0:30 - Looks like you found the secret room in the Court of Mirrors! 0:47 - The secrets aren't too hard to find, once you know how :) 3:00 - Amazing find! I think you're the first player to have recorded this and posted it on RUclips. Well done! 3:13 - This is an homage to an old PC game (circa 1994ish) called, "Rise of the Triad" by Apogee Software. In it was a secret level called, "The Vomitorium." All of the walls were covered with the same texture, floor to ceiling, with the words, "YOU DO NOT BELONG HERE" scrolled across them. The story, as Joe Siegler tells it, is that this texture was a place holder in the graphics editor they used, signaling the user to go no further lest he crash the utility. Apparently, he decided to use it in this level due to it's shimmery, disorienting effect. 4:29 - That's some inception s*** right there! 7:16 - In addition to rewarding the player for exploration, a lot of the secrets serve a dual purpose as a shortcut through the level. 7:37 - EEEeeevil! 9:12 - Looking forward to the live stream!
So far, so good! 0:56 - That's the most difficult (and most rewarding) ending :) 1:42 - I'm looking forward to your Dragon Warrior videos! 2:03 - The message there (as with all of the messages) was intended to hint at something secret nearby, which you located at 2:13. 2:59 - Yep! I Think I spent about 4 hours reworking the levels slightly to ensure that Bob could reach everything. 3:02 - "...So evil that you would say it was EEEvil... Like it's the fru-its of the devEEL. EEEvil! 3:55 - 45 minutes to an hour, depending on which ending I'm going for. I'll have to post some runs on my own RUclips channel ;) 6:16 - This was one of the earliest levels we developed, and was reworked later down the line. I don't recall there ever being a secret room in that spot, although the cracked floor tile would suggest it. 8:13 - Geriatric Jones and Last Jello Cup? :)
Well done so far on your 100% Bob Run! 1:25 - That is correct! Update 1.5 is now LIVE! In addition to small changes to allow Bob to collect 100% of the souls, we also corrected a couple of clipping issues (nothing serious/game-breaking) and officially added gamepad support, including an updated manual. 2:48 - Yep! That's generally my strategy as well, especially as it avoids getting a block or gem stuck against a bridge, which would also require a restart. 3:42 - Looking forward to it! 4:30 - That's correct! There are 9 endings. The ending depends on the number of ethereal coins collected (most are hidden) and whether Bob or Jeff got more souls than the other or an equal number. 5:34 - The NES Classic, as in the modern/miniature unit that comes bundled with 30 games? That device doesn't include Dragon Warrior, but can you record from it using anything that can capture from HDMI out. The actual NES can also be recorded using an AV to HDMI cable and some sort of video capture device. 7:20 - Good idea :) 8:30 - The backgrounds are comprised of layers (floor and walls, grass, water, decorations) built up to give the environment a sense of depth. The player, objects, and enemies don't actually interact with those layers, and instead, the level is "blocked in" using sets of invisible blocks that prevent anything from getting outside the boundaries of the world. The downside is that that level creation is quite time-consuming, and because everything is placed by hand, there's always the opportunity to make a mistake, such as failing to put a block in the right place. There were only 2 instances of this (that we know of) as of 1.4, which were corrected in the 1.5 release. 9:03 - That maze in the pond was the most difficult to deal with. I didn't want to spoil the puzzle that Eric had worked so hard on, so I tried to keep it as close to the original as I could while still permitting Bob to reach everything.
Thanks again for your videos and feedback! 0:20 - Version 1.5 is currently being tested and will be published sometime this week. This update features slight alterations to some of the levels to make it possible Bob (the demon) to reach ALL of the souls, making a 100% Evil run possible. 1:26 - That block was meant to cut off that "Sightgeist" (the eyeball) so that you can move around freely without worrying about getting too close (i.e., precisely how you used it). Avoiding him by not moving along the same horizontal axis is another option. I wrote a blog post on the V-Toad Games website detailing our design philosophy, but the takeaway is that we wanted to give players multiple branching paths/different ways to approach the same problem. 2:44 - This is done and being tested internally. After we're sure everything still works as intended, we'll get it pushed out (probably in the next day or two, or the weekend at the latest). 5:49 - That's correct - transformation takes about twice as long as it takes to move one space (i.e., 16px). 6:14 - There was a secret room in an earlier iteration of this level, but it was ultimately scrapped in favor of the 'Wailing Wall' gauntlet. 8:00 - This week :) 9:16 - I'm looking forward to seeing Dragon Warrior/Dragon Quest. I don't know how that will fit into your 8 to 10-minute clip format... You're probably looking at 10-20 hours of gameplay, so you'll probably have to cut out of a lot of the grindy parts. 9:46 - At one point while developing the scoring system, we'd talked about including a score, and if this is something we do for Purgatory Purgers 2 (if we ever make it ^_^) we might assign point values for lowering bridges and slotting gems. 11:16 - Extra Lives, One Ups, Ethereal Coins... I don't think it matters what you call them :)
Looking forward to the update! In the Dragon Warrior series, it is designed to have you wander around and discover monsters on your path, defeat them, and gain the experience, coins, and drops. Though this part is necessary for the gameplay, it can be tedious watching someone do that, so the goal is to speed the play in the walk around parts and leave it in real time during battles and key areas. I think it will be more watchable that way. Chips Challenge, I plan on doing a similar run through like this, but probably speeding up 2 and greater fails. (PS, I know your game was inspired by Chips Challenger, but your game is more fun than the inspiration.)
Thanks again for another great video! Version 1.4 is now live, and features bug fixes, a little polish, and a revamped continue system! 3:52 - The game (unofficially and undocumented) does support gamepad input using the an X-Box Style controller. I will probably publish an update announcing this in version 1.5. 4:20 - Showing keystrokes or a camera pointed at their hands is usually something speed runners or players demonstrating feats of skill do to prove that they're not cheating. I don't know that you'd need to do this if you're just doing playthroughs and commentary, but that's entirely up to you :). 4:44 - Another option if you want a more authentic feel (and less input delay) would be to use a genuine OEM controller with a USB adapter (retroUSB is well thought of) 5:50 - 50/50 is probably the most rewarding (and difficult) ending! 8:00 - Getting 100% of the souls with just one of the characters wasn't something we intended (or designed for). We like the idea, and may implement this in version 1.5, although it's going to require relocating a lot of souls to make them Bob-reachable :). 10:01 - The player moves at a speed of 1 pixel per frame, or 60 pixels per second. Each tile is 16x16 pixels, and therefore it only takes ~.27 seconds to cross a bridge or water tile, or about half the time it takes to transform (30 frames, or ~0.5 seconds). As such, it's physically impossible finish transforming before you get to the other side. :(
Yes, I have ordered the Controller that you have suggested and will start gameplay with it next week (When it finally arrives) I plan to play a 50/50 run after this run. I am glad you fixed it for the possibility of a 100% play through. This is my plan on the release of 1.5: 1. Restart the 100% Bob (Evil) and complete that, hopefully getting the 2 bonus areas. 2. Then, 50/50 play through 3. Redo the 100% Jeff Play through as a live feed with the new updates. Then it will be on to the next game. Maybe, eventually, Purgatory Purgers 2.
1:10 - Eric's original design of this level looked (and played) to me like Frogger. It had long, narrow hallways, and you had to 'jump' out of the way of the Chitter Chatters. There are some vestiges of left in that design, namely, the three vertical hallways, but it's been elaborated on quite a bit. The name of the level, "Toad Hall" and the secret room message, "there are no frogs here" both pay homage to the level's beginnings. 1:45 - Collecting more souls for one side or the other will alter the ending, but you can also try to collect an equal number of souls for BOTH sides to see the BEST ending :). 2:57 - Making levels look and feel unique when you're using a small tile set can be challenging, so I tried not to reuse architectural ideas to the extent possible, suggesting landmarks to help players navigate in the absence of an in-game map. 3:55 - That is the 'Secret Revealed!' sound, and is played whenever you discover a secret room or passage. 6:45 - Yep, that was intentional :) or should I say, O~O? 8:51 - Good catch! 9:07 - I'd be interested in a live playthrough! 10:25 - You can do a 100% run in just under an hour, including the two secret levels you didn't find in this playthrough. Great playthrough! I am looking forward to next week's Bob run!
The first level in this episode, titled, "The Bathhouse" was originally created by Eric to resemble a filthy public restroom as a joke. The next revision was better, but was flooded with water tiles, and reused a number of elements from previous levels (maze patterns, spirals, the island puzzle from "Stilted Pond", etc.). I suggested using a roman bathhouse layout as inspiration, which Eric had already thought of, and was presently working on, complete with a boiler room. Eric also suggested the idea of bathing enemies, which made it into the final level design. 0:31 - This secret room was a "Name of the Rose" reference, from the Monk who, after accidentally poisoning himself, tried to take a soothing lime leaf bath ^_^ 0:40 - In the Purgatory Purgers game manual, the Prologue reads, "Will you favor Bob and condemn the souls to an eternity of damnation? Or will you help Jeff save them? Or help them work together to bring balance to Purgatory?" As such, there's a third path you could take :) 1:16 - Those were surprisingly difficult to program as most things in this game use a complicated grid movement system. Our goal was to make them challenging, but not unfair, as the game was intended to be more about puzzles and exploration and less about reflexes! 2:01 - From a coding standpoint, the only thing that changes when you transform is your appearance and abilities, the player's speed remains the same, regardless of form :). 2:17 - One of the challenges we was creating a sufficient number of levels to flesh out the game, and were some of the last to be made. John Romero of Id Software fame once remarked, "Make your first level last. By then, you know the game inside and out, and you know what you need to teach the player." Likewise, all of these "Shadow" levels were created late in development after we had extensive practice making Purgatory Purgers levels. To keep these levels from looking and sounding repetitive, I ran the music tracks through reverb filters to suggest distance, and added the cloud shadows to set these levels off from the rest of maps. 2:53 - Excellent find! You can expect this pattern to be used elsewhere in the game, and it will help you to better identify potential secret areas. 4:29 - The inspiration for these were the Hell Raiser cenobites, so I tried to make them appear as though their skin was stitched together :). I suppose I could have peeled it back some to make the reference more obvious, but that's a problem for Purgatory Purgers 2! :) And yes, EVERYTHING moves faster the deeper into the game you get! 5:05 - The idea was to give clever players safer passages through the level, top and bottom, which were retroactively added after extensive play-testing. There are more direct (and dangerous) routes protected by Chitter Chatters (the teeth), but you might lose time waiting for them to pass. 7:30 - As you said, they aren't too hard to avoid, and if you're really clever (13:56), you can find a safer path! 8:13 - Another great discovery! By George, I think he's got it! 9:08 - Originally, the Chitter Chatters were silent (no sound effect) like the Sniffers, and were quite terrifying! After play-testing, we concluded this was a bit unfair, so I decided to give them a sound effect, which was definitely an improvement, but needed more refinement. Through experimentation, I tried to create a doppler effect by adjusting both pitch AND volume, which is what ultimately made it into the game. I think this makes them even better (worse?), what do you think? I also worked out that we'd need to adjust the level architecture to accommodate them, which is why halls they appear in feature niches on both sides (i.e., little cubbies you can duck into to avoid getting chomped). 10:35 - What is the significance of keeping the videos 8-10 minutes in length? I suppose this might be related to RUclips monetization somehow, but I'm ignorant about such things. 11:30 - Yes, I tried to be true to the classics with regard to difficulty, but a lot of it was pragmatic. 15:24 - As the game progresses, I tried to communicate the idea of the level decaying and falling apart, hence the black depths - then I realized I could use this as a secret passage, sort of like "Leap of Faith" in Indiana Jones and the Last Crusade. 16:45 - Yep :(. That's what the blocks are for, they're not just decoration, you know! Usually :) 18:22 - I liked to include areas that you could see, but couldn't [immediately] get to. The idea was to encourage players to explore by offering rewards (e.g., free lives). 18:48 - Thank you for not only playing, but taking the time to record it and post it for everyone else to enjoy!
4:47 - Thanks for the feedback! I've since adjusted the hidden room in Walled Garden, moving the Ethereal Coin (free life) one space down so it's not immediately collected upon entering the room. This (and other bug fixes and updates) will be published in version 1.4.
Nicely done! I'll leave a comment in the older video, but I wanted to mention that I spent some time bug-hunting today, located, and squashed the issue that was preventing the Ethereal Coins (free lives) from spawning in the secret room on the level, "Stilted Pond." I'm debating whether to release the updated version now or add some quality of life (QoL) features to the game first (e.g., sound volume controls, arrow key movement support, etc.). Let me know if you're interested in testing this new release! 0:52 - I'm looking forward to seeing that! Remember, there is AT LEAST ONE secret room in every Realm! The intent was to give players lots of value by giving them new secrets to find in additional playthroughs. 1:06 - Dev Note: Patrolling enemies have several different varieties; some patrol vertically, others patrol horizontally, some hug the walls, and (rarely) some will wander in random patterns like the one here. 2:28 - I suspected that was the case, but your voice-overs are so natural/seamless that it was hard to tell! 3:07 - I may implement some kind of volume control feature in a future release of the game. I just need to give some thought to how I might do it. 3:53 - I'll take that as a compliment :) 4:20 - That's a good observation, but don't forget that every secret has a clue (e.g., cracks in the floor, the walls, an oddly colored shrub/mushroom/cauldron) nearby! The level geometry can also give away its secrets! 4:37 - It's always safest to block them off as soon as you see them. Otherwise, they might catch you off guard ^_^. 6:38 - As game development progressed, we started creating larger, more elaborate levels. This level used to be even bigger (if you can imagine that), but it (and a few others) was ultimately cut down some in the final release to make the game a little more manageable. We were shooting from a completion time of about 1 hour. 7:25 - Great reference! "The Labyrinth" inspired some of the stylistic choices, along with the engravings from "The Ninth Gate." 8:04 - Good find! This is a good example of what to look for, and there are more like it in that area. 9:17 - Oof! You turned around too quick! Next time, linger around that area, and you might notice something interesting!
For whatever reason, RUclips disappeared my previous comment so we'll give this one more try ¯\_(ツ)_/¯... 0:52 - As I mentioned in some of the previous videos, it's not possible (or even necessary) to get 100% of the souls with just one character, at least not with Bob, maybe with Jeff? I'm not sure, I've never tried ^_^. In any case, simply collecting more souls with one character than another will influence the ending you get, whether it's by a wide margin, or just one! 1:06 - One thing to be aware of is that *most* secret rooms are only accessible by Jeff, there are only a handful you can reach with Bob, but those are the exception. More on that later! 1:32 - I really enjoyed Dragon Warrior on the NES as a kid (AKA Dragon Quest in Japan); it was one of the first RPGs I'd played on a console, others being the Legend of Zelda (arguably an Action RPG) and Shadowgate (although that I suppose is considered more of a point and click adventure game ^_^). I'd like to see your playthrough of the Android version as hinted at in your channel intro! 1:46 - I'll email you some suggestions... 2:25 - If you want to keep the Sniffer on the other side of the bridge, you can leave it down. Some bridges are meant to help Bob bring blocks across, but as you observed in previous videos, that isn't always the case. 2:50 - The name Eric and I shared for these during production was 'Thwampus', which still how they're referred to in the code, but the final name ended up being 'Wailing Wall'... You'll also notice that these ones are a little faster than the blue ones. Enemies get more dangerous the further down into Limbo you descend! 4:04 - It gets more challenging the further along you get! 5:04 - I'm not sure if you can pull that off, but will be interesting to see how far you get! 6:20 - Every level has a secret room, this is one of the few ones that's accessible only by Bob. 7:38 - This is true! The Sniffers hate the smell of blocks and gems, it repels them! 9:40 - The septic Sightgeists can see a bit further than their counterparts :), but unlike other games (cough cough, Diablo 4, cough cough), cannot 'off-screen' you. 10:20 - Eric suggested Chip's Challenge-like game when we were brainstorming what to make, but he didn't remember any specific details, and I'd never played it. As a consequence, I started with the Sokoban-style elements (pushing blocks into specific places), and the UI layout drew some inspiration from it, but that's where the similarities end. 10:28 - So close, and yet, so far! I would explore that area a little more with Bob and you might find something interest ;). 10:44 Chip's Challenge could be fun, but I think I'd rather see Dragon Warrior first.
Another great video! 0:36 - Those are called "Wailing Walls" - If you press ESC to open the menu and select INSTRUCTIONS, you can see some basic information about each of the enemy types (Page 2). 0:50 - Good find! HINT: Jeff is better at finding secret passages than Bob, and *most* (but not all) of the secret areas are accessible by Jeff only, and the ones that are accessible by Bob will function like this one: ruclips.net/video/GnyM_anB5f0/видео.htmlsi=Ij9ZL4cHZIrd7AD2&t=379 (i.e., Bob pushes the wall north/upward). 1:49 - Lore Answer: Between each "Realm" (i.e., level) is a smaller pocket dimension. Dev Answer: This was done to save time and resources (tile sets, background music, etc.), allowing us to create smaller, less complex levels to flesh out the game. The shadow overlay makes these levels visually distinct, and the background music was altered with reverb to lend variety. 1:53 - Lore Answer: In the battle for souls, there are bound to be casualties! Dev Answer (SPOILER): The ending you get (there are 9 of them) depends on A) Who collected the most souls, and B) How many Ethereal Coins you collected. You don't have to collect 100% of the souls with one character or the other (nor is possible for Bob, although it may be possible for Jeff, I haven't tested that :) 5:50 - Thank you for the kind words! The game is finished (not in beta). During development, we did our best to identify and squash every bug we could. It's a truism that players will always find bugs that developers never anticipated :). 6:04 - I really appreciate you taking the time to make these videos, and have watched them all :). I'm very interest in any specific feedback you'd like to share - I've sent you an email with my contact information; please feel free to reach out with any specific ideas, suggestions, or observations you have! 8:12 - Yep! This was a deliberate design choice :). The most common use for the bridge is to give Bob a way to move a block or gem across an area cut off by water. In later levels, you can choose to leave the bridge up or down, either confining enemies to specific areas, or giving them a wider patrol area. 10:10 - This Realm (pocket dimension?) is called the "Court of Mirrors". You'll notice that much (but not all) of the level is symmetrical - that's your first clue. As stated in the game manual (Page 13), "look for cracks in the floor, odd shrubs, caldrons, and anything else out of the ordinary, as it might mean that there’s a secret room or passage nearby." Pay close attention to the floors and walls! Thanks again, and I can't wait to see the next one!
The messages (e.g., 4:47) throughout Purgatory Purgers were inspired partly by Hint tiles found in Chip's Challenge, but aren't the only clues! If you look closely at the architecture, you'll often find something out of place (cracked floors and walls, open doors that should be closed, odd-looking shrubs/mushrooms/cauldrons or other anomalous scenery that doesn't quite look like it belongs there ^_^). Pay attention to the layout as it may give you clues as to where a hidden room might be :).
Good Catch at 3:22! The missing Ethereal Coins (i.e., extra lives) in the floor, "Stilted Pond" is a bug :(, and an elusive one is doesn't occur on every playthrough, and I haven't (yet) been able to determine what the specific cause is, but once I do, I'll be sure to patch it in version 1.4.
I was able to track down and resolve the bug identified in 3:22 and resolve it. We're in the process of testing version 1.4, and (barring any other unforeseen issues), will release it soon!
@BacktothePastABitNostalgic Thanks so much for taking the time to play Purgatory Purgers and making some videos of your gameplay! I think we put about 450 hours or so into making it, and it's very rewarding to see people enjoying it! I can't wait to see more!
Glad you like it! A new episode will drop at 4pm CST Mon-Fri until the series is complete. Thank you. Oh, and I added developer notes throughout the episode.
"It's a randomized up and down movement." That's what HE said... I think it's fair to say that LIFE is a randomized up-and-down movement... Makes you think, doesn't it?
I liked the outro on that one!
It’s always amazing to see someone playing Swordigo🎉
Swordigo is a great game!
Good to see Swordigo 😊
Great video as always! Towards the end, you mentioned not taking damaging from the swords - this concept (in game development) is called "Collission Detection." It's used to give the player a little leeway so their gameplay doesn't have to be 'pixel perfect'.
Great video! I think I'd describe this genre is as 2.5D, which is usually how you'd describe a 3D game that only allows movement on two axes (X and Y, but not Z). Swordigo is the sort of game I'd expect to see on the early days of low polygon count 3D, such as the Nintendo 64 or the original PlayStation (i.e., "fifth generation' consoles). In any case, it looks like a lot of fun, and I enjoyed the walkthrough!
Long time, no speak! I wish you all the best with the channel, and look forward to seeing your Purgatory Purgers episodes! 👼👹
Hey, thanks!