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Nice. I can see some improvement in visuals but can't tell exactly what they are.
One important thing...are there going to be achievements? And trading cards (for the backgrounds!)?
And I hope I don't sound pushy or anything, but is a comprehensive list of differences published anywhere? I usually like to compare to either the mobile version or an older PC version when I am playing a "remastered" version of a game on Steam.
I Am so sure i heard this game's name before i just know it
where was it before ?
It was on mobile (Android/iOS/WP) a few years ago. And then it infamously got released on Steam by a different publisher without the developer's knowledge and consent.
The biggest thing is just the way the entire game is tied into one advebture via a playabel overworld. Much like the days of mario64 where you have to collect items to unlock new areas and levels - but in 2.5d of course.
This changes the whole flow and puts way more value on collecting stuff. We added an entire new space world with jet pack s and lasers and a lot of the original zones including the very first one have new levels too.
We really rebuilt the game from the ground up but based on the original. We are a very small team and spent a year on it so, It's certainly not a quick mobile port money grab. Most of the Wii U reviews confirm that. It's happy bright cute platformer. Its really meant for buttons.
Here are a few other other misc features:
***Realtime dynamic lighting (see screenshots), depth of field, full retexturing.
***360 control support - This includes stuff we couldnt do on a touch screen like superspeed button.
When we started Paper Monsters in 2010 we just wanted to bring a good platformer to mobile. At the time there really wasn't much on the App store like it yet or much at all really. Indie development was a lot tougher 4 (almost 5 when I started working it) years ago.
The options for a new guy working from home were really to go mobile or make a PC game no one would ever find. We went with mobile and along the way made a lot of sacrifices.
This is basically the game we wanted to make 4 years ago but just couldn't for a lot of reasons.