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/vr/ - Retro Games


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File: 43 KB, 325x242, I_Wanna_Be_the_Guy_title_screen.png [View same] [iqdb] [saucenao] [google]
8152202 No.8152202 [Reply] [Original]

platformers made by big companies: normal difficulty with few checkpoints
platformers made by "indies": hard as fuck but with checkpoints everywhere

When did this start and why does it happen?

>> No.8152210

I remember it getting a lot bigger with I Wanna Be the Guy and the Super Meat Boy a few years later. But I guess it had already been a thing with flash games for a while before that.

>> No.8152213

Because the guy who made it wanted to make a hard as fuck game? What are you even asking?

>> No.8152239

>>8152210
yea I remember playing Meat Boy the flash version, but it's not retro since it came out in 2008 I think, and I played many other similar flash games but I don't think they were retro either
So did it start with IWBTG?

>>8152213
the pic was just an example dumbass, I'm not talking about this game alone, notice I said platformerS

>> No.8152242

Emulators and save states rotting the mind.

>> No.8152250 [DELETED] 

>>8152202
>>8152242
You are a consolefag loser. PC games are harder and have unlimited saves.

>> No.8152260

>>8152242
FUCKING LOSER

>> No.8152267

>>8152250
>PC games are harder and have unlimited saves
contradiction

>> No.8152298

>>8152267
>Unlimited saves
Are there any good games with this?

>> No.8152878 [DELETED] 

>>8152202
Not retro.

>> No.8153072 [DELETED] 

>>8152878
came out in 2007, it is retro

>> No.8153087
File: 198 KB, 480x360, 1612787543914.png [View same] [iqdb] [saucenao] [google]
8153087

>>8152878
jumper, one of the progenitors of the "smash your head against the wall until you win" subgenre made by celeste's developer, has been put firmly in retro territory after the last year's rule change

>> No.8153106

>>8152250
holy shit dude, take your meds.
https://www.youtube.com/watch?v=xzpndHtdl9A

>> No.8153150
File: 42 KB, 500x600, 1f45766c04be66a382de1d31611cce45.jpg [View same] [iqdb] [saucenao] [google]
8153150

>>8152298
Doom, Quake, Vampire: The Masquerade, Baldur's Gate, X-Com, Jagged Alliance, Stalker, Morrowind, Fallout, Witcher, Sim City, damn near every single RPG, FPS, simulation, adventure, or strategy game on PC allows at-will saving.

>> No.8153154

The new trend is no checkpoints, like Getting Over it, or Jump King.

>> No.8153161

>>8152213
It wasn't even hard as fuck, it was just bullshit deaths with no real sense of balance. There are a ton of IWBTG fangames that do a much better job while still being difficult.

>> No.8153171

Indie devs are a bunch of cocksuckers

>> No.8153204

>>8152202
Older games by big companies could also be difficult and Indie devs started making a lot of games like this because it became a fad and it is easier to make games like that, plus you get publicity from streamers, etc... as it's easy for people to watch others play games like this and have 'epic reactions'.
Seems like a very dumb question so I'm guessing this is yet another troll thread.

>> No.8153243 [DELETED] 

Not retro. Go away.

>> No.8153456

>>8152202
IWBTG is supposed to be a parody of hard games and a guide on how not to make a platformer. Weird how it spawned hundreds of fangames and people ignored the advice.

Platformers are very easy to make if you are an indie, hence why so much pixelshit is a crappy corridor platformer. It's easier to draw and code a spike that kills you on contact than to, God forbid, design an enemy. Also insta death traps are like a substitute for good level design.

The popularity of Celeste and its tranny developer helped push the notion that platformers are supposed to be crappy memory games a la IWBTG and Wings of Vi. Fucking piece of shit tranny garbage.

Old school platformers like those on the NES have a much different playstyle (e.g. Ninja Gaiden, Castlevania, Ghosts and Goblins, Vice project doom, Batman) and they are difficult because the character moves relatively slow and requires you to learn and master enemy and boss patterns, not go trough tight paths of spikes. Also the controls weren't a literal "left goes left until you let go and you jump for as long as you hold A". People are scared of Mario.

Those older games had a different approach to lives, checkpoints and continues. It's "cringe" for a modern game to have lives and continues. Something something why should I replay the levels I finished. Those people are retards.

I would say that IWBTG kickstarted the trend of modern shitty indie platformers, because it was really popular. I am sure that it wasn't the first game like that. Hell, all you have to do is try to make a mario fangame in something like game maker and have every collision with the enemy reset the room. Those homebrew games have existed since the 90's.

>> No.8153459
File: 79 KB, 1200x800, file (42).png [View same] [iqdb] [saucenao] [google]
8153459

>>8152202
>tfw hard filtered by IWBTBoshy
I never managed to put button mash fucking Dhalsim.

>> No.8153462

>>8153154
>The new trend is no checkpoints
This is a much better trend. Frequent checkpoints are for ADHD retards