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Bloom - Update #5, More on Combat

by Myrthos, 2013-03-24 22:16:39

In update #5 more information on combat in Bloom ($13,3K of $50K, with 25 days to go) is given.

From the outset of designing the combat mechanics we knew we wanted to capture that fast and satisfying combat you find in old school games. The thing is, we weren't happy with just taking mechanics from the past and repackaging them (nostalgia is great, but there is plenty of room for taking these things further!).

We also wanted a type of game that is just “fun” (a mysterious and hard to quantify attribute) and doesn't grow old easily. You know, the type of game that you don’t just throw away when you get to the end or that grows old once you figure out the pattern or ultimate combo that trivializes everything. This is the type of combat you find in older school games, your Castlevania, your Metroid, your Mega Man, even in your Mario’s.

So, what exactly is it that makes these games so long lasting? How come we can come back to them so many years later and they are still pretty fun? Basically, each of them has the same “fun” combat that can keep the player on their toes. It is a balance of dodging and attacking which keeps the player engaged, but beyond that, it gives the player a CHALLENGE and makes you work a little bit. We are keeping these things firmly in mind and applying them to make sure the game provides that same level of satisfaction and intrinsic value as you play (basically, each element of game play is fun in itself, instead of us forcing you to jump through hoops to get a story treat or new item).

But again, this isn't about blindly copying the past (as so many seem to do). Our philosophy is to pick apart the WHY, and then try to push it forward and bring it into our world even better. Is the secret to “The Legend of Zelda” the sword and board? Or is it the simplicity and mechanic of needing to time close combat attacks?

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