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I honestly can't get enough of gorgeous 2D action-RPG titles and Aloft Studio's Hazelnut Bastille [Official Site] certainly looks good. While there seems to be no current release date scheduled, they're now offering up a demo which does include a Linux build which wasn't available last time I covered it.

The demo does seem to work rather nicely, the little bit of humour at the start was quite nice and it seems to perform well. Worked fine with the Steam Controller too when paired up with SC Controller.

For those with little time on their hands, they also have their first teaser trailer out:

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A little more about it:

Hazelnut Bastille is a precedent-driven, pixel art topdown adventure, referencing its design sensibility and mechanics foundation from the 90's classics. Players will experience an engaging character-driven narrative, featuring a sprawling overworld embedded with dungeons focused on challenging combat, and puzzles built around sequential logic and clever item use. Our presentation is obsessively focused on fidelity to our source era, featuring classic 4:3 aspect, pixel-perfect animation and environment style, and a rocking chiptune and sample soundtrack based on the techniques and hardware of the SNES.

It terms of features, here's what they're saying it will have:

  • 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

They said they're going to be running a Kickstarter hopefully this month, I will let you know when it's up as this seems like a game well worth supporting.

16 Likes, Who?
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12 comments
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buenaventura 9 October 2018 at 1:11 pm UTC
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Cool, seems to fit perfectly with my SNES USB controller! Do you know what engine they are building it on?
liamdawe 9 October 2018 at 1:15 pm UTC
buenaventuraCool, seems to fit perfectly with my SNES USB controller! Do you know what engine they are building it on?
Unity.
Musang 9 October 2018 at 2:20 pm UTC
Quotea precedent-driven, pixel art topdown adventure
Before you forcefully arrest that monster, find out if it has a prior tax evasion charge!
PublicNuisance 9 October 2018 at 3:18 pm UTC
Always good to see a demo version of a game.
no_information_here 9 October 2018 at 3:19 pm UTC
Wow. That looks pretty good!

(However, I hate to say that forcing 4:3 screen ratio is just silly.)
buenaventura 9 October 2018 at 3:30 pm UTC
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liamdawe
buenaventuraCool, seems to fit perfectly with my SNES USB controller! Do you know what engine they are building it on?
Unity.

OK! Well that's fine of course, good luck devs! This would seem like a perfect candidate for Godot, but once you've gone unity I guess you have gone unity.
melkemind 9 October 2018 at 5:10 pm UTC
PublicNuisanceAlways good to see a demo version of a game.

My thoughts exactly. I miss the days when pretty much every game had a demo.
elmapul 9 October 2018 at 6:09 pm UTC
"Customizable playstyle based on which items player obtains and equips"
ok, i didnt like that part, this is an recipe for disaster.

its over ambitious and an bad game designing sign, not that it can't be done, but the cost of doing it is to high unless they are counting on the variable "luck" wich isnt an good variable to begin with.

its like the tend of poorly designed procedural games instead of an curated experience.


Last edited by elmapul at 9 October 2018 at 6:09 pm UTC
liamdawe 9 October 2018 at 6:46 pm UTC
elmapul"Customizable playstyle based on which items player obtains and equips"
ok, i didnt like that part, this is an recipe for disaster.

its over ambitious and an bad game designing sign, not that it can't be done, but the cost of doing it is to high unless they are counting on the variable "luck" wich isnt an good variable to begin with.

its like the tend of poorly designed procedural games instead of an curated experience.
You do understand that feature is basically what most action RPGs already have right? It can literally mean the difference between types of weapons.
techieg33k 10 October 2018 at 1:26 am UTC
Going to be watching this one.
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