User Profile

Metal_Slime

Metal_Slime

United States

Joined:
Fri 27th June, 2008
Website:
http://www.studiowalljump.com

Recent Comments

Metal_Slime

#1

Metal_Slime commented on Horizon Riders:

zomg I really wanted to make a balanceboard/zapper game!!! Actually I wanted to make a power pad power glove zapper game but, you know. I want to get this already! Looks like Sin and Punishment (but worse, but with a balance board).

Metal_Slime

#2

Metal_Slime commented on Review: Liight (WiiWare):

@Nnooo thanks, that should be helpful if we don't have to translate any in-game text, though i think we'll still have to make all our error dialogs bigger for German haha!

Looks like we just need Italian now.

Metal_Slime

#3

Metal_Slime commented on Review: Liight (WiiWare):

Did you mean Havok or Hypnok? I get stuck on Hypnok.

@L.Brown: about 14 pages of manual and a fairly limited amount of in game text. If you read the manual of Liight (which you can do without purchasing it), thats the bulk of the work.

Metal_Slime

#4

Metal_Slime commented on Review: Liight (WiiWare):

I'll be straight with you guys about the Euro release.

Liight is, as we've said before, a labor of love. It cost a lot of money to make this game, and as an indie game, it’s all my own personal money. Not a lot of money for a game development budget, but a lot of money for a single person. Even if we manage to break the performance threshold... well let’s just say we're not in it for the money.

The North American version of the game required only the manual in Spanish and French, and I was lucky enough to have two friends who speak those languages natively to translate the manual. The Euro version requires that the entire game and manual be translated into 6 different languages, and that means paying a testing lab to translate it for me.... I really just can't pour more money into this game until some starts to come back out. Plus I promised Roland I'd buy him a Stun Runner machine.

Anyway, the short answer to the Euro question is: You can have it when enough North American copies sell to pay for the translation! It won't take long after that; the game is identical.

Unless we can get some volunteers going here : ) Anyone want to do some translating? I need Dutch, Italian and German still.

Metal_Slime

#5

Metal_Slime commented on Review: Liight (WiiWare):

Nice review! So glad you liked the game! I really appreciate how much you appreciated how much time we spent play-testing and tweaking the increasing difficulty of the 100 puzzles. I’ve gotten a lot of early feedback from people who thought the initial game was too easy, but really the first 25 puzzles are there to introduce most of the core solving concepts before we throw you to the wolves. Let me add a few things...

The static targets can indeed be aggravating when you hear them for a long time, and in some cases the music itself can be too, when you're solving a complicated puzzle. You may have noticed the sound icon on the lower left of every puzzle: this toggles all music (including static!) off while you solve. Ahhhhh…

Given the random aspect of the music (the musical components of each puzzle are selected randomly every time you play) there is no real concept of a 'complete' sonic backdrop. You did notice that we let you sit on the Puzzle Solved screen as long as you like to listen to your finished puzzle, but if you really want to enjoy the musical aspect of Liight, I recommend hitting up the Create mode and just dragging more and more targets onto the board, removing the ones you don't like. I like to put some on Spinners and let them spin in and out of the light to switch tracks.

Nonstop mode is basically a second game that uses the same concepts but in a different way. 100 puzzles won't last you forever and like the review says, not everyone has friends with Liight (though I encourage you to share puzzles with everyone you know anyway!). It doesn't feel like the rest of the game on purpose, but maybe it should have been released as a sequel with more focus. Too bad, you get it for free. Unfortunately we were unable to get online leaderboards into the game, so I think maybe the mistake is not including a high score on the chart that is high enough for people to understand the full potential. For what it's worth, the high score included in the game is the highest score achieved by a player at PAX in 2009 when we showed the game (and those are his initials and we promised at PAX to keep the highest score in the game). He only played it three times or so. Studio Walljump will be promoting Liight with a Nonstop contest soon, and I hope that you all take a second look at it then, if you're not already addicted to it. I can only put it in an analogy that makes sense to gamers; you know how in Ikaruga you can either play the game just to survive, or you can play the game for score by chaining everything in 3's? It's kind of like that, except I seem to have failed to make that second layer of gameplay obvious enough to players. I'm curious what all your high scores are!

As for the rotation.... c'est la wii. The best way to cope in Liight is to grab targets using only the B trigger and twist your wrist like turning a key. This helps you easily tweak the rotation without messing up the position.

Thanks for the great review!!!

Metal_Slime

#10

Metal_Slime commented on If You Want Virtual Boy Games on 3DS, Speak Up:

As an owner of almost all the VB games, I can say that there really isn't a game concept in there that you haven't already played (in color). Virtual Tennis was the best game, and it came with the system, and it was only cool because ball would literally go over your shoulder when you were in the front row (and come back when your ai teammate hit it behind you!). If you want these games, you want an updated release, not a red and black port... and there isn't anything in there so good you're missing out. The VB was more about submersion than 3D, imho.

Metal_Slime

#11

Metal_Slime commented on La-Mulana Fails Nintendo Approval Process:

Agreed; this is hardly news. Liight just failed Lotcheck for the 4th time in two months. Its just hard to get stuff to get all the way through their testing. I just had to fix a bug where the game would lock up if you repeatedly pressed the power button at an exact moment during the loading screen. That sort of thing. It has nothing to do with the actual game; Lotcheck doesn't do that.

Metal_Slime

#13

Metal_Slime commented on Nintendo Lays Out PAX Showing:

With Liight currently in Lotcheck and PAX coming around again, I'm asking if I can get Liight shown there again last minute. Probably not but either way I will be enjoying the DQ9 lounge!

And to echo DAaaMan64, DigiPen is awesome, I graduated from there too!

Metal_Slime

#14

Metal_Slime commented on First Impressions: Liight:

Thanks to everyone who has been waiting for Liight since we announced it ages ago. Sorry for the long delay, and I hope you all enjoy it when it comes out!!! Thanks for the Preview Sean!

Metal_Slime

#15

Metal_Slime commented on Talking Point: Are Rereleases Killing the Retr...:

If you're collecting it for yourself, what does it matter what other people have? If you're collecting it just to resell, then play the 'game' the way it works; pay more attention to the re-release schedule and buy/sell accordingly!

Metal_Slime

#24

Metal_Slime commented on DRiiFT MANIA:

I love this kind of game! Super Sprint on the NES was great and this looks like it's going to be good too. I'm also glad someone else made a game with a double 'i' in the title, people are giving me crap for that all the time!

Metal_Slime

#26

Metal_Slime commented on La-Mulana Coming to WiiWare:

I'm all about new games that look like old games, but only when it's a new concept too... anyone know if this is anything special or just 'classic' gameplay? Looked fairly standard to me in the trailer.

Metal_Slime

#27

Metal_Slime commented on Brand New Liight Gameplay Trailers Released:

The middle trailer is a custom level maker, the same one we used to make all the puzzles that come with the game.
Unfortunately you will need friend codes to share over the Internet, but only the ones you already have for your basic address book.

Metal_Slime

#29

Metal_Slime commented on Brand New Liight Gameplay Trailers Released:

I'm hoping for Europe by the end of the year, but no promises! It really depends on how much of the game we are required to translate.
No co-op play, it doesn't really fit. Two player is more like taking turns creating and solving, or talking together to solve a puzzle.
I really want the leaderboards but it's become difficult for us to add, so we are still trying to fit it in as we close out all our bugs.
I'll take all the art style comparisons as a compliment, I'm a big fan of the bit generations stuff!

Metal_Slime

#30

Metal_Slime commented on Brand New Liight Gameplay Trailers Released:

Hey guys. I apologize for the long delay between news and info on the game. When we announced I thought we were much closer than we were! I'm glad to see people are still interested and enthusiastic about the game, and I hope those videos can answer a few questions about how the game works. Hopefully our pax10 status will give is lots of visibility and you can read lots of good reviews! If anyone has any questions I'll be checking the forums to answer them.

Metal_Slime

#31

Metal_Slime commented on Liight:

Hey guys

gameking23: Yeah, it's coming, it's coming! We are a PAX 10 2009 winner this year!!! We will be playable at PAX (and we were playable at GDC). Indi development just takes longer than I expected, so I apologize for announcing so early.

check out www.studiowalljump.com/liight for more info!

Metal_Slime

#36

Metal_Slime commented on More Bit Generations Games Coming To WiiWare:

I own Orbital, Sound Voyager, Dialhex, Dotstream and Digidrive for GBA and I think they are all pretty sweet games. Not for everone, but as fresh game concepts they are really original and refreshing to me. I love showing off Sound Voyager... if you've never played it, you actually play it with headphones and your eyes closed and try to steer yourself through stereo sound. It also has a mode called "Sound Cock" where you try to catch a chicken you can only hear. GOTY! Honestly I think Dotstream is the most boring but probably the most accessable too. I think they're doing a good job picking the best ones out with Orbital and Dialhex. I sure wish I had those english instructions when i was learning Orbital...

Metal_Slime

#39

Metal_Slime commented on Treasure To Support WiiWare?:

Im in for anything those guys decide to put out. Seems with four players and the wii's graphics and all that, we could do with some Rakugaki Showtime!

Metal_Slime

#41

Metal_Slime commented on Studio Walljump Announces Liight For WiiWare:

No real-time online play, sorry. It doesn't really make sense in this game anyway, so its not like you're going to be playing Liight and think, "man i wish i could play this online right now!!". Pretty much everything you would want to do can be done with WiiConnect24 for this game.

Metal_Slime

#42

Metal_Slime commented on Groovin' Blocks:

I love how they've got the background on two axis, like how the table is flat and then the numbers are standing up on it. That looks cool.

Metal_Slime

#43

Metal_Slime commented on Studio Walljump Announces Liight For WiiWare:

Hey again. Just wanted to address the 'hardcore' comments real quick. Obviously Liight is a casual game at its core... on a scale of 1 to 10, 1 being Bejeweled, 2 being WiiSports and 10 being Ikaruga, I'd give it a 3.5.
Nonstop mode however is more of a 5, and if you play seriously for points, its more like a 7 imho. If you've played Ikaruga for example, you know theres a huge difference between simply playing for survival and playing for a huge chain bonus. Nonstop has that same duality. I suspect most casual gamers wont even notice it exists until they realize how big other people's scores are getting!
Anyway.... glad to see people are interested in the game!

Metal_Slime

#44

Metal_Slime commented on Studio Walljump Announces Liight For WiiWare:

Hey guys!! I'm Nick from Studio Walljump.
Sorry about my email... make sure you're using nicholas@ and not nick@.
@wiiboy... yeah, its all about moving the light with the pointer and twisting your wrist to aim the light. You can break it down into two movements to make it easier too, so that you can do one without messing up the other.

Metal_Slime

#45

Metal_Slime commented on Wild West Guns:

Is this game somehow connected with "Wild Guns" on the SNES from Natsume? I know people are seeing a lot of comparisons to old games, but... the game-play and even the levels in this "Wild West Guns" are ripped right out of the SNES game. The train level, the inside the bar level and the outside the saloon level are all nearly identical. Anyone know if theres some shared team members?