I haven't played it much yet, but it has a unique style, a scoring mechanic à la Vulgus with the charged shot that I love, and a nice practice mode. And since the dev was kind enough to provide a free download, at least try it
"There are three possible endings: the good one, the bad one and death" - Locomalito, Super Hydorah
yeah... hahaha (I haven't read anything so I can't tell XD you can skip it by pressing shot+bomb)
After playing a bit more... the training mode could add some QoL features, like restarting the section you're in without adjusting everything everytime, and being able to select the number of bombs as well (not just power). First impressions are still great, super fun to play trying to maximize combos
"There are three possible endings: the good one, the bad one and death" - Locomalito, Super Hydorah
Had a few goes on Moderate (hard). Seems great across the board. I won't personally recommend it due to it being a PIG DISGUSTING HORIZONTAL DANMAKU with NO OPTION LOCKING but other than that I can't immediately say anything bad about it at all. Maybe this is my gateway drug to the forbidden sideways yomi?
After a quick blast, it's pretty good. I'd prefer it if there was a separate rapid fire and you just charged your shot normally though, I think it'd feel more intuitive and more instantly playable. Also struggling to get my head round that you seem to have to leave some popcorn enemies in order to score?
I just cant play with the charget shot, yet ? My urge to destroy everything on screen is stronger.
Apart from scoring, any interests in using charged shot ?
Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.
Yeah, I've given this a little more time and I reckon it'd be better if it there were separate fire and rapid fire buttons, I'd also prefer it if there was some kind of tighter focus shot that slows your speed (not the bomb/beam) when fire is held down. Meh. It looks nice but it doesn't play quite right for me.
guigui wrote:Apart from scoring, any interests in using charged shot ?
It does cancel most enemy bullets, though it's still something you have to figure out how to work in as you get more familiar with the game even if you're not going for score (though you'll want to do that too, since that equals more extends), since letting off the fire button at an inopportune time can definitely get you overwhelmed. A more visible indicator of when the charge shot is ready, like a ring around your character, would also be helpful IMO.
All versions have now updated to version 1.1.0. Along with a sale on all platforms until 12/8/23 to welcome the new update. Buying at itch also gives you a steam code. (Previous purchasers pre-steam release also get one too.)
Paying the slick $5.59 introductory price for Hazelnut Hex on the Steam Deck is mere chump change. Sure, I already own/play it on a Switch oled setup -- it's always cool to have the option/ability to play HH on another portable gaming platform indeed.
Surprisingly generous to give a Steam key to people who'd already bought it, too. It'll make it easier for me to put it on my wife's Steam deck. Good excuse to get back to it!
PC Engine Fan X! wrote: ↑Thu Nov 30, 2023 9:14 pm
Paying the slick $5.59 introductory price for Hazelnut Hex on the Steam Deck is mere chump change. Sure, I already own/play it on a Switch oled setup -- it's always cool to have the option/ability to play HH on another portable gaming platform indeed.
PC Engine Fan X! ^_~
Speaking of Switch, it would be nice if H.H. would get a physical down the line. It screams physical, lol. (Even "Outside's" games [Cosmo Dreamer / Like Dreamer] are coming in a 2 game collection from EastAsiaSoft soon, since its going for a December release, though its a Play-Asia exclusive.)