Oh, look, another devlog that missed the daily Sunday devlog. Why has this happened? Because I was very busy with doing the trailer for the Newgrounds Direct 2022, which is promoting THIS game and also Zane's Desperate Hunger for Lesbian Pussy.
Now, let me set the record for the following things:
Due to recent events, we have to decide to correct the lewd and amateurish behavior by neutering every actor within the production of this game, along with providing chastity belts in order to prevent such sexual intercourses in our sets. We've also increased our security by monitoring communications amongst the staff in order to enforce our intolerance of lewd or obscene topics within our workplace. This will also be enforced by Officer Rational Authoritative Zombie Zoid, or simply R.A.Z.Z., who is the state-of-the-art artificial intelligence funded by the Elsewhere Police Station. It is advised you do not anger the officer in question, as deadly consequences will commence. We received no such answer to this oddity from those who have developed such a project, but we apologize to those who've been offended by this inappropriate conduct. Thank you.
And frankly, I absolutely hate having this game be like "Oh so it's Jonathan's Adventure Classic then?" because I personally disagree with it. I don't know why in the living hell is the game considered a "classic" when in reality, Jonathan's Adventure! "Classic:" A Post-Modern RPG (According to John apparently.) hasn't been out and there's no finalized official Jonathan's Adventure game that isn't a one-off (Which puts Joel's JA 2 in that category.). JABE wouldn't and can't live up with what expectations are there for JAC, because JABE wasn't built around JAC in mind, the feel of these games are just too different to be the same, and who the fuck cares if these games don't appeal to what the creators want? The last time I checked, Nintendo didn't ask what Mario was portrayed in Toilet in Wonderland, being a monster that chases down the player maliciously that can make copies of himself. The creator is not superior. Just because they're "official" it doesn't mean it's better than the fangames, but rather the creator is in a competition in which two sides fight in the name of quality, which one is better, the creator or the fans? To say that they always do is pure CRINGE and I refuse to associate with those people. But who knows? Maybe JAC would've been different if it was given a longer time to at least develop and be published and JABE wouldn't be necessary. Maybe not, and frankly I don't think Jonathan's Adventure: Bickery Edition would be the same as JAC, the games just don't have the same tone or theme as each other and that's arguable because of time and my own personal experiences that have dug the gap between both games.
They just don't feel the same anymore.
But what's up present day?
Basically, I added door events in the third dungeon and added an extra-game over scene in the game, so now, there are FOUR game overs you can do in the game that don't involve battles! So basically, Jonathan's a bit more of a maniac if you do ALL of them. Maybe a trophy idea, get ALL of the Game Overs? Don't expect the game to have literally 20 ways to get a Game Over, but then again, that sounds like a fun idea to make. Probably a way better idea than Evadere, I like having interactions. It makes a player's experience unique and I know I should focus on the main plot, but still, I want JABE to be good in terms of quality. It's an art I wanna make to show the whole world, and frankly, this inspiration came from watching an analysis of Persona 4's Hermit Arcana by Hiding in Private. It's an interesting video to watch.
And then there's another boss (Which I will not name by its actual name in the game because spoilers, so let's call the boss Travis Touchdown.) in which Travis uses attacks and skills that essentially allows him to obliterate anyone with a Light weakness. This is because I don't know how to do a skill like Hama from Shin Megami Tensei, where the percentage of the skill's success in instant death is based on the resistance of a specific element. However, that would've made the boss impossible to beat regularly because Travis' strat would be "Use Skill X to impose Light weakness and then use a Light attack to kill it" and there would be no real way to counter this strat at all. So I then decided to create reflective statuses, which allow the player to actually counter the boss without having to brute-force through by cheats or getting to a higher level. I wanted to make sure each boss is different by making gameplay features that stick out, like Boss A having the ability to inflict deadly status effects that if you do not pay attention to your party's health, you lose, and Boss B has a skill that obliterates everybody but only can be used if you do not kill it before it can do so, as it ensures that each boss has a unique strategy in beating it and obviously establish each boss is different.
So that's it for today, see y'all on the next devlog.
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