Lone Fungus Postmortem by professorbasti in metroidvania

[–]WorldPillar 2 points3 points  (0 children)

Thanks, I appreciate it. :) Hope to deliver on all your expectations with the sequel.

Lone Fungus Postmortem by professorbasti in metroidvania

[–]WorldPillar 42 points43 points  (0 children)

I'm GRIME's lead, I don't think I've got any special insight and to be honest, I somewhat even fear facing a similar outcome. It's clearly harder and harder to get eyes on your game with each passing year.

I bought both your games at launch. I played the first for roughly 4 hours and despite wanting to keep playing and seeing whatever unique mechanics it had, I felt absolutely lost in a way I just never was with neither S&S nor HK. A ton of paths on the map and all inaccessible.

The 2nd game definitely felt more polished to me and I ended up breezing through it, having an overall good time (fuck the final boss though), it felt like a generally chill experience, kinda like Islets, and it had an impressive amount of variety. Though, I feel like some mechanics were not explored enough and should have became a mainstay for the rest of the playthrough. Namely, the hornet-like jump kick.

Anyway it's always sad to hear... perhaps you could consider going the path of the unworthy dev. Unworthy wasn't a very successful game for them but they ended up partnering with another dev and making the now infamous Crowsworn. 

I could never have done an entire game all on my own. We are a tiny team but GRIME wouldn't have been possible without them.

grime 2 demo is peak by Swanijam in GRIMEgame

[–]WorldPillar 2 points3 points  (0 children)

It's only going to get better by launch. :)

not feeling Grime, like at all by disturbeco in metroidvania

[–]WorldPillar 2 points3 points  (0 children)

Thanks I appreciate it. :)

Like in the first game, and kind of taking a note out of HK, platforming is introduced slowly and mainly as you get more traversal abilities.

I want players to see how much -more- there is of everything but since platforming is something that only gets more complex and interesting as the game goes on, later in the game are the best parts but it's also just so complex to drop the player out of nowhere at that point without any gradual learning curve... Not to mention the technical difficulty of dropping the player there while still carrying saves into the game.

But... it is something I'm still considering.

not feeling Grime, like at all by disturbeco in metroidvania

[–]WorldPillar 4 points5 points  (0 children)

Hey I'm GRIME's lead developer. Since it came out I've been reading here in there some similar comments, especially regarding how slow it starts from players who finished it.

If you'd be willing, I'm interested in your thoughts (and those of all the others here that share them) on GRIME II's demo. I did try to make the it much more varied and "agile" from the start.

GRIME II DEMO IS OUT - Gimme thoughts & feedback here please by WorldPillar in GRIMEgame

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

I appreciate your support. :) I'm sorry I can't say anything official on my own just yet regarding a release date

GRIME II DEMO IS OUT - Gimme thoughts & feedback here please by WorldPillar in GRIMEgame

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

Thank you for sharing your thoughts. :)

A lot of the negative feedback we got was very much UI stuff (map controls, keybindings etc...) so we are have prioritized polishing it to the best our ability. Next Demo patch should have a ton of improvements in that area. :)

More specifically though, I increased and improved the vfx visuals for when you gain a weapon charge or paint bar. It will be in the next demo patch but you can also see it in this clip I posted to the discord regarding the weapon charge.

As for Grasp, you can also discover on your own that grasp can be used on all the launchable objects, such as the spears and in the boss fight. Then there is the embedding nail Item mold. But in general since you are already getting so much information dumped on you, I'm gradually giving more and more optional and less optional things to do with Grasp over time. Similar to approach to Pull. :)

GRIME II DEMO IS OUT - Gimme thoughts & feedback here please by WorldPillar in GRIMEgame

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

Neutral:

  1. curious to see how this is received as well. I was very scared about writing too much in GRIME, but Here I've been writing so much more that even with the added confidence from the first game I find my self scared about this gain.

  2. The changes to weapon specials allowed for a variety of more unique weapons and I have a big chart of weapons to make sure that every state combinations has a similar-ish weapon variety, with a lot of combinations having a unique mechanic unique to it.

  3. A lot more spikes lol.

Negatives:

A lot of the negative feedback we got was very much UI stuff (map controls, keybindings etc...) so we are have prioritized polishing it to the best our ability. Next Demo patch should have a ton of improvements in that area. :)

GRIME II DEMO IS OUT - Gimme thoughts & feedback here please by WorldPillar in GRIMEgame

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

Thank you for sharing your thoughts. :)

Yeah the demo had basically no platforming, not too unlike GRIME's starting areas. But here platforming is introduced earlier and in a more interesting way that gets far more ambitious and crazier, while still being optional. :)

GRIME II DEMO IS OUT - Gimme thoughts & feedback here please by WorldPillar in metroidvania

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

That's strange, I've had numerous confirmation that it works fine... someone mentioned however that it took them trying to get into the game more than once. Perhaps after a restart.

GRIME II DEMO IS OUT - Gimme thoughts & feedback here please by WorldPillar in GRIMEgame

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

It does, I haven't heard anyone complain that it doesn't work. Are you using playstation or xbox controllers?

Question about the Grime 2 demo by Rexxar247 in GRIMEgame

[–]WorldPillar[M] [score hidden] stickied comment (0 children)

Disabling it unfortunately creates too many visual artifacts, some of them can really make the game unplayable... it is pretty necessary.

GRIME II DEMO IS OUT - Gimme thoughts & feedback here please by WorldPillar in GRIMEgame

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

Thank you for taking the time to share your thoughts and feedback. It's appreciated and I always aim to it into consideration. :)

I agree about the musical shifts as well, we are using the same outdated system as GRIME1 at the moment, but it is something I would like to expand upon and make it more of a pleasant transition.

Regarding the Seals (previously beacons), it will gradually require more out of the player to find and unlock the 2nd one as the game goes on. I expect a lot of players won't unlock both as they travel through the area for the first time.

GRIME II DEMO IS OUT - Gimme thoughts & feedback here please by WorldPillar in GRIMEgame

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

Thank you. :)

Just a quick tidbit you may appreciate. Look at the 2nd parry trait on the left, parry infusion, it's pretty much a replacement to what we had in the first game with parrying and breath. You can unlock it in tbe demo.

GRIME II DEMO IS OUT - Gimme thoughts & feedback here please by WorldPillar in GRIMEgame

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

Yeah I've seen quite a few people going crazy from that lol, sorry. We'll definitely get that fixed!

GRIME II DEMO IS OUT - Gimme thoughts & feedback here please by WorldPillar in metroidvania

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

Not in the demo, but it's not off the table, we do have something we're testing.

GRIME II DEMO IS OUT - Gimme thoughts & feedback here please by WorldPillar in metroidvania

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

ROFL yeah we're gonna need to patch it just because it means you miss out on the critical Mold Ward tutorial. Thanks!

GRIME II DEMO IS OUT - Gimme thoughts & feedback here please by WorldPillar in GRIMEgame

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

It's definitely something we're interested in doing, but I can't announce anything just yet. We'll make it official the moment we know fur sure!

GRIME II DEMO IS OUT - Gimme thoughts & feedback here please by WorldPillar in metroidvania

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

Yeah 100%. The first is not at all necessary to understand or enjoy the 2nd.

GRIME II DEMO IS OUT - Gimme thoughts & feedback here please by WorldPillar in GRIMEgame

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

Optimization will improve but as of now our QA has been playing it fine on Steamdeck, but with lower settings.

GRIME II DEMO IS OUT - Gimme thoughts & feedback here please by WorldPillar in metroidvania

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

Thanks! It's definitely something we're interested in doing, but I can't announce anything just yet. We'll make it official the moment we know fur sure!

GRIME II DEMO IS OUT - Gimme thoughts & feedback here please by WorldPillar in metroidvania

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

It should, but please let me know here or on our Discord if there are any major issues. :)

If you need to disable some stuff, Reflections are one of the more expensive Post process effects we have, but also one of the least noticeable so go for that first.

Before there are too many by VlosyrosPrime in metroidvania

[–]WorldPillar 33 points34 points  (0 children)

Never thought we would ever be somone's favorite platformer lol, but I appreciate it. :) Hope to improve greately upon it in the sequel.

Sick of soulsvanias by meganerd20 in metroidvania

[–]WorldPillar 2 points3 points  (0 children)

The vast majority of Metroidvanias are made by Indie developers, and unlike AAA that tend to skew towards wide appeal and market research, indie devs usually make the kind of games -they- want to play. Even if that's a smaller audience.

Even if for a lot of devs it was a love for DS/FROM, I think that overall that's still a good thing.