> As with every other retro remake, I get the feeling this is going to turn out poorly. > Monty Singleton, your various responses do give me hope, though. >
Thanks Once! The reason they typically turn out poorly is because it's a hobby started by a programmer. Programmers usually don't hire great graphic designers or game designers to make sure the big picture is correct. It's usually one or two people without enough resources.
What's going to make Demon World great, is it's a team effort. I'm managing a team of at least five if the project gets funded over a 6 month development period so it gets the pressure, attention to detail, and criticism to make a good game.
> (Taking the Gradius 2 route and asking the player to redo the game in reverse is > definitely one of the nicer ideas in this project.)
Glad you like it! I also really like the Paper Mario aspect of the game where it temporarily turns into a 3d world as you descend layers. The reason we are doing this is because we wanted to give different game play during layer Descension than when you are actually descending on a level. You don't want to be jumping down the skull caverns level and then have the gameplay be exactly the same when you move to the next layer.