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878894 Posts in 32944 Topics- by 24352 Members - Latest Member: odingrey

May 22, 2013, 11:03:57 PM
TIGSource ForumsDeveloperFeedbackMomodora II
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Author Topic: Momodora II  (Read 16069 times)
xerus
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« Reply #30 on: July 11, 2011, 05:08:47 PM »

Also putting that black chest in the game as a reference to Chrono Trigger is incredibly evil and sick of you and you should update the game and put in some way to open it and put some sort of amazing item in it otherwise this simple sprite of a chest will haunt me for the rest of my days.
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MaloEspada
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« Reply #31 on: July 11, 2011, 05:30:00 PM »

thanks for the nice words and feedback!!

i've gotten some complaints about the background/foreground differentiation. it's a concern i personally don't have but i can see how it may bother you. thanks for pointing it out.

some people said the difficulty curve has some spike points (the bosses increase in difficulty but the stages don't). this is hard to fix so i hope it's not felt by many.

about the music/sfx being in "different levels of quality"... well, it's true i'm no sound guy! i feel it's passable but it definitely could use some work. the bell sfx was made in fruity loops (just like the music) while the rest was made in sfx/bfxr.

as for the camera complaint: i guess it's a really different camera so a complain is fine. i probably won't go back to this camera style in possible future games as it was mostly an experiment. i'd like to test using the traditional camera AND a "focus" camera in the same game, though.

sound effects for footsteps were considered... but i think i forgot about them. i also don't like those noisy sounds for dialogue, haha.

i don't really know what you mean about the shake thing, xerus. i'm sorry... i'll try to improve on effects for the future, though.

last but not least! the ct chest! everyone is looking for what's inside but there is nothing inside, really.
is there anything you guys feel i should put in there?


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?
try this:
http://www.mediafire.com/?dtsxgij3xiv4ibd
« Last Edit: July 11, 2011, 08:34:39 PM by rdein » Logged
eiyukabe
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« Reply #32 on: July 11, 2011, 05:35:33 PM »

Thanks!
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kummerspeck
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« Reply #33 on: July 11, 2011, 05:47:51 PM »

The chest should contain a fully playable version of Momodora 1.
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xerus
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« Reply #34 on: July 11, 2011, 08:28:17 PM »

The chest is actually a portal to a new super secret extra area where you fight lavos.

Quote
i don't really know what you mean about the shake thing, xerus. i'm sorry... i'll try to improve on effects for the future, though.

What I meant specifically by this is the effect you use when striking a boss, it sways the camera around diagonally in a really smooth fashion and it didn't really make any sense to me.

Also heres another thing!  Please fix the origins of your effects and item drops on your enemies!  It totally drives me insane when I kill an enemy and the puff spawns at the bottom right of its sprite, or worse the few times where I killed an enemy and it dropped a power up in the floor.  A minor detail ;p

I beat the game but I assume I got the first ending, I'll try another round soon.

Oh and heres a personal opinion.  The controls are way too twitchy at times, specifically I feel like the air control of the character is too tight, and I say that this is a personal preference because in all of my platforming games I try to make the acceleration of the character slower in the air to prevent the twitchy movement which can usually result in overshooting or undershooting a jump on accident.

The twitchy controls were at their worst when trying to fight a boss.  I don't have a lot of room to get close enough to hit them, and not get hit myself, so attempting to get close enough to the bosses to whack them silly pretty much always resulted in me taking damage.

Anyway, I'm dumping all this feedback on you because I thoroughly enjoyed the game, so again, great work!  Gentleman
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MaloEspada
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« Reply #35 on: July 11, 2011, 08:33:51 PM »

definitely adding your lavos sugestion to my list of features in Momodora DX Ultra

yeah some people like the jumping and others don't like it. i think you mean it's a little hard to land a jump? i guess it's somewhat a problem of getting used to it but may be personal preferance too.

i thought i had gotten the drop origin thing fixed... oh well  Facepalm

in any case, thanks! much appreciated.
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xerus
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« Reply #36 on: July 11, 2011, 08:36:41 PM »

There were some moments of platforming on single tile platforms and I was having a tough time with those because trying to make small adjustments in the air was difficult with the acceleration of the player.
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kummerspeck
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« Reply #37 on: July 11, 2011, 09:44:43 PM »

You can watch me laxly slam this sucker right down and through the mat now. I got permission from rdein to change the dialogue too so I took that chance and swung it hard.
Part 1
Part 2
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gauthier
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« Reply #38 on: July 11, 2011, 10:19:05 PM »

pretty tight!

i have to agree with the people who feel like the difficulty spikes on the bosses though. i know it would be difficult to go back and change things at this point, but i think that making the enemies behave more aggressively as the game goes on would prepare players more adequately for the challenge the bosses represent. as it is, players (like thernz-baby in his videos above) can basically bum rush most enemies without much of a penalty, especially since momo gains so much health through the game. so when the bosses are as deadly as they are, it takes players completely by surprise and forces them to abruptly change the way they play the game. what was a rather lighthearted romp before becomes a difficult test of skill and endurance on the bosses, which is naturally quite jarring.

of course i don't expect you to actually change anything, since obviously the game is pretty much done. just something to keep in mind design-wise for whatever the next game is :>
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keramago
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« Reply #39 on: July 11, 2011, 11:15:44 PM »

i for one would like to say i really enjoyed the combat a lot, unlike other similar games that break the pace in the middle of the fight by having to change weapons i really felt like it was dmc alternating between melee and ranged attacks on the fly to suit each situation and enemy. it was really fun to do especially in boss fights which were also challenging and fun but never brutal. wish there could have been more boss fights but i guess that's saved for momodora3

the music was pretty ambient which i liked (as opposed to caves stori and most other cavestorish games that have more upbeat music), although at some points i felt like the sfx and the music didn't fit with each other but i got used to it and the music was good.

my only real complaint is the new game plus is kind of pointless but getting to keep your hearts and green leaf was a nice thing, it wouldn't have been as tolerable beating the game another 2 times looking for a way to open the black chest and then finding out it's impossible otherwise.

also the story just didn't pull me in at all but i don't think it ever meant to. plus what did pull me in was the actual gameplay so it is not a thing that matters.

anyways i'd like to say kul game i never had a problem with the physics personally and i think the black chest should have a kart racing minigame all the good games have those.
« Last Edit: July 12, 2011, 10:35:03 AM by keramago » Logged

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« Reply #40 on: July 11, 2011, 11:54:06 PM »

As a Canadian I felt obligated to try this even though I don't particularly like platformers, because the weapon is a magic maple leaf.

That said, I'm confused about the seal business. It says that "certain blocks can be broken by the seal" and then presents me with yellow blocks. However, earlier yellow blocks, if I backtrack, cannot be broken by the seal thingie. Why not?
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« Reply #41 on: July 12, 2011, 01:16:09 AM »

Nice game, really enjoyable although I hate that fireball juggling.
Good level design.
I finished both endings and get 99% map. Is that a bug Mock Anger there's not a single spot that I haven't discovered. 99%  Mock Anger
The game could be longer though.

I think I know where that 1% is, but I'm not playing another time. I hate it when I lose all items after a game.

The praying mechanic is quite redundant. It requires a button and doesn't really add much to the game.

Edit: played another time and could find that 1%. Please confirm if it event exists.
« Last Edit: July 12, 2011, 01:35:47 AM by bullno1 » Logged
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« Reply #42 on: July 12, 2011, 06:20:09 AM »

The last 1% might be where 1 of the love letters in mint end is hidden. There's one offshoot that isn't visibly accessible on the map.
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« Reply #43 on: July 12, 2011, 06:47:45 AM »

Forgot to say: sometimes I stuck inside walls after dashing if game slows down in that moment
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bullno1
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« Reply #44 on: July 12, 2011, 07:45:33 AM »

The last 1% might be where 1 of the love letters in mint end is hidden. There's one offshoot that isn't visibly accessible on the map.
Thanks, I found it.

Two line of hearts. 100% map. Completely finished Smiley

Are those big human statues some kind of reference? They look like they are from some other game.
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