The game's called Momodora 2. It's a quaint little metrovania, should only be a hour long for the first playthrough. I'd say if you were to describe the principles of its design, it would epitomize the word breeze. Momo, the player, is a lithe little thing and the level design encourages a rapid pace. It's been receiving good reception. According to most people, it has solid gameplay mechanics, nice music, and that the game vastly improves on the first Momodora.
I was involved with doing all the animations, but I didn't make the base sprites. I didn't really try as hard as I could've on the animations either. I wanted to aim for this sort of spasmodic feeling for the little characters for humor, but later on, I just got lazier and lazier, heh.You can check it here~http://www.elektrobear.com/rdein/momodora2.htmlas for my own gamejust going about sketching and mocking up things. i have some of the menu coded but hhh.
@Obel - the ball gets reflected while your leaf attack animation is showing (and it lasts a while), so you have to press attack like a quarter to a half of a second before the ball hits you. When the ball is moving really fast, you can pretty much press attack when the ball is half a screen away from you, and you will successfully deflect it.
Also, I only got 94% of the map, too.@sirXemic oh really? Damn! I wanted to know what was in that chest ;_;I remember encountering some post (on IndieGames?) which said to explore the map full, you have to go below the first boss fight area using the skill that breaks through walls.
Didn't try it myself yet though.I knew it had something to do with that room, but I wasn't sure how to bust through the floor.
Poor Thernz. He doesn't even want to be here!I looked at their blog: Why does everyone use the same tired old theme?
I beat the game.
I got 98% map completion.I am very confused.