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Co-founder of Decemberborn.

Comment History
Lavesson
Lavesson - - 13 comments @ Current state of the game and closing in on release

Thank you! We're really looking forward to having people play it!

Good karma+3 votes
Lavesson
Lavesson - - 13 comments @ New area showcase and side-kick system!

Yep - the downside to being really focused on development for us is that we tend to forget to actually share anything :)

Good karma+2 votes
Lavesson
Lavesson - - 13 comments @ Steam Greenlight, new announcement trailer and screenshots!

Thank you for the kind words! :)

Good karma+1 vote
Lavesson
Lavesson - - 13 comments @ Steam Greenlight, new announcement trailer and screenshots!

Hi. We didn't use any specific engine, but created one from scratch. It's being built mainly in C++ (and some C), plus scripted in Lua

Good karma+2 votes
Lavesson
Lavesson - - 13 comments @ Finally, some new gameplay!

Hah! I'm so happy to finally see someone who likes Castlevania 2, because so did I. There's definitely some piece of inspiration from it in Cathedral ;)

Good karma+3 votes
Lavesson
Lavesson - - 13 comments @ Cathedral

Thank you! We'll do our best to keep you posted :)

Good karma+4 votes
Lavesson
Lavesson - - 13 comments @ Lots of new Cathedral updates!

Thanks man! Happy you like it so far :)

Good karma+1 vote
Lavesson
Lavesson - - 13 comments @ Lots of new Cathedral updates!

Thank you! :)

Good karma+1 vote
Lavesson
Lavesson - - 13 comments @ Growing the team!

Thank you!
Awesome to hear. Castlevania has definitely been an inspiration for Cathedral, so we're hopefully doing something right in that case! ;)

Good karma+1 vote
Lavesson
Lavesson - - 13 comments @ New areas and redesign of existing ones

Thank you!

Yeah, I've thought long and hard about the level design around pits. I think the whole idea of "bottomless pits" can work fine, as long as it's really clear what's going to happen if you fall down it, which often seems to suggest some linearity in the gameplay. The problem arises when you start mixing both variants (using a pit to progress as well as having pits where you could die from falling down), especially in levels where you can backtrack and go both up/down.

In linear games such as in the Megaman games where you have both, it usually works out pretty well. Most often because it's apparent in the level design what a pit does. Often, it's the only logical choice in order to progress for instance.

We're doing kind of a Metroidvania-style thing. Even though there's some fairly linear sections of gameplay, you can still backtrack to previous areas. Distinguishing between pits that you can jump down or pits that are simply death traps is hard.

So I guess in a sense we have the mechanics of "bottomless pits", but instead doing it by putting some obvious hazard there, such as lava or spikes :)

Good karma+1 vote
Lavesson
Lavesson - - 13 comments @ World map

I completely missed this comment until now, but thank you! I'm glad you like it! :)

Good karma+2 votes
Lavesson
Lavesson - - 13 comments @ New screenshots, game features and information for Cathedral!

Thank you!
Using a GB-like palette for flashbacks felt like an appropriate tribute :)

Good karma+2 votes