The Public Demo is Out And Directly Available from Landing Page!
You can hop on our landing page now, and subscribers will get the link for the latest updated build for each platform! These will always be up to date, so when a new one is out, you can get it from the same place!
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Hello TIGsource!
Hazelnut Bastille is a title being developed in the Unity engine for PC, Mac, and Linux, for a little over a year now.
It is is a topdown adventure game with metroidvania elements which seeks to continue the great lineage of superior design from the mid 90's- the moment in time when mainstream 2D titles reached arguably their greatest level of refinement, in titles such as Super Metroid and Link to the Past. We seek to emulate this period in most ways, from graphic presentation, to audio production, to general level design philosophy.
Hazelnut Bastille tells the story of a young woman who travels to a foreign shore on the outskirts of her world, in order to seek out the promised gifts of mythological ancients, in hopes of retrieving something which was lost to her. On the way, her story becomes irrevocably intertwined with the lives of those living in this far off land.
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Early Enemy and Item Asset DesignWe are currently in heavy development of the core gameplay assets, primarily the basic enemy set and the quest items. We feel it is best in the beginning to focus on the most central feature of our gameplay experience, which happens to be the dungeon combat, and get the feel and the flow of this experience as studied and polished as possible, before it makes sense to move onto important, but less gameplay-critical assets and features, such as our extended environment tilesets.
Currently, we have 12 integrated enemies. The current design goal is for 20 base dungeon enemies, and 10 variants (bringing the total to 30 basic dungeon enemies). We also plan to include around 5 total mini-boss characters, and of course a boss for every dungeon. The overworld is expected to contain approximately 10 enemies as well.
While talk of quantities gives you an idea of scope, it is yet more important that our enemy designs are all useful and endlessly re-usable. Every enemy must occupy a well-defined combat niche with a clear purpose, and have behaviors and patterns that are both simple and easy to learn, and also interesting to engage with at the same time. We are ascribing to the theory of generating complexity by combining simple and straightforward primitives into new experiences. We need enough variety in our set that we have access to a large number of unexpected synergies between them, but also few enough that the player can easily recognize each one and recall its properties. If the player can easily read the room and its enemies this way, they can immediately grasp the special challenge a certain room is presenting them with.
As of this moment, all of the enemies seen below exist as playable assets with full feature-sets and behaviors. As we work our way down our early list of enemy characters and integrate them in, we will fill them in for you here!
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GUI and Inventory Design ______________________________________________________________________________________________________________________________
Story And SettingOur story follows the path of our Heroine, a young woman living a dispossessed life in another time and place. The world she lives in resembles early 18th Century Europe, but her civilization is also strangely provincial. No one seems to have any reliable notion of history that extends back further than a few hundred years, before they diverge in fantastic ways. Some of these histories speak of a cyclical disaster that has kept the people in ignorance, but others assure that this is merely a peasant-myth.
Following recent tragic events, our Heroine's life situation is uprooted from under her, and needing something to believe in, she boldly strikes out in search of the answers to these unknowns. She travels to a far-off island land claimed to be the seat of lost civilizations of a golden age of the world, also said to be the roost of countless rogues and drifters like her, squatting in the ruined antechamber to the past.
She finds a place that seems to be guarded by the conscripted forces of nature themselves, and hostile to any ignorant newcomer. Every tree and fox works in league for her demise, for reasons that are not clear. But rather than be deterred by this unexpected resistance, our Heroine is emboldened by new expectations that something truly magnificent lies ahead!
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Articles and Interviews:June/12/2017 3DMgame.com Mandarin Chinese Feature Article:
http://www.3dmgame.com/news/201706/3661538.html June/11/2017 Dark Side of Gaming Feature Article:
http://www.dsogaming.com/news/hazelnut-bastille-is-an-open-world-retro-rpg-inspired-by-zelda-a-link-to-the-past-demo-available/June/10/2017 SiliconEra Feature Article:
http://www.siliconera.com/2017/06/09/hazelnut-bastille-demo-looks-satisfy-link-past-itch/June/5/2017 Retromania Spanish Language Feature Article:
http://retromaniacmagazine.blogspot.com.es/May/31/2017 One Angry Gamer Feature Article: http://www.oneangrygamer.net/2017/06/hazelnut-bastille-legend-of-zelda-inspired-adventure-game-gets-free-demo/31996/April/12/2017 Ninichi's Indie game and Music blog: http://ninichimusic.com/blog/2017/introducing-the-game-hazelnut-bastilleJanuary/27/2017 IndieWatch.net: http://indiewatch.net/2017/01/28/aloft-studio-get-right-gameplay-fancy-pixels/Dececember/13/2016 Siliconera.com: http://www.siliconera.com/2016/12/13/hazelnut-bastille-top-homage-link-past/______________________________________________________________________________________________________________________________