![]() ![]() ![]() I played it during that critical developmental period a young child has where they are learning the tasks they need to memorize to survive in their hunter-gatherer setting… as a result, I can recall the entire world map in my head from memory. Over the next 6 years or so, I think I must have beaten the LoZ over 40 times. Then there was the combat… rooms full enemies that dominated the screen, and together with scene geometry, restricted the movement choices of the player to the scenario the designers intended each time. There were places where clearly you were meant to go, but somehow you didn’t have the means to get there (people often forget that LoZ is one of the very first Metroidvanias). The character got gradually stronger over time. To be fair, I had already seen a handful of games, but this was different. I look on as my family begins to explore Miyamoto’s cryptic garden of mysteries. Not a few hours go by before it is staring back at me from the big screen. ![]() In middle of the floor, next to an upholstered cat tree, sits an NES with The Legend of Zelda already in the console. My parents and I are living for a few months with a family friend of my mother, because our home burned down while we were all away one day due to a wiring error in the stove range. What made you interested in crafting your own top-down dungeon crawler? What did you want to bring to this genre?ĭennis Vavaro, Artist/Writer for Hazelnut Bastille – So, let’s do a bit of scene building. Siliconera spoke with the developers of Hazelnut Bastille to learn more about what the developers have drawn from gaming’s past, and the developers were more than happy to share many details of what classic games have shown them, what they have taken from these lessons, and how they are building upon them and making them their own. ![]() Offering adventure trough top-down action and puzzle solving, a crafting and trading system, and a series of weapons and unique tools, the game looks to have players enjoy a game that builds upon many of the design lessons of classic titles. Players can learn more about the game for now on the Hazelnut Bastille site and through the game’s IndieDB site.Hazelnut Bastille places a lone heroine on an island of dungeons, danger, and potential allies. Barring that, many of them can be sold or traded in quests to unlock special equipment or gain information on the world’s secrets.Ī demo for the A Link to the Past-inspired experience is in the works, and will hopefully be released in early 2017. The game will also feature many different items that the player can find, many of which have unique uses or can be combined with other items to make handy tools. These same items can act as tools to solve puzzles when enemies are not about, playing through a mixture of combat and brain-teasing moments as the game tests both the reflexes and the mind. Like Link in A Link to the Past, the heroine is armed and ready to deal with her situation using a variety of weapons and magic, but with enemies having various weakness, she’ll need to learn which item works best in each combat situation. To find those gifts, she’ll need to explore a far-off land, finding its buried dungeons and hidden secrets. Hazelnut Bastille tells the story of a woman who has lost something valuable to her, and who seeks the promised gifts of mythological ancients in order to have that thing returned to her. Hazelnut Bastille, a top-down adventure game, is being built by developers who are inspired by “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.” ![]()
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