New Cave Game "Red Sword" / Akai Katana

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cools
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Re: New Cave Game "Red Sword" / Akai Katana

Post by cools »

Just reached L4 boss. Second half of the level is sheer chaos.

Hmm.
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Re: New Cave Game "Red Sword" / Akai Katana

Post by cools »

And L5...

I'm playing with the middle character (her option is awesome) so your scores are safe for now but I'm beginning to see what you mean by easy.
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Re: New Cave Game "Red Sword" / Akai Katana

Post by emphatic »

cools wrote:However unlike Espgaluda it punishes you for trying to score really big - I really don't like how it forces you to switch out of ninja mode (due to the gold turning red).
What? You don't know about Kakusei overmode? :awe:
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Re: New Cave Game "Red Sword" / Akai Katana

Post by cools »

Over mode doesn't cause you to lose stuff that's been generated ;)

I've figured out the piece of the puzzle I was missing. Makes the game a whole lot more interesting - and it's the key to how to play it.

If I could stop with stupid deaths there's an easy ALL here.
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Re: New Cave Game "Red Sword" / Akai Katana

Post by SuperPang »

So many stupid deaths. I still haven't put together that perfect run yet. At least the increased ninja gauge when you die helps with the score.
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Re: New Cave Game "Red Sword" / Akai Katana

Post by cools »

Yeah. I've not noticed if I've got the first extend without any deaths yet but the bar increasing permanently the first two times you die is quite cool. I suspect there's a large bonus for a 1LC by getting both extends.

Trying to not say too much because I think the surprise element of "WTF am I supposed to be doing" is a big part of the title. But you're right, once you get past that there's not a huge amount of depth outside of scoring (which is an inexact science) - although each character turns it into a completely different game. The techniques I use with B don't apply to A or C. Three different scoreboards, three different games?

It absolutely definitely needs a 1.5 or something. A limited release black label with fixes would be a shame because the core game is excellent - needs a few tweaks and it could be a Futari quality level title.

1) REMOVE the bullet fading entirely. It may just be my funny eyesight, but it's possible for them to become invisible - faded, overlaid by lasers and inside your ninja bubble. Deaths from this tend to crop up from the L3 midboss onwards.
2) Less bullets. Pang should know the reason why, I'll leave everyone else to figure that one out.

Noticed a few bugs too but no deal breakers.
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Re: New Cave Game "Red Sword" / Akai Katana

Post by cools »

3) Get rid of the autobomb or make it less sensitive. It actually makes the game harder (it autobombs your entire bomb stock when on your last life, but does it far too early) and is annoying rather than life saving.
4) In a similar vein - ninja mode needs to activate faster or something. Many times I've either died or autobombed when I've clearly activated it, because the sound has played :lol:
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Re: New Cave Game "Red Sword" / Akai Katana

Post by SuperPang »

cools wrote: 2) Less bullets. Pang should know the reason why, I'll leave everyone else to figure that one out.
Because if you're playing well the last two levels crawl along? :lol: No wonder there's no second loop. It's quite funny how after the first loke test footage we were all saying how little slowdown there is and how it may even be new hardware. Cave have found SH-3s limit here.
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Re: New Cave Game "Red Sword" / Akai Katana

Post by markedkiller78 »

cools wrote:4) In a similar vein - ninja mode needs to activate faster or something. Many times I've either died or autobombed when I've clearly activated it, because the sound has played :lol:
I'll guess this is a mechanic. You can go "bomba" in Ibara & still die 1 sec before the **** lets off. Its a pet peeve of mine in Ibara :(

Akai Katana 360 US release with no slowdown :awe:
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Re: New Cave Game "Red Sword" / Akai Katana

Post by cools »

Possibly. I think I'd prefer if bombs were completely eliminated in this. They serve no real purpose.
SuperPang wrote:
cools wrote: 2) Less bullets. Pang should know the reason why, I'll leave everyone else to figure that one out.
Because if you're playing well the last two levels crawl along? :lol: No wonder there's no second loop. It's quite funny how after the first loke test footage we were all saying how little slowdown there is and how it may even be new hardware. Cave have found SH-3s limit here.
That's one half of it yes. :shh:
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Re: New Cave Game "Red Sword" / Akai Katana

Post by Chi »

markedkiller78 wrote:You can go "bomba" in Ibara & still die 1 sec before the **** lets off.
*offtopic* In Ibara it depends on ship and variant, of course - some are instantaneous, others are a full 1 second lag and most are inbetween...
"TO THE untrained eye Christian Cooper might have been stamping out a small fire " - The Times, 7th Feb, 2004
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Re: New Cave Game "Red Sword" / Akai Katana

Post by cools »

Chi is right. I've not had that trouble with Bond A type.
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Re: New Cave Game "Red Sword" / Akai Katana

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You live & learn.

D has lag.
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Re: New Cave Game "Red Sword" / Akai Katana

Post by Chi »

markedkiller78 wrote:D has lag.
Aye... Dyne D in particular has über lag :{
"TO THE untrained eye Christian Cooper might have been stamping out a small fire " - The Times, 7th Feb, 2004
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Re: New Cave Game "Red Sword" / Akai Katana

Post by cools »

Final form of the L5 boss. Don't think I'll manage the clear before the cabs leave for Blackpool :lol:

2nd form is utter, utter craziness.

Nearly no-missed both extends except for a STUPID DEATH (went full speed ahead after a ninja mode reflect exit)
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Re: New Cave Game "Red Sword" / Akai Katana

Post by cools »

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Last credit before the cabs being moved. Finally topped 80m.

If this was cheaper I'd buy one, it's great fun.
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Re: New Cave Game "Red Sword" / Akai Katana

Post by SuperPang »

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I really need to try more than one character.
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Re: New Cave Game "Red Sword" / Akai Katana

Post by cools »

Type C is awful, her laser is amazing but the option is a nightmare to use, too slow.

Not tried a whole lot with A. Option seems better but the ship seems twitchy.

Type B is the most mental of the lot. The option is awesome normally and in ninja you can drop it next to a big enemy and run to safety.

Really enjoyed playing this, thanks man :) Hope everyone else gets a buzz from it this weekend!
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Re: New Cave Game "Red Sword" / Akai Katana

Post by markedkiller78 »

cools wrote:Type C is awful, her laser is amazing but the option is a nightmare to use, too slow.

Not tried a whole lot with A. Option seems better but the ship seems twitchy.

Type B is the most mental of the lot. The option is awesome normally and in ninja you can drop it next to a big enemy and run to safety.

Really enjoyed playing this, thanks man :) Hope everyone else gets a buzz from it this weekend!
I just hope to get on the HS table :evil:
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Re: New Cave Game "Red Sword" / Akai Katana

Post by brentsg »

SuperPang wrote:
cools wrote: 2) Less bullets. Pang should know the reason why, I'll leave everyone else to figure that one out.
Because if you're playing well the last two levels crawl along? :lol: No wonder there's no second loop. It's quite funny how after the first loke test footage we were all saying how little slowdown there is and how it may even be new hardware. Cave have found SH-3s limit here.
DFK BL pretty well kicked SH3 too.
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