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 Post subject: Re: Yumi's Odd Odyssey, now about swallowing dry meds and su
PostPosted: Tue Sep 11, 2018 8:29 pm 


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yeah i can see that working actually as the games have always had kind of different routes through the game with all the different exits in each level. as you say, as long as they aren't gating stuff behind powers etc one interconnected world could work.

here's hoping it's good. (and it gets a pc/ps4 release)


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 Post subject: Re: Yumi's Odd Odyssey, now about swallowing dry meds and su
PostPosted: Thu Sep 20, 2018 5:28 pm 


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The branching paths in the original games can indeed be seen as sorta similar to sequence breaking stuff and alternate paths in Metroidvanias, but with the added bonus of different exits that give even more variety in the routes. If there's one classic Umihara Kawase aspect that Fresh should not forget when designing the map, it's this one. Getting to the same ending area every time regardless of your skills and your route would be a step backwards, even more if there's a long and mandatory boss fight there.

Given how the other three games have been ported to PC, I wouldn't find it fishy if there were a PC port later down the line, in any case.

EDIT : https://twitter.com/success_g3/status/1 ... 9612948481
Art-style is nice, but aside from that : Waaaat.

EDIT 2 : And now we have some gameplay footage !
https://www.youtube.com/watch?v=qOHX_VNoZk0

The hunger jauge seems to be a life bar actually, and it decreases when you get hit by an enemy, as you get stunned instead of dying. You can pull up a menu mid-game and eat stuff you've caught in your bag to restore it, which may or may not impact the enemy-induced difficulty. No idea what the thirst jauge does, however.

The game seems to be divided into quests/missions but each has lots of platforming and stuff with a time limit, just like the previous games so at least this is kinda reassuring.

Bosses are back and you have to damage them, but it seems that you simply have to keep your rope attached to them for continuous damage, which sucks less than Sayonara and the original. Depending on the execution and boss HP it might be even faster than in Shun, though the video gave off the impression that if you have enough HP, it can devolve into a DPS race.

Overall it seems a bit mixed, but still a lot better than what I feared based on the first screenshot.
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 Post subject: Re: Yumi's Odd Odyssey, now about swallowing dry meds and su
PostPosted: Fri Sep 21, 2018 12:02 am 


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Time to move the topic to Shmups Chat.
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 Post subject: Re: Yumi's Odd Odyssey, now about swallowing dry meds and su
PostPosted: Sat Nov 24, 2018 3:03 pm 


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Might be interesting for fans of the series.
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 Post subject: Re: Yumi's Odd Odyssey, now about swallowing dry meds and su
PostPosted: Sat Nov 24, 2018 5:05 pm 


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BulletMagnet wrote:
Might be interesting for fans of the series.


Both protos give me the impression that the designer of the games is a huge fan of Dig Dug.


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 Post subject: Re: Yumi's Odd Odyssey, now about swallowing dry meds and su
PostPosted: Sun Jan 06, 2019 12:47 am 


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Some impressions of a closed demo.
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 Post subject: Re: Yumi's Odd Odyssey, now about swallowing dry meds and su
PostPosted: Mon Jan 07, 2019 8:42 pm 


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I don't know how to feel about the physics being similar to Sayonara's. While they weren't bad, the more technical Shun physics were a lot snappier once you understood them.

If there's one area where I wish we had more info, it would be the boss fights. Shun aside, all of them have been total garbage, and I wonder if the devs are fully aware of that and intend to fix the fact that they take forever to kill or timeout. Here at least there's the HP bar thing and you can apparently speedkill the tadople boss, but will the later bosses have inflated HP or not, that's still up in the air.
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 Post subject: Re: Yumi's Odd Odyssey, now about swallowing dry meds and su
PostPosted: Sun Jan 20, 2019 11:38 am 


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A new gameplay video has been released, and we can see how a "mission" play out. The objective in this one is to get to a specific part of the level and reel three items from a tree, which isn't too different from reaching a door. In any case, there seems to be lots of classic Umihara platforming. Also, the thirst jauge has disappeared and we now have Life and Hunger, though the latter doesn't seem to be used here. In addition, there's a very short underwater segment with an oxygen jauge, which is new to the series.

I don't know if it's the first time we hear the music track that's used there as it isn't a Sayonara placeholder, but I like it a lot. So comfy and sweet.

And here is the game's dedicated website by the way : https://swninfo.success-corp.co.jp/swit ... ara-fresh/
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Remote Weapon GunFencer - My shmup project


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 Post subject: Re: Yumi's Odd Odyssey, now about swallowing dry meds and su
PostPosted: Fri Jan 25, 2019 9:35 pm 


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Worldwide release in late April.
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 Post subject: Re: Yumi's Odd Odyssey, now about swallowing dry meds and su
PostPosted: Wed Mar 27, 2019 5:11 pm 


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A demo of Fresh is now out on the Japanese eShop, yay!

Will try later.
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