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#111
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To the developers: One of the things I've always loved about Pokemon (indeed, what truly holds the games together) is the cheesy, yet "EPIC" storyline. You know, the lame-to-fame thing, where you become champion and all.
![]() Also, the end-game stuff. Meaning, exploring and finding all the rare ancient Pokemon tucked away that you can only capture after beating the game. That added a massive amount of replay value to them... Also, the "overworld" puzzle aspect. I hate puzzle RPG's - don't get that mixed up... But Pokemon had a great take on it, adding little bits of "puzzle" in there. I'm thinking Pokemon Ruby - there were so many things to unlock and explorer by solving these mini-puzzles in the game. Anyway, game is looking great so far! I cannot wait to see where this goes. Also, I beg of you, tell me this isn't going to be free-2-play. This must be a premium game. The dev can do whatever he wants, obviously, but if this is premium and has no IAPs, it's going to be so awesome! |
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#112
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^yeah what he/she said
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#113
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#114
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Hah you can never be too careful
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#115
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Hi!
Unfortunately I can't tell you anything accurate about the release date. The storyline will be different from your typical "Pokémon story", but it will indeed be a "lame-to-fame" story as you call it. Monimals is NOT "freemium"/"free to play". We know you guys hate that, because we hate it too! I think that is all I am allowed to tell you right now. - Member of the team |
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#116
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Quote:
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#117
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#118
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![]() Thank you for at least squashing my fear of overloaded IAPs. I am glad to hear this game will not be totally infected with them. |
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#119
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You are welcome! ;)
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#120
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Quote:
Wow! Thanks for the update. That sounds like a brilliant way to make combat fresh. Some of my favorite combat from any video game, ever, was in the original (I think 1989) Jordan Mechner Prince of Persia. I loved it because even though combat was just a few buttons with no fancy moves at all, it was all about timing and proper reactions to the context of your environment. There was only one way to swing your sword, but all opponents could block and the simplest fights became intense. I love the idea of trainers have moods and reactions that you can analyze during the fight. Still absolutely loving the art direction as well. I haven't thought about favorites, but I think the crab and little green bird are towards the top of my list. Great, simple, clean design. And they're new from the last time I checked this thread for updates. Keep on trucking... we're expecting great things! Oh, and major props for not making the game FTP. A complete package sounds awesome.
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