- Dec 25, 2019
- 188
- 765
I gave Syahatas bad day another try because of your post and damn, i wish there was more of it. I felt bad when i finished it because it was so good.
I've seen this game in the recent updates a few times, I'm honestly curious to check it out myself when I find a bit of time. The spinoff that you've mentioned is by the same author?Jashin is working on a Spinoff in the same universe
Parasite in City and Anthophobia are some of my favorite and I'm not generally an action side scrolling fan, however I think the combination of the gameplay and H events was top notch and it came out spectacularly well, in my opinion.It's a bit of an oldie, but check out Parasite in City if you haven't seen it before. Similar game that's what started me down this rabbit hole. Anthophobia is also similar gameplay wise, but it's not very uh, buggy, compared to the other two. That said, the latter has much more polished gameplay similar to Syahata's Bad Day while the former has really simplistic level design.
Getting back on topic, for me a good chunk of the combat difficulty in this game comes from not knowing what's going on. I know that the game uses some light graphics and sound effects to depict what's happening in combat. I've managed to memorize it over the time, but without a combat log or something similar it takes more effort to learn what exactly is happening. There's also weird edge cases, like can I parry two heavy attacks at once? Can I get parried twice? Etc. Every time I tell myself I'll figure these things out I end up dedicatinghalfall of my brain cells to the hand in my pants instead.
Glad you managed to figure something out. Another thing I was thinking of toying with was using something like difference masking to convert poses (scenes) to a base keyframe + deltas. Given how many of the images tend to be a bit of wiggling I would have expected some savings, but I'm not sure if how well that would have held up with upscaling and file format differences. Getting it down to a quarter of the original size from built in Godot tools is pretty sweet.
Edit:
Thank you for experimenting with difference masking and sharing your thoughts. I was not aware of such method, but I enjoy technical concepts and learning by experience or reference, so this read was very interesting.
My experiments were all around working with compression and quality reduction of the images, but there are a few problems and limitations with this. Still, considering the fact that lossy compression at 90% quality basically reduced in 1/4 the size of the game, I think I can live with those limitations .
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I understand your frustrations.Game is absolutely idiotic! No common sense at all.
1. Premise you are and adventurer to find missing team
2. You are too damn stupid to have any basic gear like a weapon, basic armor, you have 10 bandages
3. Animation is low quality almost looks like her top body is separated from her bottom half and does not flow well. You know the type where you got a still image and just the one part moves.
4. Animation is not a flowing scene you have to click for each damn next scene
Game Play: 2/5
Sound: 2/5
Art: 2/5
That summarizes how stupid the game is. No damn adventurer in their right mind is going to go to a rescue with no damn basic gear! Now add to that their is no tutorial on combat you have to figure out what attack defeats what than add to that you are fucking way outnumbered from the very beginning.
Oh and killing them beasts that take a while to kill did not even give any damn pelt or other material to craft a basic whip.
The game is not necessarily rich or deep in lore and background, but it gives some space for us to fill in the gaps, even if we have to apply a bit of suspension of disbelief to do so, for example, you might view her as a musclehead or stubborn brawler type of adventure, who feels no need for weapons initially, until finding herself outnumbered several times. Maybe she was naive and even thought the island wouldn't possess any form of "dangerous" life forms.
Regarding the animations, there is not much I can provide you there, I'm afraid. This is the original game's artstyle and art is something subjective to the viewer. I actually enjoy a lot of this animations and find them very fluid. Considering the amount of work that drawing 3000+ images might have cost Atella I dare say is one of the most impressive CG works I have ever seen. Of course that doesn't mean that everyone has to like them.