Crimzon Clover World Explosion (Switch)

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famitsu1
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Re: Crimzon Clover World Explosion (Switch)

Post by famitsu1 »

Anyone seen the newest ridiculous excuse for more delays:
https://firstpressgames.com/blogs/news/ ... A%E8%A1%A8
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Jonpachi
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Re: Crimzon Clover World Explosion (Switch)

Post by Jonpachi »

famitsu1 wrote: Tue Jul 09, 2024 5:52 pm Anyone seen the newest ridiculous excuse for more delays:
https://firstpressgames.com/blogs/news/ ... A%E8%A1%A8
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Re: Crimzon Clover World Explosion (Switch)

Post by SeafoamGaming »

famitsu1 wrote: Tue Jul 09, 2024 5:52 pm Anyone seen the newest ridiculous excuse for more delays:
https://firstpressgames.com/blogs/news/ ... A%E8%A1%A8
OK there’s no way his ranting about slander isnt related to my article lol
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m.sniffles.esq
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Re: Crimzon Clover World Explosion (Switch)

Post by m.sniffles.esq »

When you hire a vendor, there's a contract, and on it a delivery date. If the vendor breaks said contract by not making that date, the party that hires them doesn't have to pay (or can just dissolve the whole she-bang, get back the deposit, and hire a new vendor)

So if that released statement is true, they're basically saying "the finished product is late because the vendor is late--but it's cool--as we'll make WAY more money"

Perhaps they should use it towards hiring a pr person to write their releases...
famitsu1
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Re: Crimzon Clover World Explosion (Switch)

Post by famitsu1 »

Don't know feck all me, but doesn't anyone have the power (legally speaking) to step in by now and say enough is enough, you've taken a feck ton of time and still nothing!? Can't Clover be freed from the hands of First Press and the license given to someone capable of actually releasing it? I would have more faith in Del boy Trotter.
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m.sniffles.esq
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Re: Crimzon Clover World Explosion (Switch)

Post by m.sniffles.esq »

Can't Clover be freed from the hands of First Press and the license given to someone capable of actually releasing it?
Probably not
Distribution rights are sold outright. So they legally own it until whatever stipulation of the contract is met (be it time, x amount of units, something like that)
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Sengoku Strider
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Re: Crimzon Clover World Explosion (Switch)

Post by Sengoku Strider »

famitsu1 wrote: Tue Jul 09, 2024 5:52 pm Anyone seen the newest ridiculous excuse for more delays:
https://firstpressgames.com/blogs/news/ ... A%E8%A1%A8
"Additional problem is the fact that neither of them were willing to put any deadlines in writing, even after numerous requests, as they feared to be sued for liabilities should they not meet those deadlines. We had to reluctantly accept it for they would plainly refused to accept the job."

Uh, why use these scammy printers then?
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m.sniffles.esq
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Re: Crimzon Clover World Explosion (Switch)

Post by m.sniffles.esq »

"Additional problem is the fact that neither of them were willing to put any deadlines in writing, even after numerous requests, as they feared to be sued for liabilities should they not meet those deadlines. We had to reluctantly accept it for they would plainly refused to accept the job."
Oh, disregard my post from before (in my defense, it's hard to read when one is rolling their eyes)
Uh, why use these scammy printers then?
If even true, lower cost
SeafoamGaming
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Re: Crimzon Clover World Explosion (Switch)

Post by SeafoamGaming »

famitsu1 wrote: Tue Jul 09, 2024 9:59 pm Don't know feck all me, but doesn't anyone have the power (legally speaking) to step in by now and say enough is enough, you've taken a feck ton of time and still nothing!? Can't Clover be freed from the hands of First Press and the license given to someone capable of actually releasing it? I would have more faith in Del boy Trotter.
The project blue dev openly tried to force a takedown of his game from FPG’s store and they just ignored it. So probably not.
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Re: Crimzon Clover World Explosion (Switch)

Post by SeafoamGaming »

Another update https://firstpressgames.com/blogs/news/ ... 2024-07-19 and of course it’s more cardboard rambling with a strict focus on chained echoes.

I don’t think anything but chained echoes is getting out guys

(Doesn’t help when people get mad at FPG in the chained echoes discord, Deck13 folks have acted very casual and not at all concerned about FPG being FPG. After all, they got paid upfront so who cares if their game takes priority over anything else?)

Also yeah I lol’d at them remarking people barely open their games so they want it to be consistent for sealed collectors
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Re: Crimzon Clover World Explosion (Switch)

Post by TransatlanticFoe »

"It's impossible for us to skip ahead"
....
"Except to get Chained Echoes out because it's really popular"

I'm pretty sure at this point it's easier to just buy a printer and do it yourselves if this printing company are so bad and have been the bottleneck to Crimzon Clover for *checks notes* 3 years :roll:
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Ms. Tea
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Re: Crimzon Clover World Explosion (Switch)

Post by Ms. Tea »

An update from another dev with a game that's been stuck in limbo forever:

https://bsky.app/profile/goodboygalaxy. ... 7pzc4nos2s

The Goodboy Galaxy devs apparently cancelled their contract with First Press as of September 30th... but they haven't removed the game from their store and are still taking orders. Not clear from Rik's post whether First Press have actually refunded any customers or not, but my guess would be they haven't. What a mess; I feel awful for them it turned out like this. I hope they still manage to find a way to get their game a physical release... and that something happens for the other First Press games that are trapped, like Crimzon Clover and Neko Navy.
fuse
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Re: Crimzon Clover World Explosion (Switch)

Post by fuse »

I am in the fabulous position of having backed Goodboy Galaxy for a physical, and having ordered Chained Echoes and CCWE along with an OST. Slightly surprised to find that update from the Goodboy team here first rather than via Kickstarter, but I assume that update's coming.

I've had things from FPG in the past, and while they've been very good they have taken way, way longer than ever expected, even with the adjusted expectations that come with all of these publishers. I am not surprised that developers would lose confidence in their ability to deliver.

What's worrying me most right now is that there was an update from them about Chained Echoes about having the game in stock and ready to start posting out. More than two months later, and there's still no update to say that it's shipped, and I now note that the blog, the YouTube video, and the social media posts are all set to not allow comments.
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Re: Crimzon Clover World Explosion (Switch)

Post by SeafoamGaming »

fuse wrote: Mon Nov 18, 2024 1:48 pm I am in the fabulous position of having backed Goodboy Galaxy for a physical, and having ordered Chained Echoes and CCWE along with an OST. Slightly surprised to find that update from the Goodboy team here first rather than via Kickstarter, but I assume that update's coming.

I've had things from FPG in the past, and while they've been very good they have taken way, way longer than ever expected, even with the adjusted expectations that come with all of these publishers. I am not surprised that developers would lose confidence in their ability to deliver.

What's worrying me most right now is that there was an update from them about Chained Echoes about having the game in stock and ready to start posting out. More than two months later, and there's still no update to say that it's shipped, and I now note that the blog, the YouTube video, and the social media posts are all set to not allow comments.
I have seen SOME people get that, but very, very few. Mainly german influencers, and german customers, and a few non german customers who threatened refunds. I think the CEO dude is literally shipping them all out by hand and is acting his usual self, which isn't surprising.

Speaking of which, the FPG guy posted what might just be the most unhinged response to the Goodboy Galaxy developer.

https://bsky.app/profile/njeisserevised ... b25xr7hs2t

TLDR: they're filing a defamation suit because the FPG CEO is a fucking loser child who hates being told no. Heaven forbid they ship stuff or GIVE REFUNDS.
Steven
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Re: Crimzon Clover World Explosion (Switch)

Post by Steven »

Oh hey it's this thread. I still haven't gotten my refund from Worst Press Games. I just emailed these fools again a few minutes ago, but I don't think it's going to happen. They still haven't shipped my games, and I don't think that's going to happen either.

Crimzon Clover people should just give up and buy the digital version. At least you'll actually get it!

While I am here, who in Deutschland do I have to send my legal stuff to regarding Worst Press Games?
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Re: Crimzon Clover World Explosion (Switch)

Post by SeafoamGaming »

https://firstpressgames.com/blogs/news/ ... -our-hands Now boasting they have the CE Figurine, after 5 years, and acting like everything is good and it'll ship out for soon for real this time we promise

still refund dodging and still not answering emails, though.
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brokenhalo
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Re: Crimzon Clover World Explosion (Switch)

Post by brokenhalo »

SeafoamGaming wrote: Sun Dec 22, 2024 6:27 pm https://firstpressgames.com/blogs/news/ ... -our-hands Now boasting they have the CE Figurine, after 5 years, and acting like everything is good and it'll ship out for soon for real this time we promise

still refund dodging and still not answering emails, though.
Reading it carefully....

"Below, you can compare the original model that will be include in the Super Collector's Edition with a representation of the final size that it will have. Of course, customers who bought the Super Collector's Edition will receive the red model with dimensions similar to the gold one."

It certainly seems like they don't actually have the figurine. They've merely decided that the figurine they make ~eventually~ will be the same size as this other figure they've pictured for reference. At least there's a tiny bit of communication from these clowns and they haven't packed it in entirely.
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Re: Crimzon Clover World Explosion (Switch)

Post by Gamer707b »

This is why I don't like to give my money to anyone so far in advance. I'm thankful I got my money back from these bozos when my instinct said that this was going to be a mess some 2 years ago. I too pre-ordered CrimSon Clover, I think it was the Collector's. However, every time I would look to see the progress on the site, it always said something like " in progress" as the status. Then there was and up that said "next year second quarter" or whatever it said and I said, "that's enough." I would love a physical, but I wasn't desperate for it either. I saw the writing on the wall. Thankfully, after 3 or 4 emails, I got my money back. Crazy to think 2 years later and they still haven't delivered the goods. I really do hope you guys still holding on get your games, but some friendly advice. To avoid future hassle, think twice about giving anyone your money so far ahead. I'm not going to do this again myself. Fool me once, shame on you. Fool me twice, shame on me.
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Jonpachi
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Re: Crimzon Clover World Explosion (Switch)

Post by Jonpachi »

My strategy is to just keep putting in more and more pre-orders. I've put in about 25 now, and paid in full each time. I figure if I can help fund their efforts, we'll all win. Right?
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Steven
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Re: Crimzon Clover World Explosion (Switch)

Post by Steven »

A random question: how many people here have cleared this game's Arcade Original mode besides Jaimers? Not Novice Original or Arcade Boost or Arcade Unlimited or anything else, just Arcade Original. I've been playing this recently and it keeps destroying me, usually on stage 3, so some advice would be welcome. Novice Original is way too easy for survival and I'm not really interested in scoring (mostly because I have absolutely no fucking clue how it works), so I moved to Arcade Original. At least I'm having fun with this game unlike when I play Daioujou and have a miserable experience because I hate everything about that game except the music
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TransatlanticFoe
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Re: Crimzon Clover World Explosion (Switch)

Post by TransatlanticFoe »

https://firstpressgames.com/blogs/news/ ... r-products

You can't make it up!

Actually you can, and they have. Releases being held up by colour matching card slipcases. I mean you could do the rest of the game and ship the slipcase later right? Right???
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Lethe
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Re: Crimzon Clover World Explosion (Switch)

Post by Lethe »

Steven wrote: Wed Mar 26, 2025 3:23 pm A random question: how many people here have cleared this game's Arcade Original mode besides Jaimers? Not Novice Original or Arcade Boost or Arcade Unlimited or anything else, just Arcade Original. I've been playing this recently and it keeps destroying me, usually on stage 3, so some advice would be welcome. Novice Original is way too easy for survival and I'm not really interested in scoring (mostly because I have absolutely no fucking clue how it works), so I moved to Arcade Original. At least I'm having fun with this game unlike when I play Daioujou and have a miserable experience because I hate everything about that game except the music
I'd be curious about what you're doing wrong to find danmaku games so difficult, since it's such a recurrent problem.

Type-Z Original is mildly harder than DOJ but not that much. Largely because it's longer and you have to engage with the system a bit. End of stage 3, 4-midboss and end of stage 5 are the usual trouble spots. The only bosses who'll put up a fight are stage 3 and 5, Type-Z double break will brutalize the others to the extent you can skip all their engaging patterns (and even for the stage 3 boss you only really have to do half a spin).

The basic thing is understanding how to get enough meter. Pointblanking, killing enemies with lock-on (fills both single and double meters at once), and killing enemies after setting a lock-on multiplier (adds a flat? bonus to meter gained per enemy).
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Sengoku Strider
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Re: Crimzon Clover World Explosion (Switch)

Post by Sengoku Strider »

TransatlanticFoe wrote: Mon Jul 22, 2024 10:29 pm "It's impossible for us to skip ahead"
....
"Except to get Chained Echoes out because it's really popular"

I'm pretty sure at this point it's easier to just buy a printer and do it yourselves if this printing company are so bad and have been the bottleneck to Crimzon Clover for *checks notes* 3 years :roll:
"Since the original printing company is no longer in business"

Lawwwllll

I ask once again, a year since the last time:
Sengoku Strider wrote: Wed Jul 10, 2024 4:35 am Uh, why use these scammy printers then?
The post didn't offer any reason the Switch version should still be delayed though.
Steven wrote: Wed Mar 26, 2025 3:23 pm A random question: how many people here have cleared this game's Arcade Original mode besides Jaimers? Not Novice Original or Arcade Boost or Arcade Unlimited or anything else, just Arcade Original. I've been playing this recently and it keeps destroying me, usually on stage 3, so some advice would be welcome. Novice Original is way too easy for survival and I'm not really interested in scoring (mostly because I have absolutely no fucking clue how it works), so I moved to Arcade Original.
This is one of those games where scoring and survival kinda go hand in hand. Extends are determined by the number of stars you get, which you max out by chaining boost, which also is how you max out score multipliers.
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Faith
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Re: Crimzon Clover World Explosion (Switch)

Post by Faith »

Steven wrote: Wed Mar 26, 2025 3:23 pmA random question: how many people here have cleared this game's Arcade Original mode besides Jaimers? Not Novice Original or Arcade Boost or Arcade Unlimited or anything else, just Arcade Original.
I have full clear in all Arcade modes, including Arcade Unlimited (which is much, MUCH, harder, than Arcade Original). Arcade Original is spicy for sure, but not too bad. I think for me took about 40 hours to clear Arcade Original (just estimate, because before that I did play Arrange and Novice modes too, so hard to put an exact time down). Arcade Unlimited took easily 5-6X longer.

If you look at the online leaderboards, you can see for yourself, actually there is a decent number of Arcade Original 1CC's.

Lethe wrote: Fri Aug 01, 2025 7:50 pmType-Z double break will brutalize the others to the extent you can skip all their engaging patterns (and even for the stage 3 boss you only really have to do half a spin).
Usually I recommend do not Double Break boss unless you know what you are doing. The patterns of all bosses become more aggressive with Double Break, and this is most obvious on Stage 3 Boss. So, for beginners, I actually recommend just take it a bit slowly. Yes, Double Break kill boss faster... but it also makes boss kill you faster.

Also: Double Break disables bomba until it expires. For beginners, not advisable to do bosses without bomba to get out of tight situations.

Sengoku Strider wrote: Wed Jul 10, 2024 4:35 amThis is one of those games where scoring and survival kinda go hand in hand. Extends are determined by the number of stars you get, which you max out by chaining boost, which also is how you max out score multipliers.
Actually, that is not 100% true. In Crimzon Clover, the relationship between Score and Stars are quite loose. Score is mostly from Break Rate and Multiplier, Stars is mostly from Double Break and collecting them from drops after you take down mid-boss or boss. You can easily reach 450K stars extend and have very bad score. So, for a beginner Arcade Original clear, the important thing is to try get the 450K stars extend (this means you start with 2 extends, and get another 3 from stars (100K, 250K, 450K). Do not bother with 700K for this mode, those are advanced strategies.

Back to replying more to Steven:

If all you care is to 1CC, just ignore score, and don't focus on getting too many lock-on multipliers.

The good news is, for Arcade Original, getting 450K stars is easy. You can consistently get it by always picking up the star drops, and just using Double Break whenever ready. Important thing to note is: Double Break gives a lot more stars than Single Break. So, always try to use Double Break, and avoid activating Break when both bars are not full unless emergency.

It also helps to memorize areas where you can fill Break Gauge by shooting enemies point-blant. Examples:

1. Aegis Ship (Stage 1, 4, 5), the silver ones that are invincible until they open up; if you point-blank shoot them, gauge charges fast. Use their invincibility to your advantage.

2. Those big Rafflesia Flowers (Stage 3); they are also invincible until they open up, follow same advice as above to charge gauge.

So, knowing where enemies spawn is always a good thing to remember.

There is a lot more advice I can give, but that would make this post very long. So, I can really only help better, if I know which areas you are having problems with. But one other thing I will add is: learn how to do everything from Stage 5 mid-boss onward with just two extends. The reason is: this game has a pity/mercy extend mechanic. If you a kill a mid-boss and have zero extends left, the spinning power up wheel it drops (the one you collect stars from) will drop a 1UP. This can only happen once per run, so you want to save it for Stage 5. So, a backup strategy, is:

1. Route your stars so that you reach Stage 5 mid-boss with e.g. around 400K stars (be careful if you Double Break it), then:

2. Kill Stage mid-boss and it will drop 1UP, then:

3. Double Break anytime after that to get rest of the stars to reach 450K stars extend.

What this means is, you can reach Stage 5 mid-boss with zero extends... and be able to recover back to two extends after that.

I have had runs where I start Stage 5 with zero extends, and reach last boss with two extends with this strategy. It is very important because it will allow you to utilize a lot more runs. So, for example: you can have a good run, but mess up Stage 3, and do only "ok" for Stage 4, and now you reach Stage 5 with zero extends. Many people will think "this is rubbish, let us just restart then." But actually it is possible to recover and 1CC the game, and I have done this even on a few of my Arcade Unlimited 1CC's (except for me I always target the final 700K extend).

This is my current PB in Crimzon Clover:

Image
<3 Faith <3 1CC's STG Never Die
Steven
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Re: Crimzon Clover World Explosion (Switch)

Post by Steven »

Lethe wrote: Fri Aug 01, 2025 7:50 pm
Steven wrote: Wed Mar 26, 2025 3:23 pm A random question: how many people here have cleared this game's Arcade Original mode besides Jaimers? Not Novice Original or Arcade Boost or Arcade Unlimited or anything else, just Arcade Original. I've been playing this recently and it keeps destroying me, usually on stage 3, so some advice would be welcome. Novice Original is way too easy for survival and I'm not really interested in scoring (mostly because I have absolutely no fucking clue how it works), so I moved to Arcade Original. At least I'm having fun with this game unlike when I play Daioujou and have a miserable experience because I hate everything about that game except the music
I'd be curious about what you're doing wrong to find danmaku games so difficult, since it's such a recurrent problem.
It's been a few months since I posted this and at this point I don't even know anymore. I think I'm just going to give up and stop playing this type of game entirely except for Dangun Feveron.
Lethe wrote: Fri Aug 01, 2025 7:50 pmType-Z Original is mildly harder than DOJ but not that much.
Great. I already have more trouble with Daioujou Black Label loop 1 than I do with Same! Same! Same! 1P and Tatsujin Ou. At least with those two games I actually understand why I die.
Lethe wrote: Fri Aug 01, 2025 7:50 pmThe basic thing is understanding how to get enough meter. Pointblanking, killing enemies with lock-on (fills both single and double meters at once), and killing enemies after setting a lock-on multiplier (adds a flat? bonus to meter gained per enemy).
I honestly have no idea how the lock-on multiplier works. There's like a bunch of multipliers in this game, or something like that, and I have no idea how any of them work or what they do. You have the break rate and then there's the other one that shows up when you kill enemies or something... yeah, no idea. I basically just ignore them.
Faith wrote: Sat Aug 02, 2025 2:00 am If all you care is to 1CC, just ignore score, and don't focus on getting too many lock-on multipliers.
Okay, good. I'd prefer to avoid engaging with bullet hell scoring systems entirely outside of Dangun Feveron, so that's reassuring. Don't need extends if you don't die, of course, so if I do keep playing this game, I'll probably just try to no miss it and be done with it.

I'm not playing this game now, though. Too busy with Same! Same! Same! 1P and other stuff.
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Re: Crimzon Clover World Explosion (Switch)

Post by Lethe »

Steven wrote: Sat Aug 02, 2025 2:50 amIt's been a few months since I posted this and at this point I don't even know anymore. I think I'm just going to give up and stop playing this type of game entirely except for Dangun Feveron.
I expected you'd probably lost interest, and I'm not trying to influence you with these posts. Instead I'm doing something much ruder and trying to guinea-pig you. It is a genuine curiosity for me - speaking as somebody who can't get anywhere near the halfway mark of K-Tiger without savestates - what's the critical difference that makes us stick to such different things?

Satis (who is a very good player in general and especially so at this game) has a guide video on beating Original with minimal effort. I wonder if you were to watch some bits of that and see how he approaches the game, would it shed any light on it? Is it a tactics problem, or something more design-fundamental like the pacing or the visuals? (IMO, that video also demonstrates how the survival routing of this style of game is much, much less demanding than a lot of classic stuff)
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Re: Crimzon Clover World Explosion (Switch)

Post by Steven »

Lethe wrote: Sat Aug 02, 2025 9:30 pm
Steven wrote: Sat Aug 02, 2025 2:50 amIt's been a few months since I posted this and at this point I don't even know anymore. I think I'm just going to give up and stop playing this type of game entirely except for Dangun Feveron.
I expected you'd probably lost interest, and I'm not trying to influence you with these posts. Instead I'm doing something much ruder and trying to guinea-pig you. It is a genuine curiosity for me - speaking as somebody who can't get anywhere near the halfway mark of K-Tiger without savestates - what's the critical difference that makes us stick to such different things?
Funny how that works, isn't it? I wonder about it myself sometimes. There are a lot of bullet hell games that look really cool, if not most of them, so I really want to play them because they look like things that I should like.

But I don't, and that's frustrating. I've thought about this and the reasons for it a lot, and my conclusion at this point is "I don't know". I have theories, but it still comes back to "I don't know".
Lethe wrote: Sat Aug 02, 2025 9:30 pmSatis (who is a very good player in general and especially so at this game) has a guide video on beating Original with minimal effort. I wonder if you were to watch some bits of that and see how he approaches the game, would it shed any light on it? Is it a tactics problem, or something more design-fundamental like the pacing or the visuals? (IMO, that video also demonstrates how the survival routing of this style of game is much, much less demanding than a lot of classic stuff)
I'll think about it. I'm not playing this game right now, and I don't know when I will or even if I will, and I'll probably forget to check this out if I return to the game because my memory is so bad, but I'll try to remember.
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Re: Crimzon Clover World Explosion (Switch)

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