game dev and Smash player 1/2 of @ghosthanddev

Joined January 2011
Music reel update for Ghost Hand #indiegame
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These perimeter-hugging projectiles turned out to be one of the biggest pains in my ass to get working correctly and covering all the corner cases
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When it comes to being good at something, I think insight is the better subject than just raw intellect To me, insight isn't just comprehending information, but framing information in a way that lets a person identify things about something that reliably predict outcomes
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This all said, insight is rare. Accurate insight at least. The ultimate test of good insight is whether it predicts an outcome
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Lemme rephrase: the ultimate test of good insight is whether it leads to an explanation accurate enough to reliably reproduce something or predict an outcome
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I don't like combat systems that are really acrobatic and showy. They're fun to look at, but MvC2-style air combos come at the steep cost of control since you usually have to tightly control & limit a lot of things to make that kind of combat work
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I experimented with a system like this in Ghost Hand to see if I liked how it felt Imo simple is best. Really dramatic combat just doesn't feel good to me
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As much as I hate to admit it, something I think Sakurai said once really stuck with me. Something to the tune of "don't take away control from the player"
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First thing that came to my mind is that the arranger/composer is probably under a lot of pressure to live up to the Castlevania musical canon That kind of pressure can make you make really weird decisions
Bloody Tears - Castlevania Belmont’s Curse (2026)
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My painful truth about Smash Ultimate is that when trying to think of a painful truth, I realized I know so little about the game mechanically that I have basically nothing to say about the Ultimate as its own entity
It’s been 8 years. Reply with your painful truth about this game and I’ll put the best ones into a video mine is that ultimate is probably the only modern fighting game where you can truly, truly outplay your opponent across all games and still lose a best of five set
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To some degree that's probably why I stuck with Ganon for as long as I did As bad as he is, you can get farther with him than a lot of other characters on just vibes
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This is actually a good and thought-provoking question I don't think one approach is inherently good or bad, but I do want to reflect a bit on why we chose to have contact damage in Ghost Hand
SHOTS FIRED! I 100% agree. If enemies and bosses can hurt you just by bumping into you, why even program and animate attacks? #Metroidvania #indiegame
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In which case, you're usually only going to be attacking when the boss isn't attacking, and without contact damage, that largely removes the need to control space & attack at the same time
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In sum, I don't think either choice makes or breaks a game that is purposeful in designing around said choice But I find contact damage just naturally engenders more interesting movement
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