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What I like:
-Similar to first game, but an extension in playstyle
-As game progresses interesting mechanics are added. I'm thinking about the level after the last boss monster here.
-Collectibles
-Good music and art
-Especially at the last boss, I enjoyed the "discover how to beat boss/level" mentality it enncouraged.
-Checkpoints at reasonable intervals
What I hate:
-I don't hate anything. I just think there are some things that are kind of confusing or ambiguous. They are as follows:
-Plot stuff. I understand most of the main storyline, but it's the small stuff that confuses me. Like, the purpose of the other character in the last last level, or who the white rabbit was.
-No counters for collectibles/golden wolves :( or at least put a checkmark on the levels where we found wolves before.
We are preparing a new release that will fix all the stuff that you said.
New UI is coming and a lot of gameplay improvements
We received a lot of comments about the controls.
There is a reason, hardware issues.
A long time ago the game used the arrows to move the ninja and space to jump, that works fine for the platform game. But for the bird level, where you are flying, it doesn't work at all.
Some keyboards don't let you press two arrows and space at the same time, it's a hardware limitation.
So, instead of presenting a new controls layout just for that level, we decided to define a unique set for the entire game, that's how the AWSD + Space appeared.
In any case, one minor thing I've noticed is that the mauling of the werewolves doesn't seem as smooth as the original. When I tap the spacebar, it seems like there's a moment in between the ninja hitting the werewolf that it doesn't want to register the keystroke, so I get a weird pause. And of course, holding the key down doesn't work this time.
I also can't decide whether I love or hate the stomach section with the white screen that you have to stain with blood to see. It's a really neat idea but it just might drive me insane.
But we made that decision based on the fact that not everybody have a gaming keyboard that let you use arrows + another key.
Next game will let you map your own keys.
The flying levekl is actually why I came to the forums in the first place, but first I'd like to mention that using z or x instead of the arrows would likely solve the hardware issue you described.
Anyway, my biggest complaint so far is that the movement in the flying level is too slow. I feel like I don't have enough mobility to efficiently deal with all of the obstacles coming my way, especially enemy projectiles. If you made the bird move even just 1.5 times as fast it would make that segment so much more enjoyable.
I think at times my hitbox and footing were a bit unclear. My hit box became an issue with the few major sections that used beams (worms and lasers). My footing was most unclear in the last section of the game: I found my self clearly standing on nothing (it is an area where you need to just a little bit off a platform to a slightly lower platform where you crawl to proceed on).
Though there was nice variety, I think puzzle platforming was the main center of the game, and if you plan on making the sequel longer, I would suggest offering more sections of variety (a few more moments of shooting, stealth etc.) and maybe offer growth in those areas (introduce one more mechanic to second stealth/shooting section each). I think an extra ending for collectibles would a neat way to reward players.
Some major features that I am not sure would be really viable, but are still worth mentioning: Leaderboards/speed run timer. It's not really my thing, but my friends and other players seem to love this. Some kind of mp or co-op: it could be a separate local co-op campaign, a race/competition mode, or something else entirely.
Some even crazier challenge modes like: No sound mode (i relied on rhythm to solve a lot of the ares), backwards controls, a timer, or just a rearranged new game+.
However, these are just some suggestions. I think you guys made a great game and probably know how to best craft a worthy sequel.
That said, I must agree with the people above me: I must have spotted maybe 4 golden wolves, and have no idea where the missing ones are. Also there's an Easter Bunnies achievement and I have no clue what those are. I know it's part of the fun to find those, but maybe they're really well hidden, lol. So perhaps a little help on those collectibles would be nice :)
Once again, congrats for a great game! Can't wait for the next episode, and maybe the first one could make it on Steam too.
It may also reduce the rate of fire is a raven (now it shoots like a machine gun).
Thanks for the comment.
Maybe the B button could let you get up or you could get up and move by pressing the left or right buttons. I just wish there was an option to skip the lengthy process.
I understand that letting the player quickly tackle one werewolf and get up and tackle another could mess with your gameplay/level design, but I think you could decrease the button presses and the time it takes to make it a little less tedious.
So why can't you choose to not use space. Space is really a bad key for controlling a game due to its hardware (it's a sprung bar with the microswitch in the middle, meaning that it's not going to be as sensitive as any other key on the keyboard).
I have a gaming keyboard, so why do I have to follow restrictions for those people who don't? This is a really bad design decision.
I find it really disappointing that full keyboard redefinition (something that many games in the 80s, running in < 32KB of memory had) is *still* not present in every game nowadays.
There is this part where you have to fly through a minefield, followed by a part where you have to fly through a hord of wolves shooting at you, after that there is a zeppelin cannon doging part and there is even more after that, all without a single checkpoint inbetween.
But other than that i like the general difficulty of the game. Great fun.