Re: Eroico revision V8
All I do is notice. That's why nothing ever gets done.
As for everything else that's been said; as I've said in the past, while I would say that Eroico is better than a lot of the games on DLsite, I certainly wouldn't look to it as a shining example of platforming.
The main problems with it (as far as I'm concerned) are;
Lack of enemy variety: The enemy behavior is pretty dull, and for the most part they are all dispatched in the same way. Enemies either run up and attack, or shoot a projectile that you just jump over or block. Some enemies have functioning "patterns", such as the lizard girl, but nothing interacts. There aren't many enemies that can be fought at the same time that create unique situations.
Blocking: The game isn't designed enough around blocking for it's inclusion. Blocking limits what's possible for already limited enemy behaviour when you can just block everything. Enemies that shoot projectiles are also limited because you can't utilize patterns if the player can just block everything anyway. Eroico doesn't have a clear enough distinction between what you can and can't block, either, so where patterns “are” used it’s still bad.
Checkpoint pacing: People's complaints about the spacing between checkpoints are perfectly valid. Checkpoints spaced this way would be a bit more acceptable to me if there were more ways to accomplish tasks, but there aren't. This type of game probably would have worked better with higher damage, but more checkpoints.
Platforming: Jumps are pretty simple in general, and there isn't really any interplay between layout and the enemies. Enemies act as a sort of binary "either it's safe or it's not" threat that impede your ability to make a jump, rather than as factors actively affecting the platforming. For example, if you had a trap sliding across the floor as you fight, it would change how you have to approach any enemy at the same time. Or, if you had a spider girl crawling on the ceiling dropping web, it would change how you have to fight something simple like a catgirl, etc. Eroico doesn’t have much of this, and the few mechanics that it does have, such as the bounce blocks, are somewhat under-utilized, and are stuck into sections rather than creating small, frequent changes in gameplay.
I could go on, but it will just be easier to make comparisons once I’ve released something with sensibilities I actually agree with lol. To me, Eroico is what H-devs should aim to surpass as a minimum, rather than a high standard to aspire to.
But hey it has decent H sounds now d: