Thanks everyone for the warm response! :D
I understand some would like to discuss Oniken and I'd love to do so, but since it is already launched and we are not going to change anything on it soon, can we leave it to another topic in the near future please? ♥ Thanks!
-Glad the controllers worked fine! About the weapons, I felt they were a bit rushed up in the demo perhaps. Our plan is to introduce one weapon each stage, so player will have more time to understand it and get used to it.
-We though about adding a buttom-hint on it, the problem is that there is no standard on how attack buttons com PC controllers look and we didn't wanted to write id down "DUCK AND PRESS ATTACK BUTTON". We are thinking about putting the first chest on a block, near zombies, so player accidentally attack chest and figures it out by himself, but we yet gave to try it.
-Camera is still not 100% ok, we will look into that!
-Final game will have a lot more enemies, believe me, we had to choose the ones to show in it ahahaha
Like this guy here
-Yeap! Most projectiles in Odallus can be destroyed by your attacks, it's a way to reward player's attack skill. That's also why the magician withdraws when you approaches him.
-I understand your point, but we tried to use NES limitations even there. We have a max of 3 parallax layers, like VICE Project Doom, and the water effect is similar to a boss effect used in Shattered Hand. But yeah, these games were exceptions and those effects were really rare on NES, so it makes total sense it feeling weird to you.
-That was a nasty bug we had fixed ages ago and didn't realized it had come back in the recent days! It's now fixed and the demo on
http://keyo.me/odallus/OdallusDemo.exe should work fine now!
-Let's see about that soon ♥