Heh, we're definitely not taking mechanical inspiration from any of those NES games in terms of things like that. I remember the pain of those stairs all too well, too. I also really enjoyed many of the DS/GBA Castlevania games, but nothing quite had the same impact on me from a thematic sense as Castlevania II. What a horrible night to have a curse, and all that.
Yeah, I just wish I could still enjoy playing the old ones for what's good about them without getting frustrated. I only put up with it at the time because the newer ones didn't exist yet and hadn't fixed all those problems, though. Oh well.
I actually replayed the older ones recently and had a good time doing so, but they definitely aren't smooth like the new ones. But I still routinely play NES era games, so it wasn't as big a shock as if I hadn't touched that console in 20 years or something.
Okay, so now we just need a whip weapon. Think you guys could whip one up?
Actually, one thing that I'll be talking about in the more detailed post about the game is weapons in general -- as in, we've cut them from the game. Instead, we're focusing on an even wider variety of magic, including stuff that you can mix and match for more custom results, and including limited-use "scrolls" that you can craft from gem dust rather than full gems. Oh, and traps, both magical and non-magical, are still a thing. But physical weapons aren't really our strength in the animation department anyhow, and Terraria already has that locked up tight in the first place, so we're going with our strengths which are the particle animations and the magic and the crafting and slots systems. Just getting the barest bit started on that, only like two dozen spells so far, but my hope is to have at least 100 distinct spells by 1.0, if not more, and not counting all the crazy variants that you can make via slotting multiple spells together, etc.