Golden Axe Remake

Complete Golden Axe Remake 1.4

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Project is completed.
We're reaching the final stretch with this tutorial stage under construction (and where I'd really like the hero to simply jump from the giant skeleton's hand). All the dragons have been redesigned, and the block button allows you to dismount from them (in addition to the attack + jump command):
 
Does calling an npc helper increase the enemy HP and aggression in proportion as well? I have a feeling that if there's no equivalent scaling, the game could become way too easy. 🤔

IMO, it's already easy enough solo...

Also, looks like that AI issue where the enemies constantly bunch up is still there.
 
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Friendly NPCs often stand near the edge of the screen trying to attack enemies that are off-screen - it looks silly and disrupts gameplay. A good solution would be to make friendly NPCs automatically follow the player or move toward the center of the screen when enemies go off-screen. I know there's a "call NPC" function, but it's inconvenient to keep pressing it just to pull them away from the screen edge.
What do you think about this?
 
The NPC's do too much. They effectively play the game for the player the way it is now. The real problem is that the original vanilla AI was never designed with this in mind so it simply gets wrecked.

My first thought is to somehow lessen the impact. Maybe make NPC calling share player lives. That way if you dump all your lives into summoning NPCs, you yourself better not die.

Secondly, they need to either do much less damage or simply be more fragile. On top of that, enemy HP and aggression and/or enemy damage must scale to match the number of NPCs.
 
Thanks for the feedback, and that's why gameplay videos of the entire game are important because they can highlight certain elements that need reviewing and optimization.
I'll see if it's possible to keep the allied NPC close to the player and prevent them from straying beyond a certain radius, thus acting more as a defender.

I also don't appreciate him camping at the edges of the screen trying to hit enemies that aren't on it.
This is definitely a feature that needs to be reviewed, and player feedback is that some enemies have a bit too much health starting at level 2. As for boss health, it's fine as it is ;)
For your information, I think some people have waited quite a while to test the game, and I'll be releasing version 1.5 this Sunday (which already offers a fair amount of content compared to 1.4).
It's far from perfect, but advanced enough to be an official release.
 
I had a general baseline of 64 HP for weakest mobs on level 1, then gradually increase by 32 HP each time. For each version of the same mob, it also got another +32 HP per version.

This was just a basic start tho so yeah, feel free to tweak. Had to start somewhere... There was no real standard at all originally. I'm not sure what the original logic even was... 🤔

PS, I think the red dragon fireball needs a travel limit. Allowing it to hit unlimited range off screen not only results in that camping problem, but it can bug the AI once the mob gets shoved far enough away offscreen.
 
Thanks buddy , I knew about the Down , Foward Attack but didnt know about the Down , Up Attack hahaha :)
Everyone has a d f+a, d u+a, back+a and a break/GTFO and rise attack.

If you're being hit, tap Block to break out. If knocked down, hold up and tap attack to rise attack.

The special moves are also not something overpowered. They're there just to give variation to the gameplay and add some variety as well as give the characters a bit of uniqueness. Otherwise GA1 and GA2 chars would be the same.

As far as damage goes, the max damage they do does not surpass the run jump diving attack. So they definitely are not required. You can play classic GA1 style and ignore them if you wish.
 
Everyone has a d f+a, d u+a, back+a and a break/GTFO and rise attack.

If you're being hit, tap Block to break out. If knocked down, hold up and tap attack to rise attack.

The special moves are also not something overpowered. They're there just to give variation to the gameplay and add some variety as well as give the characters a bit of uniqueness. Otherwise GA1 and GA2 chars would be the same.

As far as damage goes, the max damage they do does not surpass the run jump diving attack. So they definitely are not required. You can play classic GA1 style and ignore them if you wish.
Good to know buddy. Also the run jump diving attack has always been my go to move lol :)
 
The NPC's do too much. They effectively play the game for the player the way it is now. The real problem is that the original vanilla AI was never designed with this in mind so it simply gets wrecked.

My first thought is to somehow lessen the impact. Maybe make NPC calling share player lives. That way if you dump all your lives into summoning NPCs, you yourself better not die.

Secondly, they need to either do much less damage or simply be more fragile. On top of that, enemy HP and aggression and/or enemy damage must scale to match the number of NPCs.
A couple of months ago I suggested a great solution: add the option to set the number of lives separately for each NPC, for example from 1-15 to infinite lives.
Players would then be able to customize the number of lives for friendly NPCs to suit their own playstyle.
 
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I had a general baseline of 64 HP for weakest mobs on level 1, then gradually increase by 32 HP each time. For each version of the same mob, it also got another +32 HP per version.

This was just a basic start tho so yeah, feel free to tweak. Had to start somewhere... There was no real standard at all originally. I'm not sure what the original logic even was... 🤔

PS, I think the red dragon fireball needs a travel limit. Allowing it to hit unlimited range off screen not only results in that camping problem, but it can bug the AI once the mob gets shoved far enough away offscreen.
It would be cool if HP increased depending on how far the player has progressed through the levels. There's a system like that in Golden Axe 3, for example.
 
It would be cool if HP increased depending on how far the player has progressed through the levels. There's a system like that in Golden Axe 3, for example.
That is actually how it works now, just not automatically or programmatically. Mob HP is manually defined on a level/stage basis as opposed to HP being hardcoded into the enemy file... Reason for this is simple; there is only one actual mob 'file' and a bunch of 'alts' which are palette/colors. If we wanted to define HP in the mob file directly for say, grey Heninger, red Heninger, black Heninger etc, we'd have to create a file for each one which is too much trouble.

The ideal method would be to have some script in the backend that will automatically boost mob HP/aggression/damage on the fly the moment an NPC is summoned. If the NPC dies, the boost remains. That will make the player think carefully before summoning 3 NPC's at once say coz if they all die, then it's solo vs 3x boosted enemies 🤣

Unfortunately, such a script doesn't exist.
 
There are also `2p`, `3p`, and `4pspawn`, which are commands that allow you to summon more enemies when there are 2, 3, or 4 players, respectively.
Perhaps I could do the same if one or two allied NPCs are active.
 
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