![]() 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! Unlocking new abilities and items will let players traverse the dungeons and the overworld more easily, something that seems to be inspired by Castlevania: Symphony of the Night and other Metroidvania titles.Information for Backers with NPC and Enemy Contribution Rewards (With some Interesting Internal writeups maybe?) Think Outside the 2D BoxĪs a Zelda clone, puzzles make up a large majority of Hazelnut Bastille’s gameplay. Character designs never look too outlandish or boring for the setting, leading to everything looking like a cohesive and pleasing experience. The character art in the dialog boxes also looks great. Unlike some other indie games that go for a retro look, everything we saw here could potentially be achieved with 16bit hardware. The top-down look and map design might immediately look like something straight out of a classic Zelda game, but it also wouldn’t look too out of place in games like Chrono Trigger.Įvery single sprite in Hazelnut Bastille looks fantastic. ![]() Looking at some screenshots of the game, it’s incredible to think of the amount of care and planning that must have gone to achieve Hazelnut Bastille’s visual style. However, as is the case with these ARPG games, the simple story suddenly turns into a grand tale of adventure, legends, and lost civilizations. ![]() To recover this treasure, she’ll embark on a journey where she’ll meet other castaways like her. ![]() You play as a young woman who has lost something very dear to her. From the very beginning, it’s clear that the developers of this game tried to best to replicate Nintendo’s visual style while making a modern adventure game featuring some of the quality of life improvements we’ve come to expect from modern titles. However, that doesn’t necessarily mean that the game has to be derivative in any way. First things first: yes, Hazelnut Bastille was clearly inspired by The Legend of Zelda: A Link To The Past.
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