UBERMOSH:OMEGA

UBERMOSH:OMEGA

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Carl Lucas Apr 26, 2020 @ 5:49pm
So a few thoughts on Omega
Okay, now that we finally arrived at the end of this journey I have a a few thoughts concerning Omega.

Really quick about me so that you guys understand where I am coming from. I own ever Walter Machado Game execept for TTV3 (which I will not buy, sorry). I reviewed everyone of Walter's games and finished every Ubermosh title at least twice.

Omega like every other Ubermosh still manages to create this feeling of excitement. That in itself is a difficult thing to do but I fee like the gameplay has barely evolved since Vol.5.

Since 6 we go less and less challenges, 7 introduced progression and Omega got rid of it.

7 got rid of modification-wheels and Omega reintroduced it.

Omega for better or for worse feels like it wants to go back to Vol.1 - 5 Ubermosh instead of moving forward with the ideas of Vol.7. Those ideas being new chars, progression, different arenas and different play-styles.

If you want to stop reading now that is you first point of exit because from now on I will talk about smaller stuff that will be more interesting to veterans and Walter himself than to new players.

If you wish to have in audio form, here is my full review: https://youtu.be/vOjlOrojUTY

Are your ready? Good, here we go.

1. Meletile, for fk sake the menu...

I don't think I need to say this again and again but for more than a year I have been pointing out that menus are important and the menus in this game are lacking. Since Omega consists of mostly Vol.7 plus Buckler and Boneblade, there is really no excuse why the menu lacks so many features.

To Walter: If the engine your are using does not support proper menu configuration I would heavily recommend learning to programming in a new engine. If you want to see how a proper menu looks like I would recommend taking a look at the new Tomb Raider games.

2. The story, the lore, the context...

Correct me if I am wrong but since 5 or 6 we had no development in the story whatsoever. Yeah the story in 1 to 6 wasn't fleshed out but there was at least something. Here we have absolutely nothing. Maybe the game doesn't need a story or maybe Walter doesn't want to tell a story but Omega consists of mostly Vol.7. Unlike Vol.1 to 6 there isn't much growth or change in the gameplay. The buckler is a nice addition but the novelty wears off quickly. The boneblade looks cools but it is inferior to the other tools and the rest of the abilities have all been seen before.

So, story? Where is it? If the gameplay stays mostly the same, why isn't there more focus on stuff like story and lore.

3. Reusing assets and other stuff...

I actually have no problem with reusing assets. I think it is actually stupid to not reuse assets. Why should you throw away your work every time you develop a new game. That's just stupid. Here is the think though if most of the stuff we are seeing is reused why isn't there more.

What about more modes?
Like an endless mode?
What about a leaderboard?
What about boss fights?
What about a co-op mode?
What about a time trial?
What about ... You get the point.

The enemies are the same, the weapons are the same, the levels are the same so what about more variety? Again, I am 100% behind reusing assets but you can't tell me that after 8 games there isn't enough experience to push the envelope further.

4. Eli, Acid Nimbus, Beholder...

For those who never heard of those games, congrats you have not fallen into the Arcade-Rabbit-hole, yet.

What do those games to better than Ubermosh.

a) Boss fights
b) Menus
c) Abilities

if you answered a) you are wrong. It's all of the above. In Eli, you have we comparable gameplay to Ubermosh at least 6 bosses.

In Acid Nimbues you have at least a decent menu and in Beholder abilities can be chosen and activated when you feel like it.

I never understand why abilities are automated. I get that the game is balanced that way but I would like more control over my character. Let me activate brainclap when I want to. Would give the game for depth, you know?

5. In conclusion

I don't know. Some of the stuff I said, has been said before and I think pretty much a year ago I said the same thing and nothing changed so yeah who knows?

Ubermosh and Walter have still a lot of good will but at some point that is going to run out for me if I get delivered the same flawed thing over and over again.

Since this is the last one in the series I feel a little bit more disappointed but maybe it is better to leave Ubermosh for now and look forward to something different from Walter.

To Walter directly: Hey bro. I might be harsh here but you do develop really good games. If you can fix the stuff I pointed out you it would be even better. Good luck on your journey and I hope to see more from you in the future.
Originally posted by Walter Machado:
Oh man!
There are lots of elements linked to the development that will not be very visible on the final product and some serious limitations linked to the engine, player's hardware, and product background that shapes the final product and design choices.
Omega is the limit of what can be done using GameMaker engine without drastic performance issues. A game cooked there can be longer and larger... but it will be pretty hard to make it more intense (actions per frame) and it still can run on a "low-mid" PC or a Nintendo Switch. To each new element inserted, 20 were discarded and every new aspect had to be re-balanced for it to keep "a UBERMOSH game". A lot of roguelike, boss, grinding, co-op, and char-painter ideas came, and it had to wait for another title to be executed because that would morph the game into something that does not fit a sequel. It is a pretty hard and time-consuming job, with complex decisions and cuts to allow the final product to arrive at players' home, but extremely rewarding. Thanks for the feedback, I am very happy with this final volume and be sure that some design decisions are very linked to development aspects, and without it, it would not be possible to launch it, or it would be released with breaking issues.
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Walter Machado  [developer] Apr 27, 2020 @ 1:28pm 
Oh man!
There are lots of elements linked to the development that will not be very visible on the final product and some serious limitations linked to the engine, player's hardware, and product background that shapes the final product and design choices.
Omega is the limit of what can be done using GameMaker engine without drastic performance issues. A game cooked there can be longer and larger... but it will be pretty hard to make it more intense (actions per frame) and it still can run on a "low-mid" PC or a Nintendo Switch. To each new element inserted, 20 were discarded and every new aspect had to be re-balanced for it to keep "a UBERMOSH game". A lot of roguelike, boss, grinding, co-op, and char-painter ideas came, and it had to wait for another title to be executed because that would morph the game into something that does not fit a sequel. It is a pretty hard and time-consuming job, with complex decisions and cuts to allow the final product to arrive at players' home, but extremely rewarding. Thanks for the feedback, I am very happy with this final volume and be sure that some design decisions are very linked to development aspects, and without it, it would not be possible to launch it, or it would be released with breaking issues.
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