Vox Populi Vox Dei 2

Vox Populi Vox Dei 2

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GreatCogs  [developer] Mar 25, 2015 @ 1:05pm
What things do you like and what you hate?
Hi guys, we would like to know what you love and what you hate about the game.
It would be great if we can hear what you think.
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Showing 1-15 of 23 comments
After playing the game, here's my opinion.

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.
GreatCogs  [developer] Apr 6, 2015 @ 7:46am 
@thenameisuppercase Thanks for sharing this.
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
Gryregaest Apr 28, 2015 @ 9:02pm 
Is there any particular reason why I'm forbidden from using the arrow keys? Because I kind of hate that. Of the two control schemes, one is entirely left handed and the other is really cramped on the keyboard, I don't care for either, nor am I a big fan of controllers. The original game's controls were just fine, I would prefer that option.
GreatCogs  [developer] Apr 28, 2015 @ 11:04pm 
Hi @Stranger,
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.
Gryregaest Apr 29, 2015 @ 9:17pm 
A disappointing answer, but thank you for the quick reply! I did try using a controller, but for some reason, it did not have a jump control tied to any of the buttons. Maybe because it wasn't an xbox controller?

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.
Last edited by Gryregaest; Apr 29, 2015 @ 9:24pm
GreatCogs  [developer] Apr 29, 2015 @ 11:08pm 
We understand your point of view.
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.
Artemis Chanchan May 7, 2015 @ 2:16pm 
Originally posted by GreatCogs:
@thenameisuppercase Thanks for sharing this.
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
Any news on that ? It would be great to have a way to know how many collectibles we have. Even a sign on each levels showing the number of objects if you don't consider this helping too much.
Bootleg Jones May 9, 2015 @ 8:40pm 
Originally posted by GreatCogs:
Hi @Stranger,
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.

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.
Wiesler May 12, 2015 @ 2:08am 
I really enjoyed this game! I think there was some clever design behind the levels and solid pacing. I have not yet played the first one so I cannot offer much of a reflection on that point.

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.
boanoitevermes Jun 23, 2015 @ 9:51pm 
Just finished the game and loved it. If it is worth saying, I bought Alien: Isolation, your game and a few other during this summer sale, and while A:I was my main goal for this sale, I played it for some 50 minutes and left it aside so I could finish Vox Ep2. Congrats on the level design, and also on the gorgeous futurism art style for the title and even the achievement badges!

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.
Last edited by boanoitevermes; Jun 23, 2015 @ 9:52pm
Cat_bite Aug 10, 2015 @ 2:35pm 
On the level of the bird if you fly at the top, you do not touch any of the bomb (see screenshot). This is true for two minefields. Also, sometimes you can fly with no problems at the bottom of the screen.
It may also reduce the rate of fire is a raven (now it shoots like a machine gun).
GreatCogs  [developer] Aug 13, 2015 @ 2:12pm 
@inverted_cat, we will tweek that level in the new release that we are preparing.
Thanks for the comment.
morbid237 Aug 22, 2015 @ 12:14am 
Beating the werewolves to a pulp is real cool the first couple times, but it gets increasingly stale and time consuming as the game progresses. Especially in difficult rooms that have a lot of them, it takes a long time to do, and is very frustrating and annoying when i have to press the A button 30+ times or wait to take out 3 werewolves before I get to the second part of a room which I've already died at multiple times. Alternatively it seems like after you tackle the werewolves you can just sit there for a little while and then press the A button a few times will kill them.

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.
Last edited by morbid237; Aug 22, 2015 @ 12:19am
tautology Oct 7, 2015 @ 3:50am 
Originally posted by GreatCogs:
Hi @Stranger,
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.

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.
Xamp Oct 31, 2015 @ 6:23am 
I haven't finished the game yet, but the checkpoints in the flying segment are a bit too unforgiving for my taste.
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.
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