BDD (v.8) review?

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MadGear

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Hey guys,

So, as the title of this topic states: Is anyone willing to do a review of 'Battletoads Double Dragon: The Revenge v.8'?
I have given this some thought for a while, but I just kinda wish to know how it's received. The total ratings and downloads it has gotten gives me an early impression so far.

But, after having released so many versions throughout the years, this time I really feel that v.8 is indeed the actual final version of the game. I think it's time for me to find out if the 9 years that I've spent on this mod was worth it to this community.

Let me just get one thing out of the way first: I know the mod has an unskippable intro. That was intentional because during that intro, you'll see the names of the people that helped me during development. It's a way of showing my respect to them. So I made it unskippable because, that way, players can see who helped me.

With that out of the way, you can talk about pretty much anything really. Story, stages, cutscenes, music, characters, enemies, little details. Stuff like that.
 
9 years  :o

Well i think mine has taken about 5-6 years and counting.  Sorry but i have not tried it yet.
 
msmalik681 said:
9 years  :o
Yep, 9 years. This was a dream-project of mine for like 15 years or so. I knew I needed to take my time with this. Development started in 2009. The very first version of the game, I admit, was kinda a mess when compared to the latest recent version (v8). And with every version after the first, I thought the game was done. Until I learned something new every time. But with this latest version, I really can't think of something to add to the game that isn't already there. I really gave it my all with this final version. That is why I feel ready to know how it's received.
 
With this module, you know what you're getting; Battletoads is never an easy game. Enemies are fierce and many, but few have killer AI. These include the strange player clone enemies, whom are pretty much formulated to be hard, and remain so even after they become more common, with no reward offered. Knife-throwers shave off large amounts of health, with your SPECIAL being the only way to avoid other than a well-timed jump, with no reward for taking them out. The turbo tunnel, though somewhat less nasty than in the originals, still kills you instantly with its walls, but players will find the time to be able to avoid them easily. A very low number of pickups after the first stage is the main cause of difficulty, as it doesn't let you gain extra lives. Hiding them would have been preferable to not having them at all.


The movesets are nice, though I noticed that the Dragons have more moves than the toads. They all have their uses, and managing to round up several groups of enemies is satisfying. Taking down Abobo has never been so fun. The backgrounds are also very pleasant to look at, though I wish some of them were animated, such as the ocean.
 
Nice little review there, Miru. Thank you for taking the time to do one. Just one question: Did you have a good time with the mod? That's the most important thing of any mod. It's supposed to be fun.

Also, about that ocean you mentioned: Are you talking about the water you see in 'Mission 2-3'? Because the water is actually moving if you look closely.
 
I did have fun with the mod in the end. Players are made to think tactically. I think players should be able to block like how the clone enemies can, though.
 
Miru said:
The movesets are nice, though I noticed that the Dragons have more moves than the toads.
Actually, they all have the same amount of moves. They're just performed differently. This is what they all have:
- Basic combo
- Jump attack
- Grab attack
- Throw
- Run attack
- Run-Jump attack

And these are the moves that make them different:
- The 'Toads have two additional grab attacks, which are performed by holding the 'up' or 'down' buttons while attacking a grabbed enemy.
- The Dragons don't have additional grab attacks, but make up for it by having two additional jump-kicks, which are performed by holding the 'up' or 'down' buttons while doing a jump-kick. The 'Toads don't have additional jump-kicks.

Miru said:
I did have fun with the mod in the end. Players are made to think tactically. I think players should be able to block like how the clone enemies can, though.
Glad you enjoyed it ;D That's the most important thing to me.

I was, at one time, considering to add a block function for the playable characters. But I eventually decided against having it. I was worried that it would make the game too easy to beat. It's supposed to be a rather difficult mod. When you reach Mission 3, that's when the difficulty kicks in. Those yellow barriers were designed to suddenly appear out of nowhere. You'll probably die the first time. But the next time you reach that stage, you know they're coming and you'll avoid them ;)
 
MadGear said:
Miru said:
I did have fun with the mod in the end. Players are made to think tactically. I think players should be able to block like how the clone enemies can, though.
Glad you enjoyed it ;D That's the most important thing to me.

I was, at one time, considering to add a block function for the playable characters. But I eventually decided against having it. I was worried that it would make the game too easy to beat. It's supposed to be a rather difficult mod. When you reach Mission 3, that's when the difficulty kicks in. Those yellow barriers were designed to suddenly appear out of nowhere. You'll probably die the first time. But the next time you reach that stage, you know they're coming and you'll avoid them ;)

To balance blocking out, have the values of "thold", "blockpain", "guardpoints", and "guardrate" set up rather low, to make enemies and players alike able to break blocking stances. Make it so that the "guardrate" recovers very slowly (set it to a decimal value, such as .5) to prevent players from spamming it. The value "thold" keeps certain heavy attacks from being blocked. For example, something like General Slaughter's charge.
 
Miru said:
To balance blocking out, have the values of "thold", "blockpain", "guardpoints", and "guardrate" set up rather low, to make enemies and players alike able to break blocking stances. Make it so that the "guardrate" recovers very slowly (set it to a decimal value, such as .5) to prevent players from spamming it. The value "thold" keeps certain heavy attacks from being blocked. For example, something like General Slaughter's charge.
While I appreciate this info, I will probably only use it for the mod that I'm working on right now (Mace's Deadly Case).
Development of 'Battletoads Double Dragon: The Revenge' has finally come to an end. No more versions.
 
Okay, so this will definitely be of use for a Battletoads project I plan to craft down the line, one involving them teaming with another trio (technically quartet) of characters who came into being when Sonic had almost breathed its final breath thanks to a disastrously awful game.
 
Miru said:
Okay, so this will definitely be of use for a Battletoads project I plan to craft down the line, one involving them teaming with another trio (technically quartet) of characters who came into being when Sonic had almost breathed its final breath thanks to a disastrously awful game.
That's quite an original idea you have there. So, it's gonna be a game featuring the Battletoads, Double Dragons and then characters from another game? Who's gonna be the other trio of characters?
 
MadGear said:
Miru said:
Okay, so this will definitely be of use for a Battletoads project I plan to craft down the line, one involving them teaming with another trio (technically quartet) of characters who came into being when Sonic had almost breathed its final breath thanks to a disastrously awful game.
That's quite an original idea you have there. So, it's gonna be a game featuring the Battletoads, Double Dragons and then characters from another game? Who's gonna be the other trio of characters?

Freedom Planet. It’s also not guaranteed i’ll use the Double Dragons (will need sprites for Rebecca from the Neo Geo game if I do) in this project.
 
Miru said:
Freedom Planet. It’s also not guaranteed i’ll use the Double Dragons (will need sprites for Rebecca from the Neo Geo game if I do) in this project.
I've seen Freedom Planet on YouTube. It's kinda like a Sonic game. Well, let us know about your project in the future. But you better do so in your own topic because I will lock this topic soon. I don't think anyone else is also gonna do a review, so I guess this topic has served it's purpose.
 
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