Yeah I had forgotten about that part but I agree. Games with the structure and audience of HLD need a postgame or New Game+. There was the sense of “what did I bother learning these systems and loadouts for if I didn’t really need any of it”
Interesting poll from the Momodora developer today demonstrating it:
since the developer ought to have this data for general population already, this is probably trying to gauge how different their twitter followers are from general audience. Very different, it turns out - this looks like top 5% or higher-engagement players.
I say ‘ought’ because half a decade ago it was universal advice to use a telemetry logger; it’s easier and more recommended than ever but I’m not sure how many 1, 2-person operations do it. But like you point out, at the least they can use achievements as progress trackers.
Anyway it seems from the rest of rdein’s recent tweets that he’s planning to add generous postgame content and is gathering data to justify what he already wants to do. In other words, just pursuing the usual only reason anyone ever looks at data
futari is just flat out better. the first mushi has kind of really awful scoring stuff going on, altho this only applies when playing maniac or higher. playing it for a clear on original mode is still very fun.
i feel like HLD having a postgame powergrind would kind of deflate the very final and good ending? idk
i guess a lot of games tack one on anyway despite ~Thematic Implications~ because that’s what’s expected
props to path of exile for the plot of their postgame where the exile (your PC) hunts down 5 previous heroes whose own postgame grinding lead them to becoming extremely powerful and deranged eldritch nightmares
lol nah i wish it was that cool, they just love Edgy story dressing where every time the PC kills a god or fucks around with Ancient Technology because they’re saving the world it always makes things worse. the story literally saying “there’s really only one outcome to your fanatical desire to get stronger indefinitely” about its endgame tracks with that
Let It Die does this by the way. When players die they turn into AI-controlled fast zombies, which remain on whichever floor they died at until another player takes care of them. They’re programmed to be extremely aggressive and they chase you around the level as soon as you enter their line of sight, and you often need to run away until you reach a favorable environment to fight them in
I finished Mushihimesama on original mode. Very pretty little game. I am not a veteran of bullet hell shooters, so this is a nice appetizer.
Playing it on Switch using the Flip Grip accessory to use vertical screen is great!
I also have Ikaruga to play.
I wish Guwange had gotten more ports, it’s fantastic. Love the folkloric devils theme and the remote-controlled guardian spirits. Guess the way to play it is still a neogeo emulator though