Response Kaizoku Sentai Gokaiger
That is the building mechanic. I thought it might have been a little groundbreaking because it’s the first time that Forge has been part of the main campaign’s gameplay.
Yeah I haven’t finished the mechanics or dialogue for that fight.
Now fixed !
I don’t know how to put cutscenes in this game unfortunately…
Then you can try the new weapon combos as I add them, attacking while holding down V, C, X, [or Z] with certain weapons either do stronger attacks that deal more damage or stun enemies and stuff. As of this response, all swords have finishers, but only the Denial, shotgun, rocket launcher, and Demon Storm Wave have some other kinds of abilities to expand their moveset.
You have to use your the shields on your gun(s) to push the block down at the entrance to the castle, that’s why there’s a bloody-looking move icon at the top left corner of the block’s sprite. I purposefully made the block heavier by increasing its density because so that I could create a unique door opening mechanic that was different from all my other games. I was also inspired to do this by @Qwen and @cottonstudio’s games, notably their Gamougg fangames.
This is intentional. I wanted to sort of combine linear progression with the “weapon discovery and experimentation” element of Gamougg 3.
My notes in the game description did originally mention Vergil so that you could get motivated… But then I removed him because the sword in this game that’s inspired loosely by Vergil’s Yamato, the Demon Storm Wave, is motivational enough. If people want more motivation, they can just put on Bury the Light while playing like I did.
The easy parts are probably because deep down, this game still follows the “one-man army” trope that nearly all of my games follow. This reflects my internal gaming preference conflict too because while it may seem that I prefer skill-based games like Devil May Cry and Punishing: Gray Raven on a surface level, in my heart I’m truly a DOOM guy or a Halo fan (or both). In short, my preference in the games I play seems to directly influence the games I make.
Hm. I think that you can avoid this by killing the boss without using the ship to escape, and only using the ship to navigate the level after you’ve killed the boss. In other words, totally ignore the ship until you’re the only living thing onscreen. This tends to work for me. Just in case, I increased the time before each of the Nightmare Beef Monster’s second phase attacks by one second, and demoted both phases’ attack damage down from 30 to 20.
Yep, incomplete.
In lore, the chicken actually learned goofy ahh magic from the sons of Quandale Dingle. Quandale taught his sons some kind of ridiculous power, and one of his sons, Jamesius, taught a random chicken. This chicken then learned how to talk using the goofy ahh magic and later used this power to teleport Pro’s motorcyle to him.
I’d say that this is a far better improvement from the previous title. This game is heading in the right direction. My suggestions include:
- adding a better difficulty curve ✓(?)
- fix the bug where you cannot equip weapons ✓
- fix the bug where Gamougg disappears if you complete a level as Gabrielfo or Gia
- and introduce new mechanics that make the gameplay more fun and exciting. ✓