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Aithon
Jan 3, 2014

Every puzzle has an answer.
I've played a bunch of Metroids, but didn't beat Super until this year, so it's really interesting to see how the difficulty scales for you! For instance, I got stuck on that Speed Boost ramp for the longest time because I was used to shinesparking diagonally from later games and it works slightly differently here. I also had more trouble than you did with the bosses and Grapple Beam controls, but that might just be my butter fingers. On the other hand, I probably found more missiles and similar by this time, mostly just because I was used to how post-Super Metroids work and expected the map stations to still leave some stuff hidden.

Tl;dr your expectations for this game built on Metroid 1 and 2 are fascinating and probably closer to how Super must've looked to people at launch. LP good.

C-Euro posted:

Indie developers- make a Metroidvania but with the systems management feature from FTL for your suit upgrades.

Heck yeah. I loved the power management between engines, different weapons and shield systems that's in basically all space sims (and which FTL greatly expanded on), a Metroidvania with something similar could be really rad.

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Aithon
Jan 3, 2014

Every puzzle has an answer.
I think at the end it was just wonky collision when the platform started rising, you clipped through it a bit. It was still kind of a dick move on the game's part, though.

And yeah, you're better at walljumps than you give yourself credit for, for better or for worse. :v:

idhrendur posted:

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:staredog:

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