

http://retrosumus.com/product/xenocider ... l-edition/

Thank you for your words, Falco.GyroVorbis wrote:Hey, Falco Girgis here.
I just wanted to let you guys know how much I truly, sincerely respect and admire the fact that despite the Kickstarter, you guys never faltered or even hesitated to kick ass... Even I have to admit that with a set back like that for ES, I would have had a hard time picking up and carrying on.
I have no idea how negatively it actually impacted you, but as far as I or anyone else can see, it didn't even phase you or your project. You picked up and kept going, kind of as a symbolic "fuck you, we'll do it anyway" to the people who doubted you. Do you remember what I said when I initially saw your teaser before I apologized? You SURE showed me, man.
You have my deepest respect for your resilience, and I hope that more developers will look to the example you guys have set when a project hits road blocks... The game looks amazing, and I can't wait to play it. I will definitely send some love your way when we get around to posting our next big update on Kickstarter!
Thank youlerabot wrote:Also commenting on this to say that this last level looks BEAUTIFUL! It's keep on looking better. Keep up the good work!
Maybe it's just me, but I hear elements of Bach's "Toccata and Fugue in D Minor" in there.hombreimaginario wrote:Can you guess what Juanjo's influences were when creating the music for this stage?
A couple users mentioned that and we were amazed, as apparently one of the most famous themes from the classic Columns is basically a homage to Bach's work. So in the end, our tune ends up resembling that from ColumsDCDayDreamer wrote:Maybe it's just me, but I hear elements of Bach's "Toccata and Fugue in D Minor" in there.hombreimaginario wrote:Can you guess what Juanjo's influences were when creating the music for this stage?
Oh, you are absolutely right. All those elements still need to be mixed/distributed in a different waymankrip wrote:Sakura's Realm looks great, but the combat and the obstacles are divided in separated sections (lots of spiked logs with no enemies, lots of enemies with no obstacles). I suggest trying out some diverse combinations of enemies and obstacles together, to put a greater focus on strategy & timing.
I'll pass your suggestion to Chui and Abelmankrip wrote:Great work. Is it possible to make the road go up/down like in Road Rash for the Genesis?
Suggestion: I don't know how much this would impact on the framerate, but you could interpolate the animation of the animated horizon background by rendering it twice, alternating between the previous and the current textures and setting an alpha value for the overlay based on the elapsed frame time.