thomasmahler
Moon Studios
Interesting point of view.
The funny thing is that while i was reading your post, when i got to the part where you wrote "you fight a giant octopus that has a red eye that you have to hit 3 times" i imagined that scene, with that amazing art direction of your (i'm also a sucker for things with tentacles!) and i went like HELL YEAH!!! in my head, LOL.
To each his own, i guess.
Yeah, we wanted to stick to that triangle relationship between Ori, Naru and Kuro and not introduce any arbitrary huge characters that are just there to get slaughtered. I understand why people want bosses and if we'd ever do a sequel, I'm sure this would become a big topic again, but we'd probably try to tackle it in a more creative way
That would work really well.
It was hard at first, the controls were tricky (but because of the shift in perspective, the controls were just as amazing as usual!), but when i got better at it it was so satisfying.
I'm just curious: are you already working on something else?
The Gravity Mechanic is a funny thing: It feels really 'off' at first, because the controls don't adjust when you walk up walls, etc. - but it becomes intuitive fairly quickly. And simply because of the shift in perspective it adds a layer of difficulty even to the simple platforming challenges you already went through. I think it's a very, very interesting mechanic and I'm quite proud of how we handled gravity there
We're working on the patch right now, so that everyone has a good time. The number of people who had issues is comparatively really small, but it's obviously annoying if you bought the game and some stupid glitch stopped you from progressing.
I'm also dabbling on some protoypes on the side, yes. I sometimes post some of my prototypes either here and / or on TIGSource. These are just my own little personal projects though, Moon is currently still 100% dedicated to delivering the first content update for Ori