![]() ![]() Some people will probably think it’s too similar, but anything else that I came up with made the game worse, and my reasoning was that in the end, I didn’t want to make bad choices for the sake of being different.Īnother example of this is the hires menus. This is close to how Celeste handles it, but still different. The pixel artist who made the character art even made a version of that, by having fireballs come from the character’s hands. My initial idea was to make it look like the character was on fire when she had her dash. Do it in a similar way, but slightly different.Do it exactly like Celeste (changing the hair color).Not as bad as option 1, but still pretty bad, because the player can’t easily keep an eye on it. One example of having to chose between the way Celeste handles things or doing it in an inferior way, is the color change to indicate whether or not you still have your dash. But I showed it to a friend of mine, and he really liked the room transition effect and the smoothness of the gameplay, and he convinced me to keep working on it. For that reason I stopped working on it for a couple of months. I was often facing the decision of either doing something in an inferior way, or doing it the Celeste way. Celeste is a game that does a lot, and it makes all the right choices. ![]() At this point I thought this wouldn’t be too much of an issue-other games before Celeste have had a dash mechanic, and I figured I’d make my dash more like the one from League of Evil, where you can only dash horizontally. But some remnants of that are still present in the 3rd section of my game, where there are a lot of lasers to dodge.Īfter playing Celeste, I realized my game idea needed a dash. At this point I imagined my game to be more of a bullet-hell, as shown in the video, but I couldn’t figure out how to do level design for that. The part around 5:20 gave me the idea of having my game take place inside one constantly evolving level inside a training simulator. This video predates Celeste by a couple of years. For instance, the indie title Freedom Planet borrows a lot from Sonic The Hedgehog. Games taking inspiration from other games isn’t new. After playing it, he told me that he was wrong, and that the game indeed feels like its own thing while playing. I sent a demo version to someone who was quite adamant on Reddit about Sunblaze being nothing but a clone and a complete rip-off. I believe there’s always room for iteration. I don’t think we should discard a style of gameplay because one game was made in that style, no matter how good that game is. ![]() Part of it is also that as a player, I want to experience more games like Celeste. After I prototyped it, I noticed it was actually a lot of fun, so I turned it into a game. The short of it is that I had some ideas for a game, and Celeste-style gameplay seemed like the best choice for it. If you’re interested in how the physics work in Sunblaze, check out this article: TL/DR ![]()
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