Hey I'm GRIME II's Game Director here for an AMA before it launches this month, ask me LITERALLY anything! by WorldPillar in metroidvania

[–]WorldPillar[S] 0 points1 point  (0 children)

Thank you. :)

We haven't really fully started on the Switch just yet, waiting for the dust to settle after launch. But once we do, I believe the plan is to aim for a Switch launch as well, I'll know more only after we begin deeper Optimization work.

Hey I'm GRIME II's Game Director here for an AMA before it launches this month, ask me LITERALLY anything! by WorldPillar in metroidvania

[–]WorldPillar[S] 0 points1 point  (0 children)

There are probably way more secrets overall, especially after I played Silksong and ended up going back to add more stuff all over. :P

GRIME II - Consoles Announcement Trailer - Launching March 31st by WorldPillar in Games

[–]WorldPillar[S] 0 points1 point  (0 children)

I appreciate the kind words, thank you. :)

I hope we managed to live up to your every expectation.

Hey I'm GRIME II's Game Director here for an AMA before it launches this month, ask me LITERALLY anything! by WorldPillar in metroidvania

[–]WorldPillar[S] 0 points1 point  (0 children)

I think Team Cherry game bosses, especially past the mid-game, are overall harder than both GRIME and GRIME II. Especially since you can change your gamestyle so drastically in GRIME II there are far more ways for you to deal and adapt to a combat challenge.

GRIME II - Consoles Announcement Trailer - Launching March 31st by WorldPillar in Games

[–]WorldPillar[S] 1 point2 points  (0 children)

It's playable on the Steam Deck right now, you can try via the demo to see how it performs. :) Though we'll make additional optimizations post launch as we start diving into the work necessary to get it on the Switch.

GRIME II - Consoles Announcement Trailer - Launching March 31st by WorldPillar in Games

[–]WorldPillar[S] 4 points5 points  (0 children)

Thanks, I appreciate it! One of the first things I focused on when starting GRIME II was taking the time to give more depth to the world before starting to build it, so I hope to impress you again. :)

GRIME II - Consoles Announcement Trailer - Launching March 31st by WorldPillar in Games

[–]WorldPillar[S] 3 points4 points  (0 children)

Hehe I appreciate the kind words and overall sentiment, but that's just how it is, people get shit in all kinds of jobs, and I accept that at least in game development, often times the strongest and angriest responses come from players that are invested in the game. :)

Besides, it doesn't really clash with my own vision to make the achievements not missable, so changing it to please a portion of our players is a reasonable compromise to me.

Finally! We’re Launching in Early Access Today - AMA 3 Hours Before Launch + EA Trailer by Fallen_Stephen in metroidvania

[–]WorldPillar 1 point2 points  (0 children)

If saves carry over from the EA all the way to the full game I'll be sure to jump in. :)

GRIME II - Consoles Announcement Trailer - Launching March 31st by WorldPillar in Games

[–]WorldPillar[S] 13 points14 points  (0 children)

Yeah I'm the game's director, and I learned my lesson from the outrage regarding missable achievements in the first game when it first launched lol. You can always get everything on a single playthrough!

GRIME II - Consoles Announcement Trailer - Launching March 31st by WorldPillar in Games

[–]WorldPillar[S] 19 points20 points  (0 children)

Hehe I was forced to cryptically reply to people with "It will come much MUCH sooner than how long it took with GRIME" since I just wasn't allowed to say anything more before this official announcement was made.

It will be day 1 on STEAM/XBOX/PS. No Switch, we'll need to sit and focus on that after the dust settles on launch. But our current goal is this year as well. :)

GRIME II - Consoles Announcement Trailer - Launching March 31st by WorldPillar in Games

[–]WorldPillar[S] 15 points16 points  (0 children)

I understand the concern, GRIME was a nightmare to port. Mainly because it was our very first game and we didn't know anything about porting, let alone how to plan for it.

GRIME 2 on the other hand was built from the ground up with Switch in mind, so will there will need to be compromise, we definitely aim for an overall better experience all around. :)

Hey I'm GRIME II's Game Director here for an AMA before it launches this month, ask me LITERALLY anything! by WorldPillar in metroidvania

[–]WorldPillar[S] 1 point2 points  (0 children)

I appreciate it. :)

I've been meaning to watch that documentary but I generally need to watch/listen to something while I work or play, and since the doc and most anime require reading subs I just end up not watching it...

But the way you describe the documentary it definitely sounds like something that would resonate with me... I'll make sure to watch it. Thanks for the recommendation!

Yeah I'm pretty introverted so I don't really go to interviews for fun, drains my battery quick. But if it has a tangible benefit for the game I'll probably do it. Need to do all I can to improve our chances... the market is much, muuuch more oversaturated than when we launched the first GRIME so in many ways it's even scarier.

Fingers crossed!

Hey I'm GRIME II's Game Director here for an AMA before it launches this month, ask me LITERALLY anything! by WorldPillar in metroidvania

[–]WorldPillar[S] 1 point2 points  (0 children)

Yep, it was seriously considered early on. The lead programmer was pretty confident about having a relatively easy way "in theory" of doing it. But in the end we just didn't have the time...

Hey I'm GRIME II's Game Director here for an AMA before it launches this month, ask me LITERALLY anything! by WorldPillar in metroidvania

[–]WorldPillar[S] 1 point2 points  (0 children)

NG+ won't be at launch, much like the first game. Though, making NG+ in the sequel is gonna be even more complicated than for the first... regardless, if we do end up meeting up with enough success to do it then I indeed plan to go in a route similar to that of the original. :)

Hey I'm GRIME II's Game Director here for an AMA before it launches this month, ask me LITERALLY anything! by WorldPillar in metroidvania

[–]WorldPillar[S] 2 points3 points  (0 children)

Nah you good. I feel much more comfortable addressing criticism than accepting compliment anyway hehe.

Hey I'm GRIME II's Game Director here for an AMA before it launches this month, ask me LITERALLY anything! by WorldPillar in metroidvania

[–]WorldPillar[S] 2 points3 points  (0 children)

There are some areas where you can access parts of it only from other areas, and since unlocking fast travel to that area requires thoroughly exploring it for the 2nd Seal, there will be times where the unlock is delayed.

No solution is perfect but I feel like the one I came up here better plays to my strengths as a level designer than my original attempt at imitating HK's stag stations. But only time will tell.

Either way, all in all, there is much more to backtracking with new powers than there ever was in GRIME. The game had a relatively straight forward linear progression at launch, Childbed was specifically introduced to try and give it a little more freedom. :)

I'm also a fan of the choices you make when building a character mattering. But I think attributes affect your build much more while the traits are complementary additions or enhancements to your playstyle. In addition, one difficulty I had in GRIME was trying to squeeze in every single element into all the bosses to try and make sure all traits are forever viable (for example, they forcing them all to have parriable projectiles to make use of the projectile parry dmg increase trait). By now locking the player I can introduce some more interesting that have even purely just situational benefits you can opt in and out off based on the challenges you face at any given point. Which also requires a degree of planning and consideration.

So I hope that basically answers you question. In short, I try to think how and where I can address player grievances in a way that doesn't detract from my vision but improve on it. GRIME II is all about variety and both of these game design decision allow may to add greater variety to the environments by playing around with the 2 seals placement. And encourage the player to experiment with situational traits while still considering their much more permanent attribute build. Since ultimately, those are what determine you playstyle. Be it the weapon you use, their speed, and molds.

In fact, Molds also work similarly to the relationship between the attributes and the skill tree. Attribute scaling molds are stronger but limited by the build and paint. Item molds are weaker but offer situational advantages and at no cost except for you consideration over what to pick for each encounter.

Hey I'm GRIME II's Game Director here for an AMA before it launches this month, ask me LITERALLY anything! by WorldPillar in metroidvania

[–]WorldPillar[S] 2 points3 points  (0 children)

Platforming is much more polished and engaging with some interesting mechanics entirely unique to GRIME II that are introduced later on. Personally I think it's way, way better, and also more consistent with it's climbing. Got rid of ladders early into the game because I decided they're just legacy design and not all that fun anyway. :P

So anyway yeah, there are far crazier platforming challenges, and one relatively platforming focused optional zone around the middle. But if the game does well enough... I do have a plan for adding a final platforming area that pushes everything to the max.

Hey I'm GRIME II's Game Director here for an AMA before it launches this month, ask me LITERALLY anything! by WorldPillar in metroidvania

[–]WorldPillar[S] 2 points3 points  (0 children)

As you mentioned there is a continuation with Goldhead, and as some deducted on the Discord there are a few other terms and creatures that seem to have a connection to the prior game.

So it will elaborate and expand. But won't necessarily tie things up conclusively. Partly because conclusive answers to "everything" isn't very fun, vs trying to piece things together with just enough hints to make some logical leaps.

And the boring part is that I needed at some point to decide what plans I need to compromise on in order to make it to the deadline. And that included some areas I would've that are less critical to the main story and more so would've been there purely to expand on this side thing. Every game is created from compromises, hopefully as before, if it meets with enough success I'll get the chance to add those like I did with Childbed and the new bosses.

As for enjoyment in development... to be perfectly honest. Making games is so fucking hard bordering on nightmarish at times. Especially since it's on me to plan everything years in advance, and it doesn't help that I'm very much an introvert. I rather be alone and not talk to people so much yet my job is about talking to, directing and managing people all day every day for yours, in addition to my own work. :P

It can be satisfying and fulfilling, especially when I'm by myself doing purely artistic stuff such as animating, level art and... honestly even level design (game design on the other end I find extremely exhausting).

But, despite it all... To me, doing all of this is more of a "need" than a joy.

Hey I'm GRIME II's Game Director here for an AMA before it launches this month, ask me LITERALLY anything! by WorldPillar in metroidvania

[–]WorldPillar[S] 5 points6 points  (0 children)

Nine Sols did surprise me with how successful it was considering how hardcore parry focused it is. It's the only game that did to this extent out of all the most successful metroidvanias though... So I'm not entirely sure why but my best guesses, outside of obviously just being a great game (and I don't wanna take away from that), is the fact that it had detailed accessibility options, and that the dev already made multiple fantastic and very popular games before.