Multi Hyper Light Drifter (Heart Machine)

Morto-Vivo

What is folding?
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Explore a beautiful, vast and ruined world riddled with unknown dangers and lost technologies. Inspired by nightmares and dreams alike.


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Drifters of this world are the collectors of forgotten knowledge, lost technologies and broken histories. Our Drifter is haunted by an insatiable illness, traveling further into the lands of Buried Time, steeped in blood and treasure hoping to discover a way to quiet the vicious disease. Echoes of a dark and violent past from the dead eras resonate throughout and he can't help but listen.
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Hyper Light Drifter is a 2D Action RPG in the vein of the best 8-bit and 16-bit classics, with modernized mechanics and designs on a much grander scale.

Visions for this game have been fluttering in my skull for ages; something dark and fantastic, with giant forests to navigate, huge floating structures to explore, deep crumbling ruins to loot, massive throngs of enemies to rend, and behemoths both flesh and mechanical to overcome. I want it all to be as beautiful as possible, forging color with the dark and eerie wastes and intimidating landscapes. It plays like the best parts of A Link to the Past and Diablo, evolved: lightning fast combat, more mobility, an array of tactical options, more numerous and intelligent enemies, and a larger world with a twisted past to do it all in.

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  • Rip through enemies with responsive, fun combat; engaging and brutal. Upgrade weapons, discover new equipment and trek deeper than ever.

  • Traverse a dark, detailed and interconnected world with alternate paths and secret loot. Miyazaki films have taught me that beautiful animation and design add life to a world. From characters to background elements, everything is lovingly crafted while I hum show-tunes and squint suspiciously at the flickering pixels until they perform as intended.

  • A challenge - The game is accessible and easy to pick up, but difficult to master and complete; enemies and hazards become more vicious and numerous, so players must use clever tactics to avoid death. (Some yell hurtful phrases at players simply to bring tears to the cereal bowl below.)

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    Core Mechanics


  • Primary weapon - Composed of phase shifted Hard Light (also known as Solid Light), your sword acts as the primary means of offense; it's quick, brutal, and can slash through most anything. Best of all it never runs low on energy.


  • Sprite Companion - An indispensable personalized drone, the Sprite manages your inventory virtually, maintains your shields, seeks out hidden paths and lights the way in the darkest of times. Functionality may be expanded with new modules.


  • Secondary items - You'll come across a variety of advanced weaponry, items and gear throughout your travels; Light Rail Pistols, Heavy Rifles, various hi-power explosives and enemy-aware Seeker Drones. All of these are powered by limited batteries, found scattered throughout the world.


  • Defense System - A rechargeable Hard Light Diamond shield which offers total protection from attacks for a short burst of time. If timed correctly projectiles can be reflected back at enemies for extra damage. Can be upgraded to extend duration.


  • Dash Module - Multi-use gear that enables a triple speed dash; can be used to evade attacks, cut across gaps and chasms, break through certain blocks and rubble and even stun enemies.

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Rifle

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Roly Poly

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Uma das músicas presentes no jogo, ainda em fase preliminar, da banda Disasterpiece: https://soundcloud.com/dzasterpeace/hyper-light-drifter/s-7Wl1f

Site Oficial: http://www.heart-machine.com/


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Hyper Light Drifter First Look


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Hyper Light Drifter - Combat Video 01
 
Última edição:
Este jogo... é lindo! :o

EDIT: E descobri que a theme foi feita pelos Baths (mas remixada por outro)! Omg, que lindo!
 
Última edição:
Heart Machine Presents: Hyper Light Game Design NO's and YES's

NO


    • Switches, weight blocks, locked doors at the end of a long hall
    • LONG or repetitive backtracking
    • Confirmation messages
    • endless dialogue boxes
    • adding hit points to an enemy does not make it challenging, just annoying
    • inflating numbers as a shortcut for adding variety. Small numbers are clearer, more elegant, easier to understand
    • Secret things that you can no longer unlock bc you're too far into the game
    • **** zombies
    • Button prompts as a last resort!
    • Unclear visual designs (character silhouettes, interactable objects)
    • Grinding = blows
    • Boring or filler content and padding. I’m looking at YOU, Skyward Sword!
    • Frustrating enemy patterns/AI
    • Bland, uninteresting backgrounds
    • Slow gameplay
    • Slow progression
    • Massive cutscenes
    • Extremely static worlds. This is a game, let’s interact!
    • Weapons that aren’t great = **** ‘em!
    • Invisible walls
    • Slippery Ice floors
    • Frustrating Co-op
    • Regenerating Health
    • Dead-ends with nothing to offer
    • Memes = NO!
    • Inconsistent iconography
    • Unclear reward/win circumstances
    • Long tutorials - the player is not stupid
    • False promises in level design - long paths that lead to nothing special
YES

    • Fast travel
    • Save on exit
    • Enemy variety
    • If it looks different, it acts different

 
Fica aqui o trailer de lançamento, uma vez que estas versões desbloqueiam à meia noite. A melodia do piano lembra-me o Joe Hisaishi.

Já agora, se forem membro plus o jogo fica por 12€ com a pré-reserva.

 
Última edição:
Fica aqui o trailer de lançamento, uma vez que estas versões desbloqueiam à meia noite. A melodia do piano lembra-me o Joe Hisaishi.

Já agora, se forem membro plus o jogo fica por 12€ com a pré-reserva.


Uma coisa é certa, a banda sonora é fantástica.

Essa musica do trailer é excelente.
 
Após umas horas nisto a espera valeu a pena.

Não há qualquer indicação para onde ir, plena descoberta que é bastante recompensadora pois o jogo tem dezenas de segredos. Por falar em segredos quem jogou Abe's Exoddus vai gostar do "sistema de dicas" que isto tem.

Combate com espada e arma, sendo que é bastante simples apenas com um pequeno encadear de três ataques. Não dá para mash do botão, uma vez que as frames de recuperação punem sem grande margem. Já com a arma não podemos andar e disparar.

Quatro grandes áreas, cada uma com o seu tema, e com salas/caminhos bloqueados para serem acedidos mais tarde. Não existe level up, mas compramos habilidades para passar determinadas salas, isto para além de ajudarem no combate. Ah, e fatos, fatos diferentes para apanhar, neste Zelda.

As trilhas sonoras que acompanham a chegada a certas áres são excelentes, com uma mistura por vezes de algo que esperaria ver em algo mais cyberpunk.

Já o aspeto lembra-me sempre o Fez, apesar de não ser o mesmo motor. Muito colorido e com uma direção de arte exemplar, sem grandes problemas de performance.

Quem estiver à procura de um jogo de aventura, em que a exploração é muito importante tem aqui uma bela escolha. Quem quiser algo tipo o primeiro Zelda tem também aqui uma escolha acertada. Não há uma linha de diálogo durante o tempo de jogo que tenho, o que meu caso torna ainda mais interessante a descoberta das novas áreas.
 
Jogo terminado com um último boss muito bom.

O principal está dito ali em cima, e para já é o melhor jogo que joguei este ano. A par do Hotline Miami e Shovel Knight também dos melhores indies que joguei.
 
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