Heyo. If you're a returning reader (very unlikely), welcome back! Otherwise, I know I'm sending this blog post to some of my friend groups, so welcome to the blog! If you want to read the previous updates for THIS version of the game, begin from the 'Eight Years' post down below. Everything before that is for previous iterations.
So, for the new people (the majority of people reading this, really), the game is...
(I just wanted an excuse to put the logo here, okay?)
CQ0 is... remake of a remake of a reboot of a revamp of a game I made when I was 13, called Cereal Quest. Trust me, that sentence is not an exaggeration! One day, I will make a video detailing the history of this project, and the sheer amount of (failed) iterations it's gone through over the years, but that day is not today. Instead, this will be the day (we're waiting fooor!) that we get into the game's premise.
For those totally unfamiliar, CQ0 will be an action platformer with some puzzles, and shmup segments too. It'll be quite hard, but everything in the game will be possible no-hit.
Additionally, it's quite inspired by the Distorted Travesty series, particularly 3 and 4 (of which I'm a tester), so you can think of this game as a... Distorted Travesty 3.5 from another dimension.
The original Cereal Quest was a regular RPG made in RPG Maker VX Ace, but since this one's a 2D platformer it'll be made in Game Maker 8.2. (Not Studio 2, as I am very fast with and far more confident in using 8.2. And don't worry, Zephyr, I saw that GMLive is available for 8.2 aswell, so I'm definitely buying that).
Now, let's get into the characters!
The main character of the game is Roger, a stoic man with an... indifferent look to him, who lives by himself in the middle of nowhere. One day, he goes out to visit his friend Mr. Skelly, when the two of them make a disturbing discovery...
The deuteragonist, Mr. Skelly, will also be a playable character, the second of three, in fact! He is a renowned knight of Castle Skelly, serving under King Skelly (do you see the pattern yet). He doesn't meet with Roger in-person much, but the both of them are good friends, and will certainly benefit from each other's company when the frigid wind comes, and the shade creeps in.
Now, I won't post many details about the third playable character. Mostly because I want her to be a bit of a surprise, when you unlock her.
The two things I will say is that firstly, she will have a shmup moveset, inspired by CAVE games like DoDonPachi and Deathsmiles, and secondly, unlike Roger & Mr. Skelly, you won't be able to switch to her at any time, only in certain situations.
Now, enough about that nonsense. Let's talk about an entirely different game, Distorted Travesty 4!
I am... almost? done playing DT4, my personal white whale and the definite biggest inspiration for this project. I'm up to the last few bosses now, and I'll probably be done within a few weeks. Or a few months.
Yes, that's right, I've been playing this game semi-regularly for the past... I believe since late September of last year? (I remember I only really got into it after I beat Silksong).
So, getting to 6 months for a single playthrough now, and I'm not even done. I also haven't taken a break from it longer than about a week. That's just how long and difficult this game is.
Because of that, I have been slowly, slowly corrupted. My last post mentioned that CQ0 wouldn't be as hard as DT4, and it would be a "maybe 3, but definitely not 4 button" combat system, yeah?
That's completely out the window. The abyss has consumed me whole, and now I am obligated to spit out something that is disgustingly difficult and complex too. I am sorry. I apologize. There's no going back for me now. Although... the abyss is quite nice, I like being here.
I will say, it is likely that nothing in CQ0 will be as hard as lategame DT4. But that's mostly a testament to how... mind-breaking lategame DT4 is, rather than an assurance that it will be possible for normal people. However, I will add some difficulty modes to the game (as I believe those to be superior to difficulty sliders personally), so don't worry too much about it.
As for the length... My estimate is for the game to take about 30-50 hours to complete, but that could vary wildly. I definitely want it to be possible to beat in one sitting though.
With that being said, something that's not too important, but still relevant for this blog, is that I've changed up the aesthetic of the game dramatically. It is now substantially bluer than I envisioned at the onset. However, I won't go back and re-update the blog's aesthetics, because hoo boy I do not want to mess with Blogger's weird aesthetic interface again. So, enjoy the fiery look, because it's here to stay.
Anywho, as an example of what I mean by 'bluer', here's the title screen:
(I was being very literal there).
By the way, the resolution of the game is indeed 480x360. However, that is simply because it is God's resolution. It can scale perfectly to MOST monitor sizes, and it's in 4:3, which y'know, means it also accommodates for 4:3 monitors. You'd be surprised at how many people still use a 4:3 monitor nowadays.
Since the player character is quite small (32x32, all the sprites here are scaled up), that means I actually still have a bunch of screenspace to work with, despite the 4:3 resolution. I had it at 16:9 before, but I felt that made the main character look super small, so changing it back to 4:3 helped fix that.
So! About the gameplay. You have two attack buttons, Melee, and Radiant. Holding up or down will also perform a different attack variant. Essentially, you have 6 attacks per character mapped to 2 attack buttons.
Melee is pretty self-explanatory, but Radiant is a unique name for a reason. Early on, you'll get this item called the Radiant Rod, which allows you to use Radiant attacks:
(Image may not be the sprite used for the item in-game, but I wanted to at least give you an idea of it).
It's greatly inspired by an ability in DT4 (of course), and you can think of it as a type of magic attack. Radiant attacks also have up/down variants, and each variant is a separate element (although for example, the up variant will be the same element on both characters). Every single attack variant will also have SOME kind of interaction with other attacks too, so there's plenty of combo opportunity to be had here.
But essentially, you have 12 attacks total, with 3 elements, split between 2 playable characters (Though, there's actually 5 elements since one of your melee variants is unique, and melee itself counts as an element). That's ALSO alongside the character switch button, a (non-iframe) dash button, and probably a guard/parry button. Lots of buttons and combat options here.
I say probably a guard/parry because, while my main inspiration, DT4, is a fairly parry-centric game, I'm not sure if having one will add much value to mine. We'll have to see how the combat plays out with the attack variants, and see if it fits.
If I do add a parry, though, you can rest assured, quof, that I will have the circle indicators like the ones from DT4, to telegraph the parry timings. Memorizing wonky timings won't be a problem here.
Now, unrelated to the game, later on I want to use this blog to talk about other games and VNs I play, in sort of a review fashion. Most likely after I'm done with DT4, as it's been consuming all of my time...
Currently on the docket I've got Demon's Crest, Paper Mario 64, Subahibi, Drakengard 3, Nine Sols, and Captain Wayne (All of these I've played a bit but haven't finished). You can suggest other games to me on Discord or in the comments if you want to, but no guarantee that I'll get through them.
That's all I want to say for now. See ya, space cowboy...


