Due to GOG in the past couple years I put a ton of time into most of the M&M games, particularly the Xeen ones, and Wizardry 6. Also M&MX that came out a couple years ago, and that Grimoire game made by a crazy person that really failed to live up to his decades of development. And of course all the Etrians on DS/3DS (and The Dark Spire!).
I really prefer that style of game to the Grimlock one that's been popularized recently. Not that I hate Grimlock but that's just a totally different genre to me. It's an action game, with a lot more focus on timing and physical/spacial puzzles than having a story and character development.
I'm actually kind of working on a classic style dungeon crawler right now on the platform Celeste started on, Pico-8. Who knows if I'll finish it or not but it's fun to try.
The branching off of the Japanese games happened well before the best games in the main line series too so the gridders they inspired all have felt a bit simple mechanically.
The Etrian games and The Dark Spire did a great job on combat mechanics and skills, and also in terms of role-playing opportunities on map events ("do you drink from the pool?").
It was actually Etrian I was specifically thinking about as feeling simple. I had fun with the ones I tried, but it was nothing like building up a faerie ninja who would attack 6 times in a row, half of them with a short sword that had a small chance of outright killing a target and the other half with a special faerie only rod with a very good chance of outright killing a target.
Man you really didn't get into the intricacies of the combat system then. Mid-game there's stuff like...this is just an example, I forget...each person buffs themselves to do more damage on their next couple turns, the landsnecht uses a skill that makes him "chase" every attack made by someone else with an elemental attack of his own, the dancer has a passive that gives them a 50% chance of attacking twice, and they use their ability that makes them do a chase attack after everyone else in the party, so with three other people attacking they've got a shot at hitting six times, and each time the landsnecht follows it up. Combined all together there's a chance at eighteen hits in one round, with elements and status effects flying all over the place. Stuff like that. Really mechanically interesting.
I think the only gridder I ever actually finished was Stonekeep way back when Interplay still existed. It was pretty mechanically simple (all your party members are AI), but I never found another game of that style with the amount of puzzles and world-building it contained. The Etrian games were a lot of fun, but the story and atmosphere were pretty ephemeral.
Thanks for everyone who answered all my questions. I woke up late, because I stayed up too late playing Zelda. The one thing I didn't expect to like at all about the Switch was the split joy cons mode. I tried it out of pure curiosity to just how it felt, and two hours later the Switch was propped up in front of me, my face resting on my left arm and my right was resting forward as I was running around Hyrule. I guess this is old hand for everyone who's been doing it, but being able to do whatever with your hands turns out to be something I needed but just didn't know it.
One thing I didn't like was the stock joy con strap. I'll look for something else, because I don't find the pairing buttons to be something I need access to at all times and I don't like feeling them.
Due to GOG in the past couple years I put a ton of time into most of the M&M games, particularly the Xeen ones, and Wizardry 6. Also M&MX that came out a couple years ago, and that Grimoire game made by a crazy person that really failed to live up to his decades of development. And of course all the Etrians on DS/3DS (and The Dark Spire!).
I really prefer that style of game to the Grimlock one that's been popularized recently. Not that I hate Grimlock but that's just a totally different genre to me. It's an action game, with a lot more focus on timing and physical/spacial puzzles than having a story and character development.
I'm actually kind of working on a classic style dungeon crawler right now on the platform Celeste started on, Pico-8. Who knows if I'll finish it or not but it's fun to try.
The branching off of the Japanese games happened well before the best games in the main line series too so the gridders they inspired all have felt a bit simple mechanically.
The Etrian games and The Dark Spire did a great job on combat mechanics and skills, and also in terms of role-playing opportunities on map events ("do you drink from the pool?").
It was actually Etrian I was specifically thinking about as feeling simple. I had fun with the ones I tried, but it was nothing like building up a faerie ninja who would attack 6 times in a row, half of them with a short sword that had a small chance of outright killing a target and the other half with a special faerie only rod with a very good chance of outright killing a target.
Not gonna lie, that sounds less "mechanically interesting" and more "standard tabletop munchkinry based on interaction oversight on the devs' part".
Due to GOG in the past couple years I put a ton of time into most of the M&M games, particularly the Xeen ones, and Wizardry 6. Also M&MX that came out a couple years ago, and that Grimoire game made by a crazy person that really failed to live up to his decades of development. And of course all the Etrians on DS/3DS (and The Dark Spire!).
I really prefer that style of game to the Grimlock one that's been popularized recently. Not that I hate Grimlock but that's just a totally different genre to me. It's an action game, with a lot more focus on timing and physical/spacial puzzles than having a story and character development.
I'm actually kind of working on a classic style dungeon crawler right now on the platform Celeste started on, Pico-8. Who knows if I'll finish it or not but it's fun to try.
The branching off of the Japanese games happened well before the best games in the main line series too so the gridders they inspired all have felt a bit simple mechanically.
The Etrian games and The Dark Spire did a great job on combat mechanics and skills, and also in terms of role-playing opportunities on map events ("do you drink from the pool?").
It was actually Etrian I was specifically thinking about as feeling simple. I had fun with the ones I tried, but it was nothing like building up a faerie ninja who would attack 6 times in a row, half of them with a short sword that had a small chance of outright killing a target and the other half with a special faerie only rod with a very good chance of outright killing a target.
Not gonna lie, that sounds less "mechanically interesting" and more "standard tabletop munchkinry based on interaction oversight on the devs' part".
In Wizardry 8, there's an entire skill line devoted to occasionally instantly killing a target. It's a class skill for three classes. A fourth gets an instant kill chance as a function of their ranged combat skill. And then a lot of weapons, mostly more agile swords and daggers, have a small chance to do so as an intrinsic bonus. The Cane of Corpus is a specifically a faerie ninja weapon that's been in a few games with a higher instant death chance that is extremely strong in exchange for the fact that both ninja and faeries have severe equipment restrictions that prevent them using a lot of other gear.
So munchkinry but intentional on the part of the devs. Wizardry in the Cosmic Forge trilogy involved a lot of opportunity to make normally boring melee fighters masters of destruction. Even another run at 8 that was far less tuned still had a catman ninja tearing through monsters with his bare hands/paws.
Still having spent a lot of time in Bane of the Cosmic Forge, it felt really easy to come up with optimal strategy, and it was usually choosing "attack." By comparison to Etrian, not a lot of combos, or one party member helping to set up another, or planning for a big move 2 turns down the line. Everyone just used their best attack or skill and that was that.
Still having spent a lot of time in Bane of the Cosmic Forge, it felt really easy to come up with optimal strategy, and it was usually choosing "attack." By comparison to Etrian, not a lot of combos, or one party member helping to set up another, or planning for a big move 2 turns down the line. Everyone just used their best attack or skill and that was that.
Wizardry is less the command in battle and more how you gear up and build characters. The series peaked with 7 in '93 and that was before RPGs started to give meaningful attack options to non-magical characters. 8 came out in the 2000s but was more about making previously lackluster classes more impactful over giving them great new options (though the Fighter's new berserk ability gets absurdly powerful later).
I think Etrian really depends on party comp for complexity so if you're not using a guide you can end up with fairly simple gameplay. Like you mentioned the Landshark chaser build but if someone used the other tree like I did they're not much beyond a straight forward bruiser while my Dark Hunter seemed like she'd have some fun combo possibilities but anything of import resisted the binds needed to set things up. When they started to get weirder classes like in 3, it got more interesting especially with multiclassing but something about the dungeons just didn't click for me in that one.
Still having spent a lot of time in Bane of the Cosmic Forge, it felt really easy to come up with optimal strategy, and it was usually choosing "attack." By comparison to Etrian, not a lot of combos, or one party member helping to set up another, or planning for a big move 2 turns down the line. Everyone just used their best attack or skill and that was that.
Wizardry is less the command in battle and more how you gear up and build characters. The series peaked with 7 in '93 and that was before RPGs started to give meaningful attack options to non-magical characters. 8 came out in the 2000s but was more about making previously lackluster classes more impactful over giving them great new options (though the Fighter's new berserk ability gets absurdly powerful later).
I think Etrian really depends on party comp for complexity so if you're not using a guide you can end up with fairly simple gameplay. Like you mentioned the Landshark chaser build but if someone used the other tree like I did they're not much beyond a straight forward bruiser while my Dark Hunter seemed like she'd have some fun combo possibilities but anything of import resisted the binds needed to set things up. When they started to get weirder classes like in 3, it got more interesting especially with multiclassing but something about the dungeons just didn't click for me in that one.
Yeah, it's difficult to get status builds going consistently without help, depending on game. In IV I could reliably stick poison off Ninja though... and it was a pretty strong poison at max rank. Still didn't touch the ludicrous I class though (Charge>Accel drive, one-shot final boss's last phase...). EO2 dark hunter got some help with burst skills though, since theirs was an automatic full bind. I don't think they've ever let anyone have that silly button since.
Subclassing opened a lot of fun stuff up. My favorite in III was the gimmick Ninja/Monk clone build. Clone dies = full HP/TP to everyone else and damage to enemy, so you just spam cloning to fill every spot and then start autoattacking.
Due to GOG in the past couple years I put a ton of time into most of the M&M games, particularly the Xeen ones, and Wizardry 6. Also M&MX that came out a couple years ago, and that Grimoire game made by a crazy person that really failed to live up to his decades of development. And of course all the Etrians on DS/3DS (and The Dark Spire!).
I really prefer that style of game to the Grimlock one that's been popularized recently. Not that I hate Grimlock but that's just a totally different genre to me. It's an action game, with a lot more focus on timing and physical/spacial puzzles than having a story and character development.
I'm actually kind of working on a classic style dungeon crawler right now on the platform Celeste started on, Pico-8. Who knows if I'll finish it or not but it's fun to try.
The branching off of the Japanese games happened well before the best games in the main line series too so the gridders they inspired all have felt a bit simple mechanically.
The Etrian games and The Dark Spire did a great job on combat mechanics and skills, and also in terms of role-playing opportunities on map events ("do you drink from the pool?").
It was actually Etrian I was specifically thinking about as feeling simple. I had fun with the ones I tried, but it was nothing like building up a faerie ninja who would attack 6 times in a row, half of them with a short sword that had a small chance of outright killing a target and the other half with a special faerie only rod with a very good chance of outright killing a target.
It sounds like you might want to try Experience's Wizardry clones, they do a good job of copying some of that arcane weirdness the older Wizardry stuff had(with a thick veneer of weeb usually). Their more recent releases do have Steam ports, so they're easy to get. Operation Abyss, Operation Babel(sequel), Stranger of Sword City
0
AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
Oh yeah those are good. I can personally attest to Stranger of Sword City being a really good entry to the genre. In fact IIRC it is getting an updated remake some time this year for, uh, I wanna say Xbone? Maybe some other things too?
And while I admit they are incredibly niche genre I love me Wizardry clones. The whole so stupidly, unfairly hard and then you figure shit out and break the game's back over your knee while screaming at the sky kind of stuff is great fun for me.
A Capellan's favorite sheath for any blade is your back.
So picked up a pro controller, and haven't tried it out yet, but the play on that dpad (between directions) is pretty damn short.
Not entirely sure this will help my Celeste game, but at least the wife and I can play MK8 without joycon induced cramping.
Does your at least have the center pivot?
I kinda wish Nintendo was doing exchanges. I can press all four directions at once on my pro controllers d-pad because it's one first gen ones.
I didn't even really notice it until playing a bunch of things on my SNES Classic but now I basically hate having to use the d-pad for anything on my pro controller.
0
Handsome CostanzaAsk me about 8bitdoRIP Iwata-sanRegistered Userregular
So picked up a pro controller, and haven't tried it out yet, but the play on that dpad (between directions) is pretty damn short.
Not entirely sure this will help my Celeste game, but at least the wife and I can play MK8 without joycon induced cramping.
Does your at least have the center pivot?
I kinda wish Nintendo was doing exchanges. I can press all four directions at once on my pro controllers d-pad because it's one first gen ones.
I didn't even really notice it until playing a bunch of things on my SNES Classic but now I basically hate having to use the d-pad for anything on my pro controller.
So picked up a pro controller, and haven't tried it out yet, but the play on that dpad (between directions) is pretty damn short.
Not entirely sure this will help my Celeste game, but at least the wife and I can play MK8 without joycon induced cramping.
Does your at least have the center pivot?
I kinda wish Nintendo was doing exchanges. I can press all four directions at once on my pro controllers d-pad because it's one first gen ones.
I didn't even really notice it until playing a bunch of things on my SNES Classic but now I basically hate having to use the d-pad for anything on my pro controller.
It's calling out to you...
I actually have the SNES classic one. I just wish my pro controller had let level of d-pad instead of the garbage one that's currently on it :P
I really want a pro controller but have been putting it off because they're so dang expensive. Is there a newer version that has a better Dpad???
If you don't mind the SNES controller form factor or having to update firmware ocassionally the best alternative to the pro controller is the SN30Pro by 8bitdo (the controller posted above). It does everything the pro controller does sans nfc and the HD part of HD rumble, and it's like $20 to $30 cheaper. The d-pad is much better as well.
All the breakdowns of the pro controller I've seen show it really isn't that hard to take apart as all the screws are phillip heads, no tri screws that Nintendo likes to use. The dpad is completely modular and removable, and the "problem" with it is that there's a center nub that's designed to make it hard to press it in opposite directions, and the nub is just simply not big enough. Therefore, it should be simple to DIY the thing yourself. Either by buying a better dpad, or even Macgyvering something up (though I'm at a loss as to what, like gluing some more plastic to the center to make the nub bigger or something).
Not that you should have to in the first place, it's kind of a bummer the dpad isn't up to snuff (though I've personally never had a problem... yet). But I'm also kind of surprised there isn't a bigger scene in trying to fix it, because it looks like an easy fix.
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
+1
WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
Mario Odyssey spoilers.
Tonight I started to head for
Bowser's Castle
and instead encountered
Bowser and a motherfucking Dark Souls-ass dragon
, which had somehow not been spoiled for me in any screenshots or material I'd seen. And I was so stoked, like hell yeah can't wait to go three rounds with that shit later.
I saw that Clustertruck is coming to the Switch. I had fun playing that on Xbox, and wouldn’t mind a second go at it if the port is good. It’s a perfect game for a mobile system, because it’s all about a huge amount of short runs. You might be stuck repeating one for a little bit, but a complete run is always around 2 minutes or less.
I saw that Clustertruck is coming to the Switch. I had fun playing that on Xbox, and wouldn’t mind a second go at it if the port is good. It’s a perfect game for a mobile system, because it’s all about a huge amount of short runs. You might be stuck repeating one for a little bit, but a complete run is always around 2 minutes or less.
So picked up a pro controller, and haven't tried it out yet, but the play on that dpad (between directions) is pretty damn short.
Not entirely sure this will help my Celeste game, but at least the wife and I can play MK8 without joycon induced cramping.
Does your at least have the center pivot?
I kinda wish Nintendo was doing exchanges. I can press all four directions at once on my pro controllers d-pad because it's one first gen ones.
I didn't even really notice it until playing a bunch of things on my SNES Classic but now I basically hate having to use the d-pad for anything on my pro controller.
It's calling out to you...
I have an 8bitdo, but don't use it cuz no amiibo support. If I decide I want about a million mushrooms while I'm playing Zelda, I don't wanna have to switch controllers.
Withdrawing any and all concerns about Dandara. Started out neat, has developed into rad as hell. Movement still finicky but increasingly makes me feel awesome. Metroid comparisons are apt, even though the upgrades are severely toned down from the real thing. Boss fights are awesome, new abilities open new areas even if backtracking is limited.
I’m really starting to love this thing. If it maintains this kind of energy through the end I’m going to come back here raving.
I really want a pro controller but have been putting it off because they're so dang expensive. Is there a newer version that has a better Dpad???
Yeah with newer version of the pro controller there's a center nub/pivot that prevents you from pushing more than two directions at the same time. In the original pro controller that nub/pivot is technically there but it's small enough that you can press all four directions at once which is a bit of a problem because it makes it much less reliable.
I guess I'm not sure how you guys are hitting all 4 directions at once on the dpad? I haven't really had any issues with it yet but I think the only game I used with it was Shovel Knight.
I'm in chapter 2 in DQ Builders and it seems your base/town doesn't ever get bigger than that initial square area huh? Really trying to squeeze rooms here and the game really seems to imply that you don't build roofs on buildings. Building up seems the way to go but I don't like fighting the camera every time I enter an enclosed room.
I guess I'm not sure how you guys are hitting all 4 directions at once on the dpad? I haven't really had any issues with it yet but I think the only game I used with it was Shovel Knight.
I've been playing Mercenary Kings and trying to use the d-pad most of the time but very often I will go through a door by pressing up, and then press left or right to walk in the new area, and somehow it thinks I pressed up and immediately goes back through the same door.
I'm in chapter 2 in DQ Builders and it seems your base/town doesn't ever get bigger than that initial square area huh? Really trying to squeeze rooms here and the game really seems to imply that you don't build roofs on buildings. Building up seems the way to go but I don't like fighting the camera every time I enter an enclosed room.
I read a tip online, someone said that when your town levels up you're back at 0 XP, so at that point you remove all the doors to your rooms which would normally lose you a lot of XP, but you're already at 0...then you put the doors back on and gain a lot of XP for the next level.
I'm in chapter 2 in DQ Builders and it seems your base/town doesn't ever get bigger than that initial square area huh? Really trying to squeeze rooms here and the game really seems to imply that you don't build roofs on buildings. Building up seems the way to go but I don't like fighting the camera every time I enter an enclosed room.
You can build outside of the square, but it won't count towards your level. It will count towards meeting a building requirement (like build this thing with this blueprint) though.
The last fight will always only bring in your core base, it seems. So keep your fortification.
I'm in chapter 2 in DQ Builders and it seems your base/town doesn't ever get bigger than that initial square area huh? Really trying to squeeze rooms here and the game really seems to imply that you don't build roofs on buildings. Building up seems the way to go but I don't like fighting the camera every time I enter an enclosed room.
I haven't played the Switch version, but on the PS4 version you can build outside of the initial square area, but only what is in the square counts towards the town points. So, yes, vertical is the way to go if you want everything to count. And you will eventually get roofs.
+2
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
My problem with the 8Bitdo is which one do I get? US or Euro colors? I can't decide!
I guess I'm not sure how you guys are hitting all 4 directions at once on the dpad? I haven't really had any issues with it yet but I think the only game I used with it was Shovel Knight.
Read the post I wrote directly above yours.
It's not that anyone is hitting all four directions at once. It's that being able to press all four directions at once is indicative of a serious flaw in the controller. The result of this flaw is that it's fantastically easy to hit multiple (not all four but more than one) directions at once when trying to press just one direction.
Basically because the center pivot isn't large/tall enough there's so much give in the d-pad that "right" becomes "up-right" or "down-right" with far too small of a variation in the button press.
I really hope nintendo releases larger joycons. I LOVED the split controls on the wii, but the joycons are so small holding them comfortably is impossible.
Posts
It was actually Etrian I was specifically thinking about as feeling simple. I had fun with the ones I tried, but it was nothing like building up a faerie ninja who would attack 6 times in a row, half of them with a short sword that had a small chance of outright killing a target and the other half with a special faerie only rod with a very good chance of outright killing a target.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
One thing I didn't like was the stock joy con strap. I'll look for something else, because I don't find the pairing buttons to be something I need access to at all times and I don't like feeling them.
I liked Celeste's story
The core story is inoffensive. It's just the cutscenes seem to go on forever despite not a lot happening or being said within them.
Not gonna lie, that sounds less "mechanically interesting" and more "standard tabletop munchkinry based on interaction oversight on the devs' part".
In Wizardry 8, there's an entire skill line devoted to occasionally instantly killing a target. It's a class skill for three classes. A fourth gets an instant kill chance as a function of their ranged combat skill. And then a lot of weapons, mostly more agile swords and daggers, have a small chance to do so as an intrinsic bonus. The Cane of Corpus is a specifically a faerie ninja weapon that's been in a few games with a higher instant death chance that is extremely strong in exchange for the fact that both ninja and faeries have severe equipment restrictions that prevent them using a lot of other gear.
So munchkinry but intentional on the part of the devs. Wizardry in the Cosmic Forge trilogy involved a lot of opportunity to make normally boring melee fighters masters of destruction. Even another run at 8 that was far less tuned still had a catman ninja tearing through monsters with his bare hands/paws.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
Wizardry is less the command in battle and more how you gear up and build characters. The series peaked with 7 in '93 and that was before RPGs started to give meaningful attack options to non-magical characters. 8 came out in the 2000s but was more about making previously lackluster classes more impactful over giving them great new options (though the Fighter's new berserk ability gets absurdly powerful later).
I think Etrian really depends on party comp for complexity so if you're not using a guide you can end up with fairly simple gameplay. Like you mentioned the Landshark chaser build but if someone used the other tree like I did they're not much beyond a straight forward bruiser while my Dark Hunter seemed like she'd have some fun combo possibilities but anything of import resisted the binds needed to set things up. When they started to get weirder classes like in 3, it got more interesting especially with multiclassing but something about the dungeons just didn't click for me in that one.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
Yeah, it's difficult to get status builds going consistently without help, depending on game. In IV I could reliably stick poison off Ninja though... and it was a pretty strong poison at max rank. Still didn't touch the ludicrous I class though (Charge>Accel drive, one-shot final boss's last phase...). EO2 dark hunter got some help with burst skills though, since theirs was an automatic full bind. I don't think they've ever let anyone have that silly button since.
Subclassing opened a lot of fun stuff up. My favorite in III was the gimmick Ninja/Monk clone build. Clone dies = full HP/TP to everyone else and damage to enemy, so you just spam cloning to fill every spot and then start autoattacking.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
It sounds like you might want to try Experience's Wizardry clones, they do a good job of copying some of that arcane weirdness the older Wizardry stuff had(with a thick veneer of weeb usually). Their more recent releases do have Steam ports, so they're easy to get. Operation Abyss, Operation Babel(sequel), Stranger of Sword City
And while I admit they are incredibly niche genre I love me Wizardry clones. The whole so stupidly, unfairly hard and then you figure shit out and break the game's back over your knee while screaming at the sky kind of stuff is great fun for me.
Does your at least have the center pivot?
I kinda wish Nintendo was doing exchanges. I can press all four directions at once on my pro controllers d-pad because it's one first gen ones.
I didn't even really notice it until playing a bunch of things on my SNES Classic but now I basically hate having to use the d-pad for anything on my pro controller.
It's calling out to you...
Resident 8bitdo expert.
Resident hybrid/flap cover expert.
I actually have the SNES classic one. I just wish my pro controller had let level of d-pad instead of the garbage one that's currently on it :P
INSTAGRAM
If you don't mind the SNES controller form factor or having to update firmware ocassionally the best alternative to the pro controller is the SN30Pro by 8bitdo (the controller posted above). It does everything the pro controller does sans nfc and the HD part of HD rumble, and it's like $20 to $30 cheaper. The d-pad is much better as well.
You can get it in SNES or Super Famicom colors on Amazon: https://www.amazon.com/8Bitdo-SN30-Controller-Windows-macOS-Android/dp/B0748S1VDC
Resident 8bitdo expert.
Resident hybrid/flap cover expert.
Not that you should have to in the first place, it's kind of a bummer the dpad isn't up to snuff (though I've personally never had a problem... yet). But I'm also kind of surprised there isn't a bigger scene in trying to fix it, because it looks like an easy fix.
Tonight I started to head for
And then
So, so good.
INSTAGRAM
Man, it's weird to think that I've seen this game go from "idea some guy was throwing around on Reddit" to a fully realized game on multiple systems.
Still haven't played it yet, but I'll probably end up getting it for Switch.
I have an 8bitdo, but don't use it cuz no amiibo support. If I decide I want about a million mushrooms while I'm playing Zelda, I don't wanna have to switch controllers.
Twitch: akThera
Steam: Thera
I’m really starting to love this thing. If it maintains this kind of energy through the end I’m going to come back here raving.
Yeah with newer version of the pro controller there's a center nub/pivot that prevents you from pushing more than two directions at the same time. In the original pro controller that nub/pivot is technically there but it's small enough that you can press all four directions at once which is a bit of a problem because it makes it much less reliable.
I've been playing Mercenary Kings and trying to use the d-pad most of the time but very often I will go through a door by pressing up, and then press left or right to walk in the new area, and somehow it thinks I pressed up and immediately goes back through the same door.
I read a tip online, someone said that when your town levels up you're back at 0 XP, so at that point you remove all the doors to your rooms which would normally lose you a lot of XP, but you're already at 0...then you put the doors back on and gain a lot of XP for the next level.
You can build outside of the square, but it won't count towards your level. It will count towards meeting a building requirement (like build this thing with this blueprint) though.
The last fight will always only bring in your core base, it seems. So keep your fortification.
I haven't played the Switch version, but on the PS4 version you can build outside of the initial square area, but only what is in the square counts towards the town points. So, yes, vertical is the way to go if you want everything to count. And you will eventually get roofs.
Make a pot room. Villagers make pots.
Put pots everywhere.
Just like Zelda but high,
Read the post I wrote directly above yours.
It's not that anyone is hitting all four directions at once. It's that being able to press all four directions at once is indicative of a serious flaw in the controller. The result of this flaw is that it's fantastically easy to hit multiple (not all four but more than one) directions at once when trying to press just one direction.
Basically because the center pivot isn't large/tall enough there's so much give in the d-pad that "right" becomes "up-right" or "down-right" with far too small of a variation in the button press.