He is a long-time student of Game Design Theory, and a life-long gamer with high reverence for the great productions of the early 90's.He has been involved in the indie game development and protoyping scene for around 7 years. Team actively working on Hazelnut Bastille are: ĭennis Varvaro, age 31, does Art, Design, Writing, and Community media and Marketing for Aloft. JOverview Spanish Language OverviewĪloft Studio Aloft studio is a small collaborative group founded in 2013, with 2 major product releases currently being developed. June, 23, 2017 Guillaume Verdin Overview, French Language JPolish Language Article OverviewįebruAlberto Millan Spanish Language Overview NovemRyan Pearson AnnouncementįebruRaw Meat Cowboy Switch speculation JanuDominic Tarason "Rundown of the week" JJoel Couture Demo AnnoucementĭecemJoel Couture Project IntroductionĭecemNic Reuben Demo Reaction Features -Heavily conscientious level design -Metroidvania progression -Classic open-world Overworld and Dungeon format -16-bit graphic and audio style -8-voice Chiptune and lofi sample soundtrack -Classic 8-way and 4-way navigation modes for gameplay -Enemy design invoking original standards of 16-bit era -Intense, brutal bosses which require learning and observation -Highly challenging combat sequences with a high skill ceiling -Puzzles built around observation, item use, and sequential logic -Complex trading system to obtain optional items -Customizable playstyle based on which items player obtains and equips A systems prototype was released in July of 2016, followed by serveral public demo iterations, and another demo and promo trailer is expected for March 2018. The project is being developed in the Unity Engine, in a custom framework built in C#, and features its own custom development tools and level editors which allow us to manage environmental art and level design scripting in one package. History Hazelnut Bastille started as a prototyping project in April of 2016, and has been in full time development ever since. On the way, her story becomes irrevocably intertwined with the lives of those living in this far off land. Hazelnut Bastille tells the story of a young woman who travels to a foreign shore on the outskirts of her world, in order to seek out the promised gifts of mythological ancients, in hopes of retrieving something which was lost to her. We seek to emulate this period in most ways, from graphic presentation, to audio production, to general level design philosophy. You can keep up with Aloft’s progress online until then.Description Hazelnut Bastille is a topdown adventure game with metroidvania elements which seeks to continue the great lineage of superior design from the mid 90's- the moment in time when mainstream 2D titles reached arguably their greatest level of refinement, in titles such as Super Metroid and Link to the Past. Hazelnut Bastille is set to release in 2018. Also, maybe buy a spare or two for the full release. I can’t really say much else without spoilers ,except to once again praise the environmental design, and strongly suggest you use a controller. This reverence for the past with an eye to the future continues into Hazelnut Bastille‘s two most memorable elements – the puzzles and boss fights. These deer weren’t in the demo, but they probably hunger for human flesh. In exploration, it’s clear how much thought has gone into making the demo level both intuitive to new players and evocative of the secret-laden labyrinths from gaming’s venerable past. In combat, much of the challenge and strategy lies in where to situate yourself. The environments in Hazelnut Bastille are where it all comes together. You’ll also gain an extra ability just in the short space of the demo, so I imagine the full release will be pushing your inventory space to its limits. A shield, power attacks, good ol’ spin-to-wins, bombs and crossbows are all at your disposal from the get go. Luckily, there’s a surprising amount of depth to the combat. Certain combinations of foes require a mix of strategy and those crafty thumbs to triumph unscathed. Each enemy has some unique twist or attack pattern to differentiate the experience of fighting them, and that’s just individually. The level on offer in Hazelnut Bastille‘s roughly 30 minute demo is a dungeon in the purest sense of the term. What I got was A Link to the Past on steroids. I was expecting Stardew Valley with deeper combat. I probably should have read developer Aloft’s promise that Hazelnut Bastille was a ‘frantically hectic challenge built for the craftiest thumbs’. It then proceeded to kick me repeatedly in the squishy parts, non-squishy parts, and parts that were pretty solid before all the kicking. Hazelnut Bastille lured me in with a cutesy name and a nostalgic, pastoral pixel-art covered website.
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