Sick to death of only seeing Dragon Valley? Then have about 45 minutes of stages you haven't seen yet (after 12:45 of Lilac in Dragon Valley again) - including the first public footage of Milla's gameplay!
I love this. I very much love this. The pretty graphics, the tone, the sounds, the music, 2 characters with different gameplay, thought-out stages, everything. So what I'll say next is not bashing, but trying to improve something already great.
- Lilac is a bit overpowred. The Rocket Knight boost while very fun to use, is way too exploitable and I bypassed a lot of platforming sections just by spamming it. I'm not sure about how easier it is to use her in Sheng Mu. While I had a lot of trouble in Sheng Mu as Carol, it could be because i tried Sheng Mu as Carol first and then stormed through it as Lilac already knowing the strategies.
- The first snake boss sometimes fires its projectile too high to hit me.
- The second snake boss also has a slight exploit. The boulders don't hurt me when I'm running on the ceiling or clinging to far edges of the arena. Is that intended? I suppose Carol's wall-clinging mechanic is intended to let me avoid it, but Lilac? Maybe have boulders hit close to far left-right borders too?
- Carol's sticking to walls is a bit problematic. Sometimes she sticks to walls by herself, sometimes doublejump is needed for it, it's a bit unclear which way is the intended one. Also, on the 13th level of Shang Mu(the one with pillars) I bypassed the whole challenge by jumping on the edge of the stage on the far right, and jumping on the final pillar from there. It wasn't easy but took less tries than the legit way.
- Again with the Shang Mu. There is problem with health. Before, the spikes damaged me like normal, a few maps later(Stage 16) they kill me in one hit. Normal damage came back in stage 18. Probably a feature of stage 16 spikes.
- At one point the attack and special button bugged and put the character at the beginning frame, keeping them there and never attacking. The jump button still worked. Happened on stage 16 of the Shang Mu.
- Difficulty doesn't seem to be progressing in Shang Mu. For example, stage 16 is vastly more difficult than stage 17. Stage 18 is also very easy, unlike many of its predecessors.
- A couple strange things with a pillar. Firstly, the box doesn't seem to be lowering it until I let go of it. And the pillar comes back when I move away for a bit, only to descend again with the "box placed" sound when I get close. Weird.
Consider this a tester's input.
edited 27th Nov '13 8:21:36 AM by Luminosity
So, the beta's out, and so far, it's exceeding expectations.
As someone who has played the game over several versions, I can say confidently that this could be my GOTY. As a platformer, there's just so much heart, love and creativity that it even excels over other recent platformers. It's got Sonic physics, but much tighter and is a thrill to play. The new levels are marvellous, and the bosses are better than anything Sonic has ever done.
And while I'm not keen on cutscenes on principle, they're so charming and actually funny that I can look past that. The game is also not afraid to break content boundaries to tell its story without being gratuitous about it.
This game needs more exposure, seriously, because it's a phenomenal game that deserves to do well.
edited 29th Apr '14 5:50:53 AM by Cronosonic
I wish they had reached the stretch goal for the pretty graphics.
Huh, this project seems interesting .-. Only negative thing I can think of is that playable characters look bit overdesigned. If that makes sense... Hard to explain what I mean
they look fairly simply designed, actually.
uuunless you compare them to sonic and co, in which case maybe more clothes than usual?
I mean stuff like multiple shades of green on fur and green stripes on white ears and whatsnot And characters DO have feeling of "fan characters" in design. Still, they look good in game and animation quality is great so I guess it doesn't matter much, it just feels weird.
So this is now released huh
Yep. Can't wait to buy it for myself when I have the money.
edited 21st Jul '14 10:51:40 PM by SonicWind
The hill physics are kind of weird in this.
I am actually impressed.
Wondering how long it will take for some zealous Sonic fan to find this game and proclaim its just a remake/copy of Sonic......
A shame really that I am expecting that at this point, this game looks fun.
edited 23rd Jul '14 2:22:53 AM by Bleddyn
Screw the fans. For the record, I don't even like Sonic (anything).
Actually, from what I've found, the zealous Sonic fans are A-OK with it. The people crying "Sonic clone!" are the ones also screaming "ORIGINAL THE CHARACTER DONUT STEEL" at the top of their lungs. Not really anything you can do about those people, other than not give them the time of day, I suppose.
Moon◊The final boss is a pain in the tail as Carol.
It seems like the arena was designed for Lilac and they didn't bother testing it with anyone else.
^I wouldn't say that, it was pain as Lilac too. Though still some people are somehow able to beat it in minute. I'm sure there is some specific strategy for Carol.
Anyway, do people really dismiss this game as Sonic clone? Thats ridiculous, this game appears to be inspired by multiple different 16-bit era platformer in general...
Secondly, its also ridiculous because this game is better than Sonic games. Yeah, I said it.
edited 25th Jul '14 4:33:50 AM by SpookyMask
Honestly, this game reminds me more of my days playing Megaman Zero than any Sonic game I've played. Granted, I've mostly missed the genesis era, but still.
@Grounder:...Okay, Breven took with Carol only five times. With Lilac I took like 8 game overs or something
... I think you aren't abusing her kick attack's invulnerability frames enough.
Heck, why you think arena was designed for Lilac anyway? That arena helps her none <_< Heck, arena is only important in first phase, where you have to avoid mech's ground attacks..
edited 25th Jul '14 8:17:49 AM by SpookyMask
Actually, Brevon's rather bad at reaching you on the ceiling. He does throw his bombs up there now (he didn't in his initial beta appearance), but his jumps up at you tend to miss if you're keeping up a decent pace.
The downside being that you have to keep moving in a single direction in order to stay up there, so your time up there is always fleeting.
Moon◊From my experience, you slow up on ceiling and he throws bombs in directions you go, so if you try to hide in ceiling you are going to get bombed. Plus you can't really attack him there so going there is really useless since you are eventually coming down and then having to deal with his attacks again
Either way, with Carol you don't need to run away from him, you just need to keep close to him and use the kick as much as possible since apparently he can't grab you as well as he grabs Lilac when she uses dragon boost
edited 25th Jul '14 11:40:45 AM by SpookyMask
Aww... Newest version makes several bosses easier for normal difficulty... Ah well, at least difference between normal and hard will be greater... But dang it people who can't handle "difficulty spikes" that come in FINAL fricking stages
It definitely has SNK Boss syndrome something fierce. Not that the game wasn't already an example of Easy Levels, Hard Bosses to begin with...
I suppose I should've noted it when I was alpha-testing, but honestly I was just happy that I was finding the game a significant, legitimate challenge at that point. I mean, it'd had its moments up until then, but I'd been playing it for so long (thus acclimating to Lilac's little quirks) that everything was starting to get a bit easy.
Moon◊
Hooray!