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iriyap: Very much worth playing if you grew up during that era.
The question is, is it also worth playing if you didn't (or weren't involved with any of it)?

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gibbeynator: Shovel Knight launched at 15 dollars back in 2014. When they did the Treasure Trove update, they increased the price to 25 dollars. Now that the final piece of DLC is coming out, they're going to increase the price to 40 dollars. The DLC is only free for early adopters, everyone else is paying for the DLC as part of the base cost for the game. It's the Standard/Silver/Gold edition nonsense that's infected modern games, only without a Standard or Silver edition for people who want to save some money.
Yeah, actually this "last chance" tactics feels kind of devious. If there was a cheaper standard version or even a demo, one could just try that and then decide whether getting all the extra content would be worth paying for (even at full price) but instead they prey on the fear of missing out and encourage you to buy the cat in the bag just because it will only get more and more expensive in the future. Of course they want to entice people to buy their game in order to get paid for all their work, that's totally understandable, but from the potential buyers' point of view that's not really customer-friendly. And 40 dollars seems like a ridiculous price for a game like this in this time and age, regardless of how many expansions are included. If it's really that good that you'd want to play them all, selling base game + DLCs separately would have been the way to go, IMO. The actual tactics just makes people who resist it ever more unlikely to buy and play the game at all.
Post edited May 20, 2019 by Leroux
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dtgreene: Magic meters and similar mechanics have appeared in platformers of this sort even back in the NES era.
* Castlevania has hearts, which function as your subweapon ammo.
* Ninja Gaiden has ninpo, which works like Castlevania's hearts.
* Mega Man has weapon energy; the difference here is each weapon having separate energy and the meter starting full (instead of almost empty like in the other two examples here).

Also, 2d platformers with shops include Kid Icarus and Battle of Olympus, not to mention Ys 3: Wanderers of Ys.
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Crisco1492: Except I didn't identify the magic meter as something I hadn't seen in platformers. Good points about the shops, though. I never played any of those growing up, but I guess it wasn't all that unprecedented after all.
Even if the system of Castlevania and Mega Man don't look like magic meters (in that a number is used instead of a bar), not only does it function the same, but that's how Shovel of Hope works.
Mm.. the game looks nice, but I'm not such a fan of old-styled platformers to accept this last-chance sale.
Post edited May 20, 2019 by phaolo
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