Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Very detailed review, thank you :)
I'd like to respond and also answer some points:
1) I am happy you didn't trust GameSack on Shadow Gangs
2) The game dev cost was around 100.000$, with a bigger budget there would have been many more effects, and especially sprites anim frames, longer intro and outro, voices etc...
3) Straight levels, (bridge, train) are action packed and people like them (my brother liked the subway level as it throws on the player tons of enemies). But there is a good balance imho between straight A to B levels and bigger more vertical ones (like the factory, forest etc...) and I tried in each mission to have straight one followed by a vertical one or the reverse.
4) Yes you are right about the levels shuffling :), Subway was meant to be the second level, but then I didn't want the Ninjas out of the train so early in the game. we'll try in Shadow Gangs II to keep the natural order, it's not easy as it needs to take into account many considerations. My consideration for Shadow Gangs was good action and fun even if it doesn't make sense story or context wise in many places.
5) 4/3 was selected to keep the relentless action, wide screen would show more of the level but the action and enemy surprise imho would diminish and would change the game flow and action completely, imho for the worst.
6) Camera best framing is very important in Shadow Gangs, the game uses a dynamic camera positioning system, depending on the context in the level, always to show more where the action happens or is expected to happen.
7) big monster bosses would require lots of $$$ to draw and animate. The reason for their absence is budget limitation, but also I wanted each boss to be human, and to have a distinct personality. I didn't want non human bosses from the start. I dislike also the big bosses in the background that hit with his hand for example, like the ones in God Of War for example. I wanted a one to one human vs human boss fights.
We'll try to make bigger bosses in Shadow Gangs II, but still no background boss, or object boss.
8) Fall damage, Shadow Gangs II will not have it, promised :). We'll make the levels in a way the fall damage is not required.
9) Control can be regained between bouncing by using the ninja magic. But I agree it's not available in Fighter mode, and requires you to have ninja magic in the inventory. We'll think about ways to handle this in Shadow Gangs II, I still don't want invincibility frames post hit after touching ground.
Glad you liked the game and thank you very much for this detailed review and for the positive Steam review