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891456 Posts in 33544 Topics- by 24777 Members - Latest Member: Amy

June 19, 2013, 06:39:30 PM
TIGSource ForumsDeveloperFeedbackMomodora II
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Author Topic: Momodora II  (Read 16527 times)
Ben_Hurr
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nom nom nom


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« Reply #15 on: July 11, 2011, 08:14:23 AM »

I'm having serious problems with telling apart the foreground, background, and interactive objects in this game. <__>

But I'm not sure why.  It's gorgeous regardless.
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RichMakeGame!
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« Reply #16 on: July 11, 2011, 08:16:16 AM »

I just hit new game as soon as I saw it. I think you should consider the possibility that someone might not look at the controls, especially since it's next to 'delete save data' and the screen is about selecting a save slot. It's easy to take a glance and assume the buttons are to do with save management- which you don't care about yet since you're starting a new game.
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Pineapple Smash Crew
http://forums.tigsource.com/index.php?topic=20362.0
testers requested: will do playtest swap if you need yours tested, PM
www.richmakegame.com
todd
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msmymo


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« Reply #17 on: July 11, 2011, 08:36:49 AM »

I know there's something in that black chest. There has to be...
Also, what is the point of filling up that white bar on the top right of the UI by praying to the statues? I filled it up all the way but haven't a clue what it's for.
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Elektrobear
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« Reply #18 on: July 11, 2011, 08:41:08 AM »

You can't get to the last area unless you fill the bar.
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leonelc29
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« Reply #19 on: July 11, 2011, 09:19:26 AM »

yes, there are two main endings. you can try looking at the map to see which rooms you haven't been to and try to figure things out yourself!

i know which room i haven't enter, but just don't have any idea how...will look for it, like a detective! Noir

also, the black chest can't be opened, haha. it's just a ref to ct.
Facepalm

EDIT:
get it! get it!  Cheesy

and awesome music!
« Last Edit: July 11, 2011, 10:03:44 AM by leonelc29 » Logged
phoborobo
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« Reply #20 on: July 11, 2011, 09:44:43 AM »

Sweet and compact game. The soundtrack and visual style combined create a soothing yet immersive atmosphere, in particular.

In other news, the file seems to have exceeded its download limit at Dropbox for today.  Screamy
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trq
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« Reply #21 on: July 11, 2011, 10:02:42 AM »

Beated. Nice game

Btw, link doesn't work now, it says
Quote
This account's public links are generating too much traffic and have been temporarily disabled!
You sould add mirror!
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MaloEspada
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« Reply #22 on: July 11, 2011, 10:03:17 AM »

yes, i saw that. there is a mirror now!
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jotapeh
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« Reply #23 on: July 11, 2011, 11:02:22 AM »

I don't have a PC handy so I can't play this, but I watched the 10 minute playthrough video. I really like it. Even watching the playthrough everything felt right, the level design, the character actions, etc..

Only nitpick would be the cheesiness of the plot/dialogue, but it's easy to overlook when everything else just seems so perfect. Wish I could play it.
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Ashking
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« Reply #24 on: July 11, 2011, 11:53:58 AM »

The second boss is too haaaard
I've been backing into the corner as he does the spinny dart thingy, then jumping out of the way as he dashes towards me, pumping a few seals into him from afar then double-jump dashing over the triple wave and repeating.
Is there something I'm missing or do I just suck?
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Elektrobear
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« Reply #25 on: July 11, 2011, 12:00:42 PM »

You should try and melee her just before he does the triple wave. Or if you have enough hearts, ignore the waves and try and put as much damage on as you can.
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todd
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msmymo


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« Reply #26 on: July 11, 2011, 03:41:16 PM »

Your shameless plug worked Elektrobear. I'm digging the music. Last night I rage quit on the last boss but picked it up again today and beat her in my first couple tries.

Some crits:

-the bosses could feel more organic. I enjoyed them, but I think it would be much more fun if they responded to what the player was doing and had some unpredictability to them. I guess a start would be giving them Less giant energy balls and more strategy to their attacks.

-the music would get chopped off whenever someone would start talking to you. It would be nice if it faded out.

-those little triangle dudes that went up and down really fast felt like a quick filler for some kind of obstacle. They were just kind of annoying and burdensome.

-Oh, and put something in that chest  Lips Sealed


Positives:

-beautiful artwork/music

-great atmosphere

-good enemy variation

-the difficulty feels just right

Great work guys. You probably have some suits gnashing their teeth, wishing they had some of that indie magic.
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xerus
Vice President of Marketing, Romeo Pie Software
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kpulv

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« Reply #27 on: July 11, 2011, 04:57:39 PM »

Yo yo yo I just started playing this and I have some FEEDBACK.

First of all, it's pretty cool.  I love me some exploration platforming, and the environments are pretty rad and interesting and make me want to explore, so good job with THAT.  There are a few things taking away from the experience for me though.

- You have some pretty high fi, cool sounding tunes!  But the rest of the audio just isn't good enough in comparison... all the sound effects seem to be just simple vanilla sfxr sounds, except for a few such as the bell.  This game should be ascending well above the realm of just plain ole sfxr sounds, this ain't no 48 hour game jam game bro!

- The camera is super disorienting at times.  It seems like you're trying to create camera walls and then use the player's position to track the camera across the walls which creates some crazy disorienting moments where there's an enemy or jump at the edge of the screen (both horizontal and vertical)

- Sort of related to the camera, when I go into a new room I seem to be a few tiles into the room already which is unintuitive for me.  I expect to be right on the edge of the screen and I start playing as such until my brain is like "WAIT HOLD ON WE'RE NOT WHERE WE THINK WE ARE"  Also there's a vertical room where you jump up and theres no way you can reach the top of it, but somehow its enough to get warped into the room above which gives me the same disorienting sensation.

- NO TEXT BLOOPIDY BLOOP SOUNDS?!

- This isn't something thats bothering me but I really like hitting the bells as a save system, but this is where the sound differences are amplified to the point where my OCD drives me insane.  I swing at the bell which is an sfxr noise channel sound, and the bell is a hi fi bell ringing sound.  The contrast between those two sounds playing at exactly the same time in the same game action bothers me.

- In the Mint End area I'm having some really bad problems reading the collision layer.  Stuff that I think is a wall isnt, stuff I think isn't a platform is, etc.  this mostly happens in the area where there are blue bricks covering most of the screen.

- It seems like the framerate cuts in half when I'm scrolling between screens?  Maybe I'm imagining this.

- This is a personal preference but interpolating the screen shake is really weird to me because it completely removes the "quaking" like property of the shake that gives it power.

Okay well I'm going to keep playing now but so far I really like it!  Gentleman
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eiyukabe
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« Reply #28 on: July 11, 2011, 05:05:06 PM »

I haven't played Momodora I yet and was going to do that before playing this, but dropbox is down for that as well Sad. Can I get a mirror for the first one please?
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Gabriel Verdon
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« Reply #29 on: July 11, 2011, 05:05:27 PM »

Just played it - really lovely work rdein. The art and style are top notch.

As for feedback, xerus just hit every point I was going to say. Except for one, which is that I think the game could really use footstep sounds. As it is right now the sound layer just feels unfinished to me.

But, overall, it's a super cool game.
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