PJer DarkfalzX just released the demo of Legend of Iya, a pixely metroid-vania game. Go grab it!
Dowload here: http://www.mediafire.com/download/6erfnu48aggg5j3/Legend_of_Iya_DEMO.zip
If playing it suddenly puts you in a generous mood - please support the Kickstarter to get the damn thing finished:
Really? Backing yourself is allowed? In order to get fully funded, I can see how this makes sense.
Are you saying that project creators openly back themselves, or do it secretly, either with a different account or just have someone else do it for them?
The last days are by far where the fastest pledging happens. On top of that usually project creators back themselves a little in order not to fall short.
Funding successful. Where did that come from? I check 4 days ago and funding was only at about half . . .
I love the art. I also wasn't quite sure how to get started with the game, but then figured it out. I like the combo system
to the attacks. I lasted a decent while on my first run but died around that pulley wheel area. No idea what to do.
I've got some things to point out. It seems to be an amazing project, so all I'm going to say is for the better.
I don't understand why I have to press space to start, if space means nothing in the game. The game could start by telling the player where to put his fingers to what comes next: "press Z to start". I tried pressing space again in "new game", and nothing happened, then I had to figure out the keys.
I also think that when the location changes and the char goes to a new scenario, she should keep moving if the player is holding the key. What is happening is that I've got to release and press again for her to walk.
When I'm walking one direction and try to turn to the other, I'd like the char to respond quickly. But that's just an opinion from someone that haven't played until imersion, then I may be wrong.
Sluggish controls but great animation. I've had instances where I was attacked repeatidly because my attack range turning speed were far too low. The jumping and ledge grabbing mechanics are a little awkward as well attacking airborne enemies while jumping attacks since it was quite difficult to actually land hits on them. The awkward jumping (namely the speed of it) made it even more annoying to bypass some of the traps in the game like the spiked ball that was attached to the ceiling with a chain.
During the large enemy battles, I spent more time flying backwards and lying on the floor than I actually did attacking the boss. Those moments where the boss sends you flying but doesn't hurt you should either be removed or toned down since they ruin the momentum of gameplay.
I really don't want to say this since it requires a ton of work to do but the attack animations are quite bland and I feel extremely handicapped and weak when I'm using them to attack enemies. In a setting where Iya is exploring the ruins, someting like a short machete or even a pocket knife would make sense if they were part of her arsenal. I'd say if you really don't want to rework the animations, just increasing the hitbox size and range on them by a tiny bit, that would be a very good step in the right direction. If the attacks can hit more than one object at a time, that's even better..
Had 2 buds play this last night. It didn't go over well . . .
Wow! I was really really really impressed with this game!! The camera motion was a little bit exhuasting, but otherwise this game is so beautiful and definitely excited for the final release
Cool, Rav. Thank you. I wonder if I'll ever have a use for Kickstarter, myself . . .
Mathias, the scenario you suspect is an actual problem, that's correct. Here is what Kickstarter says:
"If a card is declined, an email is sent to the backer every 48 hours with a link to fix the issue. The backer has 7 days to correct the problem. If they do not correct the payment during that period, they are dropped as backers from the project and are no longer eligible to receive rewards. You can view the status of all your backers on your Backer Report."
So that means, backers that can't "back up" their pledge are just canceled, and the project leader just ends up with less money than expected. So it seems he has to calculate for drop-outs from the beginning. All kickstarter does is attempt bring people together, they don't involve themselves in responsibility. I think that's one of the legal problems they have such a hard time going international for creators.
Ah ok, thanks!
So it must tie up the funds then.
If it didn't, and you pledged $200, yet at the time the project's backing period ended successfully, and your account contained less than $200, you'd get an inconvenient NSF charge and the project creator wouldn't get their money. Unless Kickstarter guarantees all pledges as soon as they're pledged or something.
@Marhias: It only takes the money out of your account at the end of the funding period if it is successful.
Gecimen, when you back a Kickstarter project, does Kickstarter immediately tie up the funds in your account, or does it only debit once the project is successfully backed?
I've already backed, and hope this game gets the budget it needs with all my heart.
Then again I also hope you hire a few people to perfect the game...
My simple review:
Needless to say the graphics, character designs and animations are great.
Level designs need a lot more intelligence in them. Right now they look random more than anything - simple rule: if there's no challenge somewhere, don't make anything: A room with a small platform that can be jumped but doesn't result in anything is worse than an empty room.
The controls, while not bad, needs a lot of smoothing. It's sometimes hard to hit mobs or jump on certain platforms.
More story - Lately this is where other platformers shine. More story is cheap and powerful.
Overall, great potential.
First off, I would like to point out that this game is gorgeous! Absolutely breathtaking! BUT, there are a few problems, most of which have been pointed out already. One I haven't seen being mentionned yet though is the fact that platforms are hard to tell apart from the scenery. If levels could be revised to show the bounding boxes of platforms a bit better, I think this game couls greatly benefit from that!
Other than that, good luck with the kickstarter campaing!
I hope you can get the backing you need!
I know I've been guilty of wanting to make gameplay serve the graphics... it's always good to have a team mate point out, "that will slow the game down."
That said, I think what you currently have in could be ok if it was sped up, or if someone who is a programmer by trade was the one implimenting, because then it could be implimented a with a little more sophistication. Removing frames would probably also be OK.
Good luck though! I'd love to see it completed, and I loved the demo!
Very cool. As a programmer myself, I understand some of the challenges of all the physics put into the character movement especially in this game. It's really quite advanced. I agree with ErekT about the gameplay serving the animations too much tho. Almost as if there are too many frames.
Although I like to program games, I'm not much of a gamer. I will play this some more and try to feel it out better. Artwork is amazing, but that goes without saying.
*look at the PJ news title*
Agree about some gameplay tweaks being needed. It feels a bit like the gameplay is serving the animations too much. Wouldn't it be better the other way around? I also think the visible playfield could be bigger to avoid leaps of faith. Don't like those much.
But overall it oozes potential greatness, all the visuals are a real treat and very interesting to look at.
I am sorry, I am still not much interested... The animations are as great as we already knew but they take so much time and make the game play sluggish, even with the game speed up now. The running looks fine like this, but turning around takes forever!
The enemies are wonderful in their visual appearance but all get knocked out in exactly the same way...
And the story? You drop hints everywhere that there should be a story but fail to get me interested in uncovering the secrets! How should I blindly trust that there is something deep behind this if you fail to give me an introduction that makes me want more?
All in all I think for this game to be good you need a game designer. Someone who knows what he/she is doing when designing functionality and story...
The pixels, animations and especially enemy designs are absolutely amazing! But perhaps your talent should be used for other projects than your game...
Fun demo. Always wanted to play a game using his art. Finally happening.