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Author Topic: Magicmaker Alpha 0.9 Update(2013.11.25)  (Read 24832 times)

flabort

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Re: Magicmaker Alpha 0.9 Update(2013.11.25)
« Reply #225 on: September 18, 2014, 09:54:25 pm »

Hmm. I wonder what's changed since I last played....
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CyberUrist

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Re: Magicmaker Alpha 0.9 Update(2013.11.25)
« Reply #226 on: September 18, 2014, 10:27:57 pm »

*Comes back from the dead, is checking posts I've not caught up on in years, months, whatever*
*sees this post*

Jeez, near year necro. Well, that's okay. Don't... really feel like making and moderating a new thread, but there's news to be had!

Namely the game hits steam on the 22nd.

I'd also like to point out the OST is available for purchase, if you don't feel like nabbing the .oggs out of the alpha version. I really can't recommend it enough, actually -- their composer is kinda' incredible.

My feels right now:
Spoiler (click to show/hide)

*spoiler'd because of large image*
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Neonivek

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Re: Magicmaker Alpha 0.9 Update(2013.11.25)
« Reply #227 on: September 18, 2014, 10:32:43 pm »

I don't want to be the fairy of misery...

But as much as I liked Magicmaker it was fundamentally broken as a game.

How much has it improved since then?
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Sirus

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Re: Magicmaker Alpha 0.9 Update(2013.11.25)
« Reply #228 on: September 18, 2014, 11:57:58 pm »

I don't want to be the fairy of misery...
And yet...
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Puzzlemaker

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Re: Magicmaker Alpha 0.9 Update(2013.11.25)
« Reply #229 on: September 19, 2014, 07:07:12 am »

Well, it's really fun.  So I don't think that makes it fundamentally broken as a game.
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Levi

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Re: Magicmaker Alpha 0.9 Update(2013.11.25)
« Reply #230 on: September 19, 2014, 11:09:01 am »

I remember having fun with what I played when I tried it out.  I bet there has been a lot added by now too.  :)  I'll have to pick it up sometime.
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Neonivek

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Re: Magicmaker Alpha 0.9 Update(2013.11.25)
« Reply #231 on: September 19, 2014, 11:49:44 am »

Well, it's really fun.  So I don't think that makes it fundamentally broken as a game.

I mean the whole "Overpowered spells" part xD

Last I played I was having difficulty until I kind of learned how to just completely break the game over my knee.
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miauw62

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Re: Magicmaker Alpha 0.9 Update(2013.11.25)
« Reply #232 on: September 20, 2014, 03:36:02 am »

Well, it's really fun.  So I don't think that makes it fundamentally broken as a game.

I mean the whole "Overpowered spells" part xD

Last I played I was having difficulty until I kind of learned how to just completely break the game over my knee.
There will anlways be broken combos in games where you design your own weaponry.

This is far worse in multiplayer games, but in sinhleplayer you can make your own fun.
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flabort

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Re: Magicmaker Alpha 0.9 Update(2013.11.25)
« Reply #233 on: September 20, 2014, 11:11:29 am »

Oh, man.
Multiplayer co-op magicmaker, and multiplayer halo-slayer-style magicmaker.

All spell components become equal level (A or B) for vs mode, so that broken combos are less broken, and that newbies aren't completely killed by players who've played a long time. Still allows for certain component combinations to result in lolspamded, but helps.

That would be sooooooo fun.
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Baneling

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Re: Magicmaker Alpha 0.9 Update(2013.11.25)
« Reply #234 on: September 24, 2014, 11:34:49 am »

So, has anybody bought this? If so, is it worth it over playing the alpha?

If not, I suppose I may volunteer myself to see if it's terrible or not.
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flabort

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Re: Magicmaker Alpha 0.9 Update(2013.11.25)
« Reply #235 on: September 24, 2014, 01:59:59 pm »

I was going to ask the same thing.
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Sirus

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Re: Magicmaker Alpha 0.9 Update(2013.11.25)
« Reply #236 on: September 24, 2014, 06:10:18 pm »

So far, it definitely seems to be more of the same. There might be some new spell types and effects, and there's a sort of Mario 64-esque mission select screen when you enter a world, but I'm not sure what else was added.

Oh well. I gladly gave the dev my money because I wanted to support this.
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Baneling

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Re: Magicmaker Alpha 0.9 Update(2013.11.25)
« Reply #237 on: September 25, 2014, 01:25:51 am »

Yeah, the game is still the same game. I think there might have been some rebalancing changes, the start of the game was changed a bit, the college-overworld thing is remade and quite a bit larger, some challenge modes were added for missions e.g spells cost no mana, but enemies do 100x damage.

The particles seem to be a tad better-looking. Especially noticeable if comparing the fire "bow wave" created by using recoil effects.

EDIT: As a point of fact, the game also supports gamepad controls. They're a little weird, but I'm sure if you wanted to use a thumbstick rather than a mouse to aim, you could.
« Last Edit: September 25, 2014, 01:31:49 am by Baneling »
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Neonivek

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Re: Magicmaker Alpha 0.9 Update(2013.11.25)
« Reply #238 on: September 25, 2014, 03:06:03 am »

I will state though if you are looking for a challenge, play a different game.

This is a game all about trying to find the cheapiest ways to break the game over your knee and make the most broken combos imaginable.

You shouldn't need to grind mind you. You only need to grind in this game if you basically want to be a bit creative and break the game in different ways.
« Last Edit: September 25, 2014, 03:14:34 am by Neonivek »
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