Hazelnut Bastille | |
---|---|
Developer(s) |
Aloft Studio LLC |
Publisher(s) |
Aloft Studio LLC |
Engine |
Unity |
Platform(s) |
Linux / PC (Microsoft Windows) / Mac |
Release date(s) |
TBA |
Genre(s) |
Action, Adventure, Indie, RPG |
Mode(s) |
Single-Player |
System requirements | |
Windows:
Mac OSX
Linux
|
Demo[ | ]
Description[ | ]
Hazelnut Bastille is a Zelda-inspired, topdown 2D adventure game with metroidvania elements.
Developer[ | ]
- Mark Harbaugh - Code Prototyping, Scripting and design
- Dennis Varvaro - art, design, writing, community media and marketing
- Shannon Mason (Pongball) - Composer
- Hiroki Kikuta - Composer
Development[ | ]
Hazelnut Bastille started as a prototyping project in April of 2016, and has been in full time development ever since. The project is being developed in the Unity Engine, in a custom framework built in C#, and features its own custom development tools and level editors which allow us to manage environmental art and level design scripting in one package. A systems prototype was released in July of 2016, followed by serveral public demo iterations, and another demo and promo trailer is expected for March 2018.
(From: Aloft Studio Press)
Features[ | ]
- Heavily conscientious level design
- Metroidvania progression
- Classic open-world Overworld and Dungeon format
- 16-bit graphic and audio style
- 8-voice Chiptune and lofi sample soundtrack
- Classic 8-way and 4-way navigation modes for gameplay
- Enemy design invoking original standards of 16-bit era
- Intense, brutal bosses which require learning and observation
- Highly challenging combat sequences with a high skill ceiling
- Puzzles built around observation, item use, and sequential logic
- Complex trading system to obtain optional items
- Customizable playstyle based on which items player obtains and equips
Languages[ | ]
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