BareknuckleRoo wrote:Sine Mora, why must you look so pretty but have so many gameplay problems?

BareknuckleRoo wrote:Sine Mora, why must you look so pretty but have so many gameplay problems?
Damn, I thought that was obvious. From the first few seconds I played the demo, I immediately fast-tapped the button (even on the X360 controller) to fire as per old habits. Afterwards I tried holding down the button to see if autofire worked, and the difference was pretty obvious.Tyjet wrote:On another note about fire power. I've noticed that when you tap the shot quickly you can shoot more shots than just holding down the button, which means you can take down enemies and bosses faster. It can skew scores a bit in that you can get extra time from speed killing things.
If you watch this run http://www.youtube.com/watch?v=aYjlcHLBdcI, you can see how this can be exploited by using a turbo/autofire pad. I contacted the devs on this and they said it was a bug and are working on a fix.
Very strange - sorry that didn't work for you! And thanks for the complement here!Kollision wrote:
I tried to comment in the page itself but it's not working, so here I am thanking you and Reiker for the interview, spadgy.
I spelled it right all the way through, didn't I?Ed Oscuro wrote:Are you sure you spelled shump right, Spadgy?
I'll take that criticism! If that's the case, I'd say this; I was keen to give them a chance to explain why they presented Sine Mora the way they did. My intended audience is actually not us lot, but in fact games developers, who are often interested in re-appropriating niche genres for the masses. I thought Sine Mora presented an interesting case of just that, and wanted to give them a chance to explain their process and logic. Still, I will take your criticism on board; it does help.Ed Oscuro wrote:Interesting interview, though it seems like a lot of softball questions.
Yeah, this really doesn't bother me as I tend to play everything fast-tapping the fire button, rather than relying on an autofire. I don't know if it's because I jump back and forth between old games and newer ones, and so can't rely on autofire always being an option.Sumez wrote:Damn, I thought that was obvious. From the first few seconds I played the demo, I immediately fast-tapped the button (even on the X360 controller) to fire as per old habits. Afterwards I tried holding down the button to see if autofire worked, and the difference was pretty obvious.Tyjet wrote:On another note about fire power. I've noticed that when you tap the shot quickly you can shoot more shots than just holding down the button, which means you can take down enemies and bosses faster. It can skew scores a bit in that you can get extra time from speed killing things.
If you watch this run http://www.youtube.com/watch?v=aYjlcHLBdcI, you can see how this can be exploited by using a turbo/autofire pad. I contacted the devs on this and they said it was a bug and are working on a fix.
I thought it was intentional too - it's like that in plenty of old games, and if they are planning to fix it, I hope that means faster auto-fire, not capping the manual fire rate, cause the slow autofire rate would make the game nearly unplayable IMO.
"shrimps in my eyes! I cannot see!"GaijinPunch wrote:Someone PM me when we have to play w/ the stick up our asses.
I'm no longer at Digital Reality, so I'm no longer able to comment on the patch, unfortunately.MommysBestGames wrote:http://www.mommysbest.blogspot.com/2012 ... dback.html
Whoa, what happen?Reiker wrote:I'm no longer at Digital Reality, so I'm no longer able to comment on the patch, unfortunately.MommysBestGames wrote:http://www.mommysbest.blogspot.com/2012 ... dback.html
What I'm able to do though, is to thank you, Nathan, for taking your time and posting this feedback.
Thank you for SkyDrift and Sine Mora, Both are excellent and well made games. I look forward to playing more Digital Reality games. Thank you.Reiker wrote:I'm no longer at Digital Reality, so I'm no longer able to comment on the patch, unfortunately.MommysBestGames wrote:http://www.mommysbest.blogspot.com/2012 ... dback.html
What I'm able to do though, is to thank you, Nathan, for taking your time and posting this feedback.
I can't really say anything on his behalf, but it's pretty common for game dev companies to let people go shortly after a game's been released. It happens.Ed Oscuro wrote:Whoa, what happen?
Not Metal Slug 3 (or XX)? The screen filter just ruins all the hard work of the artists!I know I bought a 2100 point card with the intention of getting Sine Mora but spent it on SNK games.
I pretty much had the same experience as you: I could not stand the ship movement, the unconventional bullet patterns, or the default pea-shooter. Also, it can be a royal PitA to try and recover lost weapons at times...especially when they go flying off the screen never to be recovered. And while the game looks great, it was difficult to tell whether you could fly across something or you were going to take damage from it. In other words, everything was too well blended and didn't stand out enough.casualcoder wrote:I tried the demo on xbla recently and was excited for its potential. I didn't play it for very long but I'm usually right about my first instincts and this one just didn't I feel right. From the very start I found myself saying "come ooonnnnnnn" too many times while waiting for the numerous and overlong cutscenes to end. Once I was playing, it wasn't much better. The ship movement was too slippery, and wasn't balanced against the bullet formations. This issue was foreshadowed by the positive reviews glowing about how you could eat bullet-after-bullet and still stay alive. In my opinion, that is not so much a design feature as much as a way to paper over the overall gameplay issues.
I also wanted to like the bullet patterns but couldn't figure out why they used a system of polarity colors like that of ikaruga or even Outland without actually having a polarity switch function In the game.
It reminds me a bit of my feelings I had when I played games like REZ and Every Extend Extra - I wanted to like it, but couldn't really find the point in it... I will give it one more try though because the reviews are quite positive.
Yeah, some of the requirements for the ranks are just more stupid than some of the cave game achievements. Like one of the earlier ranks requires you to continue a hundred times.. Grinded for that one since it was the only requirement I had left. stuff like completion on the ship + weapon completion grid and playing all the modes are good ideas, but stuff that have nothing to do with actual performance in the game that you might have to grind because you could already reach the next rank after it are just dumb.KidKobun wrote:The achievements in this game just didn't match the same level of accomplishment, but instead falls into an area of micromanagement instead. But this is just my opinion.
You just made my day Trev. That was fucking hilarious.TrevHead (TVR) wrote:This is loltastic http://www.youtube.com/watch?v=7UPs9NOZ ... ature=plcp
damn those oranges!