Dyni Crippler
Member
Switched to Hard. Now the difficulty is excellent: challenging but not frustrating.
bobs99 ... said:Feep, your game is awesome. That is all.
No wait that isnt all... Howcome you can make a Indy game thats more engaging and creative than a lot of big name titles. I love it. I will say im wary the grinding for objects stuff will annoy me, but generally the game is amazing, love the music and fairly fresh take on the ddr style games.
You can use other controllers with a quick MotionKey/Joy2Key setup, but it's not natively unless it mimics a 360 driver, unfortunately. We might add some more support in the future.HiddenAway said:Had a good little play with it after the latest patch allowed it to work on my PC. Good stuff so far. I've cottoned on quite quickly.
The only question I do have is about other USB controllers. As it's an XNA title, I assume it's programmed to work with the 360 controller, but should other controllers work as well? It's just that I keep getting the WASD keys mixed up with the Q/E buttons which is not good for the later stages .
Feep said:Hey, everyone.
It appears that this error is due to not having Windows Media Player installed or configured properly on your computer.
Apparently, the XNA framework decided to lift numerous audio utilities from the Windows Media Player .dlls, which I suppose Microsoft just assumes are available on every Windows machine.
I actually can't reproduce this. It obviously involves desynthing and clicking something else, but when do you click? Do you click on a category at the top, or just another item in the same pane?jgminto said:Fantastic game. Such a weird genre blend but it really works. I also had that bug above with the magic staff but it replaced a bottomless pit.
Crazetex said:I'm in the middle of floor 3. I'll do a bigger review once I'm farther in, but here are a few of my pleasures and concerns:
+The genre mix is intriguing and fairly successful.
+The art is nice, although with only three enemies per floor, the palette swaps seem really weak. Still, I like it.
+The music is solid - it's Jenkees, gotta love it!
-I don't really find the guardians funny, but I think this is purely personal taste. Naia's entertaining, though.
-The grinding is hella stupid and really brings down the fun level. Why? Why enforce grinding and item drops? These are not split-second battles, here. I highly suggest that a sequel/spiritual successor utilizes some sort of dungeon map with rooms containing an enemy & item, or something like that; 100% drop rates for everything, especially because...
-Synthing makes no sense. Like, you spend bonus XP for a chance to not spend more XP? It'd make more sense if synthing failures discarded the components, but all you lose is that XP. It's a terrible use of risk/reward.
-Hit detection seems really off to me. I guess I'm used to rhythm games that have various degrees of success; "near miss" to"perfect" or somesuch. In this, it's "you got it exactly right, or you didn't." This aggravates me, although apparently lots of GAFers think the hit detection is right on. My opinion: no me gusta.
The negatives are pretty powerful, but I'm still playing. If this is a first game, then I'll certainly be giving up my money for future games; Sequence isn't Teh Greatestxors, but it's still an excellent primary release. Good work.
Totally legit criticisms, but I want to point out that in early versions of the game, failing did destroy your components, and playtesters wanted to punch my face in.Crazetex said:It'd make more sense if synthing failures discarded the components, but all you lose is that XP. It's a terrible use of risk/reward.
Crazetex said:-The grinding is hella stupid and really brings down the fun level. Why? Why enforce grinding and item drops? These are not split-second battles, here. I highly suggest that a sequel/spiritual successor utilizes some sort of dungeon map with rooms containing an enemy & item, or something like that; 100% drop rates for everything, especially because...
-Synthing makes no sense. Like, you spend bonus XP for a chance to not spend more XP? It'd make more sense if synthing failures discarded the components, but all you lose is that XP. It's a terrible use of risk/reward.
RoadHazard said:These two points contradict each other. If failing synthing would have destroyed the raw materials, that would mean you'd have to go grind some more to get more of them before you could try again.
DigiMish said:I have no problem with losing XP if I don't synth, but items on the other hand. Hell no - that would make me super mad. You made the right choice, Feep.
You gotta think of it that way - you can earn XP anytime, but certain items can only be acquired from certain battles. Plus, what is there more of an abundance - XP or item Z?
Feep said:Totally legit criticisms, but I want to point out that in early versions of the game, failing did destroy your components, and playtesters wanted to punch my face in.
I believe I equipped the magic staff and then synthed Gem A. When it finished it showed Magic Staff x 0 in place of the Bottomless Pit.Feep said:I actually can't reproduce this. It obviously involves desynthing and clicking something else, but when do you click? Do you click on a category at the top, or just another item in the same pane?
I dunno if this helps, but I had a problem with hit detection, and putting it in windowed mode fixed it for me.Crazetex said:-Hit detection seems really off to me. I guess I'm used to rhythm games that have various degrees of success; "near miss" to"perfect" or somesuch. In this, it's "you got it exactly right, or you didn't." This aggravates me, although apparently lots of GAFers think the hit detection is right on. My opinion: no me gusta.
Congrats! Keep up the good work.Feep said:Earlier this year, Zeboyd Games made the remarkable claim that they had exceeded their Xbox Live Indie Games lifetime revenue in only six days on Steam. A remarkable feat.
It's a pleasure to inform you, then, that Sequence exceeded its own Xbox Live Indie Games lifetime revenue in seven hours.
Jesus.
Sales may not be AAA caliber, but thanks to you guys, other Steam gamers, and Valve, Iridium Studios is going to be able to continue development and work on future projects for a long time to come.
Thank you, everyone.
Absolutely amazing. So happy for you.Feep said:Earlier this year, Zeboyd Games made the remarkable claim that they had exceeded their Xbox Live Indie Games lifetime revenue in only six days on Steam. A remarkable feat.
It's a pleasure to inform you, then, that Sequence exceeded its own Xbox Live Indie Games lifetime revenue in seven hours.
Jesus.
Sales may not be AAA caliber, but thanks to you guys, other Steam gamers, and Valve, Iridium Studios is going to be able to continue development and work on future projects for a long time to come.
Thank you, everyone.
Feep said:Earlier this year, Zeboyd Games made the remarkable claim that they had exceeded their Xbox Live Indie Games lifetime revenue in only six days on Steam. A remarkable feat.
It's a pleasure to inform you, then, that Sequence exceeded its own Xbox Live Indie Games lifetime revenue in seven hours.
Jesus.
Sales may not be AAA caliber, but thanks to you guys, other Steam gamers, and Valve, Iridium Studios is going to be able to continue development and work on future projects for a long time to come.
Thank you, everyone.
Feep said:Earlier this year, Zeboyd Games made the remarkable claim that they had exceeded their Xbox Live Indie Games lifetime revenue in only six days on Steam. A remarkable feat.
It's a pleasure to inform you, then, that Sequence exceeded its own Xbox Live Indie Games lifetime revenue in seven hours.
Jesus.
Sales may not be AAA caliber, but thanks to you guys, other Steam gamers, and Valve, Iridium Studios is going to be able to continue development and work on future projects for a long time to come.
Thank you, everyone.
Feep said:It's a pleasure to inform you, then, that Sequence exceeded its own Xbox Live Indie Games lifetime revenue in seven hours.
Jesus.
Pause is defaulted to PJintor said:Jesus fucking christ my brain on hard
What's the keyboard command to access the menu while learning a spell?
Jintor said:Today's discover: Hard is HARD. I had previously thought I was playing on Hard but actually I was locked to EASY. Also, songs can end and you can fail :T
Feep said:- Quarter Quell should now unlock correctly.
Feep said:Hey, everyone.
We did some investigating on our current priority 2 bug, the game crashing immediately after the logo screen.
It appears that this error is due to not having Windows Media Player installed or configured properly on your computer.
Apparently, the XNA framework decided to lift numerous audio utilities from the Windows Media Player .dlls, which I suppose Microsoft just assumes are available on every Windows machine.
I apologize here; most users who are savvy enough to not have WMP on their Windows machines probably have a good reason to want it gone. However, an *exceptional* amount of the audio engine, obviously of some significant importance in a rhythm game, was written using these libraries, in ignorance of this strange dependency. It's unlikely we'll be able to rewrite this amount of code in the near future.
To (hopefully) fix this issue, you should renable/reinstall Windows Media Player 12 on Windows Vista or Windows 7. You can head to Control Panel -> Programs and Features, and on the top left-hand side, click "Turn Windows Features On or Off". Expand "Media Features" and make sure that "Windows Media Player" is checked.
If it's already checked, you should attempt to uncheck it, (restart may be required), and then reenable it so that the system will reactivate it.
Congrats Feep. The game is lots of fun, I have only played into floor 2, but I will get back to it once I can put down Dungeon Defenders for a bit.Feep said:Earlier this year, Zeboyd Games made the remarkable claim that they had exceeded their Xbox Live Indie Games lifetime revenue in only six days on Steam. A remarkable feat.
It's a pleasure to inform you, then, that Sequence exceeded its own Xbox Live Indie Games lifetime revenue in seven hours.
Jesus.
Sales may not be AAA caliber, but thanks to you guys, other Steam gamers, and Valve, Iridium Studios is going to be able to continue development and work on future projects for a long time to come.
Thank you, everyone.
Feep said:Earlier this year, Zeboyd Games made the remarkable claim that they had exceeded their Xbox Live Indie Games lifetime revenue in only six days on Steam. A remarkable feat.
It's a pleasure to inform you, then, that Sequence exceeded its own Xbox Live Indie Games lifetime revenue in seven hours.
Jesus.
Sales may not be AAA caliber, but thanks to you guys, other Steam gamers, and Valve, Iridium Studios is going to be able to continue development and work on future projects for a long time to come.
Thank you, everyone.
We're unsure. Without doing insane .NET reflection stuff that I, frankly, don't understand, we have no ability to see what the MediaPlayer API calls are doing under the hood.aj_hix36 said:Any chance you can upload the .dll's that the game needs from WMP, or does it really need to have it installed?
Feep said:I'm on it. /runs off to check
Edit: Seems to work fine from a new game. I will note that in the tutorial battles, your actual difficulty is "saved" and replaced with a value of 0 (easy), which means that you guys might have been affected by the crashing from last night in tutorial 3. That's my guess, anyway.
Hmmm. Strange...well, I'll investigate some more later.bs000 said:I never crashed on the tutorial or any other part of the game. I remember finishing the tutorial before quitting D: