These keys are a no-no. I'd get it if backers had one or two exclusive costumes but making all of them backer only is really stupid. People will be pissed about it.Update #5
These keys are a no-no. I'd get it if backers had one or two exclusive costumes but making all of them backer only is really stupid. People will be pissed about it.
There are still some elements that we're working on - will these costumes change the player's abilities? Can we offer some way for non backers to obtain the costumes? Were looking forward to hammering out these issues with your help during the Kickstarter.
Sounds like it's still up in the air to me.
This. As a backer I have no problem with them just selling the costumes as DLC later or something.
Not really a fan of exlusive in-game content.
Reward for beating Hell Temple.
Make 'em work for it.
(Although given the reward for the original hell temple, the irony is somewhat lost for the sequel...)
It's sad how indie games rely on kickstarter so much.
Never though I'd see La-Mulana, and just like most of the indies they have a bad reward tier system.
Oh well I'll still support it.
Hi everyone! Nayan here. In response to your amazing comments on skeleton keys and costumes, Takumi Naramura has a few words just for you!
"We've been taking your comments and opinions into consideration.
We've always thought that all players should have access to the in-game costumes. If you, our backers, want that, we would love to do it.
That said, If we design it such that players can get these extra costumes by completing challenges, players who have keys from the beginning wouldn't get anything out of those challenges. That said, getting a costume by completing the game is a really good idea.
We know the porting stretch goals seem a long way away. Those amounts were originally calculated based upon the assumption that only NIGORO staff members would be involved in the porting process.
With the project on Kickstarter, introducing porting as a stretch goal seemed like the obvious decision. We're looking to revise the stretch goals with that in mind.
That said, we love Kickstarter. It's incredibly exciting."
Character Introduction: Shorn Kosugi
For today's update, we're showing off full body character art for Lemeza's father and Lumisa's grandfather (we think): Shorn!
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We'll be back tomorrow with another update!
Signing OFF!
Nayan Ramachandran & Takumi Naramura
The Open Alpha reward. This too is definitely a new challenge for NIGORO.
Plenty of other projects offer early access to their supporters, but were doing something a little different. Were extending to our backers not only the chance to play developmental builds of the game, but also permission to upload gameplay videos.
We want users to be able to be involved in publishing their own content, to be involved in ongoing development dialogue and follow changes between developmental builds.
Were doing this because we believe the feedback we got by looking at Lets Play videos of the first game post-release was invaluable. In this day and age, it is a waste not to take advantage of your fanbase when developing a game. The original title was released a total of three times, and each time we took feedback from fans and improved the title.
With La-Mulana 2, we are being challenged to create it in a much shorter timeframe than the first game. Weve been mulling over the basic concept for a couple of years, but whether or not we can produce something more polished than the first title, which we spent many many years working on, is something of a worry to us. Thats why were so dedicated to getting user feedback - so that we can excel in a shorter timeframe.
Were not sure exactly how this is all going to work, but we promise to set no limitations on uploading video content. Some may be wondering is it really OK for me to solve the mystery of the ruins early? to which we reply We promise well trick you at the last moment.
We really hope that along with everyones help, we can make La-Mulana 2 the best it can be, and put all of our niggling worries to rest.
Nayan Ramachandran
The backings have slowed to a trickle, or is it just me?![]()
I wouldn't worry. They already made it past the 50% mark in less than 5 days. That's pretty crucial.I know kickstarters usually slow down but this seems pretty bad, I'm actually kinda worried. I might be misjudging though.
I know kickstarters usually slow down but this seems pretty bad, I'm actually kinda worried. I might be misjudging though.
The backings have slowed to a trickle, or is it just me?![]()
They said in a recent update that they are considering moving the port stretch goals to a lower amount.They would get a lot more backers if the console/handheld port stretch goals were more attainable. That's my reason for not backing as much as I would like to play this.
Okay, probably just my imagination then. Or I'm comparing it too much to insanely-fast financed games like Kingdom Come. Or a bit of both.We need $2000 a day to succeed, and we're tracking roughly $6000 per day at the moment. We're doing just fine. I imagine things are going to get really interesting from here on out.
They said in a recent update that they are considering moving the port stretch goals to a lower amount.
No, they wouldn't. It'll likely be too niche of a game to sell well on Xbox 360 or PS3 given the circumstances. Won't be happy if they lower those stretch goals and put actual in-game content higher on the scale.They would get a lot more backers if the console/handheld port stretch goals were more attainable. That's my reason for not backing as much as I would like to play this.
I agree with this. In-game content is always most important.No, they wouldn't. It'll likely be too niche of a game to sell well on Xbox 360 or PS3 given the circumstances. Won't be happy if they lower those stretch goals and put actual in-game content higher on the scale.
Hey everyone! Nayan here again with a fresh new update. Today we're looking at brave heroine Lumisa's character design.
La-Mulana was originally developed as an amateur freeware title. As a result, when NIGORO was designing Lemeza, they werent really thinking about making him appeal to potential customers.
They made his clothes a single monocolor green, to mimic the style of retro game graphics. When they remade that game they gave his pants a different shade of green. We still think he looks like a certain famous movie hero, though...
The heroine of the second game, Lumisa, was based on the following design points: we wanted to make ochre yellow her main color, with some red and blue parts. That way she would stand out from the background during gameplay. We wanted to give her a link to Japan as well, so we decided to design her as a mix of the Japanese and American flags.
Working with KickStarter has, for the first time in our careers, challenged us to design a character that people from all over the world can relate to.
Character Introduction: Lumisa Kosugi
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This illustration was actually supposed to portray "a sidelong glance", and the character's eyes were meant to be bigger, but only this illustration ended up going around. I found some fan art in which she was portrayed as a girl with a menacing expression and thought "Hey, this actually looks better," so we decided to portray Lumisa as a young lady with a menacing look in her eye.
That's it for now. What do you think of Lumisa's design? We think she's pretty awesome.
Signing OFF!
Nayan Ramachandran
PLAYISM
Hey everyone! Nayan here with another update. Today we're looking at character animation for La-Mulana 2.
We were basically planning on using the system from La-Mulana 1 for La-Mulana 2, but considering that we wanted to expand on the action elements in La-Mulana 2, we had to modify it, starting with the character graphics system. We wanted the freedom to create pixel art that wouldn't be restricted by the frame limit imposed by the first game.
To start, we tried creating an animation for "rapid firing" as a proposed new action.
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Notice that the animation isn't mirrored when Lumisa looks in the other direction!
What do you think? We took our time and repeatedly tested it so we were able to achieve a fairly smooth animation. It was a lot of work, but Naramura-san was re-inspired to work on pixel art after making this. As a result, Naramura-san proposed that we should hold this animation's level of quality as the standard for the protagonist's animations!
The plan now is to begin implementing modifications starting with the character graphics system. As work efficiency increases, we'd like to work on lots of animations, and not just for the protagonist but for enemies and NPCs as well.
Character Introduction Mulbruk:
Today's character introduction is none other than Mulbruk!
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As you can see, she's looking a little different now that she's spent some time above ground. She's gotten herself immersed in pop culture, and has developed quite the affinity for cheese burgers! (as always, click on the picture for high resolution glory!)
That's all for today, but we promise to have some great updates in the coming days (including a couple neat surprises! What could that mean...)
Signing OFF!
Nayan Ramachandran
PLAYISM
Hey everyone! Very quick irregular update for all of you out there. Bob Mackey from USGamer sat down with Playism's Josh Weatherford to talk a little about the La-Mulana 2 Kickstarter, and our motivation behind doing it.
You can check out the interview here: http://www.usgamer.net/articles/how-la-mulana-2-is-jumpstarting-the-new-evolution-of-2d-games
A lot of you out there might not have ever heard of Playism before the Kickstarter began, and that's okay! EDGE Online recently did an interview with us, and it's worth reading if you're curious about what we do when we're not working with NIGORO.
You can read the interview here: http://www.edge-online.com/features...ing-japanese-indie-games-to-the-global-stage/
Of course, if you're more of an old school magazine reader, you can check out the same article in this month's EDGE (Issue #263 to be exact!)
That's all for now! We have a nice big update coming in the next day or so, so stay tuned!
Signing OFF!
Nayan Ramachandran
PLAYISM
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Hey everyone! Nayan here once more for a quick update. We don't want to let all our cats out of the bag at once (why do we keep our cats in a bag?), but this should be an exciting update all the same!
We paid a visit to the office of Mega Man creator Keiji Inafune some time ago, whose company, Comcept, enjoyed incredible Kickstarter success with their project, Mighty No. 9.
When we decided to use Kickstarter, we looked at the results of other indie action titles and noticed they tended to raise around the hundred thousand dollar mark, so we thought setting our target around that amount was a good idea. However, once we calculated how much funding we actually needed, we realised that that wasn't going to be enough. The risk of getting no funding at all is rather scary, though. The runaway success of Mighty No. 9 actually occurred during that period when we were worrying about funding.
From it, we learned that you cant be afraid of stating how much you need when facing this challenge. We learned you have to make a project which is worth every cent our backers pledge. The Mighty No. 9 project gave us the confidence to move forward.
Fortunately we were able to meet Mr. Inafune at the TOKYO GAME SHOW. There, we asked him if he would support our project, and if he had any advice for us.
Tomorrow's update is the result of that request.
(what a tease!)
Character Introduction: Fairy Queen Freyja
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Today's character introduction is one that some fans might not be familiar with, but that's probably what makes her that much more interesting!
Click the image for high resolution awesomeness!
Can't wait for tomorrow's update? Neither can we!
Signing OFF!
Nayan Ramachandran
PLAYISM
We need $2000 a day to succeed, and we're tracking roughly $6000 per day at the moment. We're doing just fine. I imagine things are going to get really interesting from here on out.
Update #11
I love all the character artwork by the way.
Hey everyone! Nayan here with today's update. Today is a video update from a few of our friends:
https://www.youtube.com/watch?v=LWG8MK7YBL4
These messages are from:
Keiji Inafune (Mighty No. 9)
Owen Wu & Louis Lu (SPACE QUBE) (We met these guys at an event in Taiwan last year)
Ryo Agarie (Tengami) (A very key figure in the Japanese indie dev scene!)
Christine Love (Analogue / Hate Plus)
Miguel Sternberg (They Bleed Pixels)
Thank you for your comments everyone! We’d love to collect more comments, so please let us know if you want to help!
Hi everyone! Nayan here again! You may notice something is a little different on the main Kickstarter page.
That's because we just changed things around on the main page to make things clearer, and added sample images for a lot of our tiers, including the character sketches, the physical packages, and the artbooks.
We also reduced the size of the main page rewards list down to what we've seen has been really popular, so things don't get too confusing. That said, the full breakdown chart is still available to check if you're unsure what tier has what in it.
What do you think?
Spread the word
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We've also put together some images that, if you want to spread the word about La-Mulana 2, you are welcome to print out, stick anywhere and send anywhere!
Got a Japanese friend you're trying to convince? Try our Japanese flyer out for size!
That's it for now, but we'll have another update real soon!
Signing off!
Nayan Ramachandran
PLAYISM
20+ days left and kickstarters usually picks up near end too.The funding progress has definitely taken a nosedive. I was hoping we'd get a few stretch goals, but now it looks like we'll be lucky for the funding to even be successful in the first place.
The funding progress has definitely taken a nosedive. I was hoping we'd get a few stretch goals, but now it looks like we'll be lucky for the funding to even be successful in the first place.
The funding progress has definitely taken a nosedive. I was hoping we'd get a few stretch goals, but now it looks like we'll be lucky for the funding to even be successful in the first place.
Nayan Ramachandran
This guy isn't a Japanese right?![]()
Nayan Ramachandran
This guy isn't a Japanese right?![]()
It will definitely hit its goal, but achieving a few milestones along the way would be sweet too.
It's already there.Should totally add a WiiWare stretch goal.
For the original Wii.
It's already there.
So did I.Oh no, I mean for this game.