Thanks for the feedback! We're hoping to get an update out with some bug fixes real soon. We're also working on new chapters already and I can confirm that these will delve further into the complexities of the world, challenging people who have finished the game whilst maintaining bespoke mechanics and art styles. We feel, like most of you guys do that MV is a very contained and measured experience and we wouldn't really want to alter that narrative in any way. We're trying to find an elegant solution to provide these chapters and surprise you. We also want to create a chapter based around everyones favourite accomplice, the "Pillar Bro", which incidentally was the name given by you guys the fans and not us internally... but we like it
You have both my trust and more of my money, already For those who missed, catch this wooden model: https://twitter.com/byandreas/status/452976967206588417 How about a light bridges puzzle with a jewel as accomplice, and where the puzzle incorporates elements from multiple viewpoints together instead of just 1 screen/vantage point at a time? Could you do it with a live, rotating 3D landscape background for as you're swinging the camera around...? Or a bird who carries you between landings eventually to its nest at the top of the monument where the final switch is...? Maybe you harvest seeds from a plant on your way to feed it as enticement each time...? Just trying to think outside the box a bit, here, before Totemer, Pillar Bro?becomes a defining characteristic for a game with such broad potential...I'm sure you've got plenty of your own ideas, I'm just as eager to see more as I am more of Totem.
Just adding my two cents in here. Quite a few people here complaining about the number of levels, there being only ten. Did I have a problem with the number of levels? No. Well, no, not the number specifically, but rather the "linearness" of the levels. Ten levels woulda been fine, if there was more than one path to take through the levels. Or rather, to *attempt* to take. My problem was, once you figured out the moving parts, then there really was only one way to go. There were no false paths or dead ends to trip you up or to block your way. And in a puzzle-type game, this is what I like to see, personally. So if the dev is reading this, and is still taking on board ideas for updates and new ideas for more levels, then I for one would like to see a less-linear approach to the exit. I would like to find myself spending ten minutes trying to figure out how to get down a particular path A, only to find out after all that, that it was the wrong path, and that I should've gone down path B on the other side. Frustrating, but in a fun way. If that makes sense?
Not finished it yet - I've not been playing many games lately and I've been pacing myself on this one - but still loving it. Wholly agree it's frustratingly short and rather too easy, but it's still gorgeous (seriously impressed with the way the art style works and how well it performs on the lowly iTouch) and absolutely spellbinding stuff. It's interesting (to me at least!) to compare it to Tengami, which I hated and couldn't be bothered to finish - much better use of space here, no pointless (aesthetically or mechanically) open areas; much more imaginative, tactile and genuinely rewarding puzzles, even if they are pretty easy; and to UsTwo, guys, thank the Lord on high you made your protagonist move fast. I can't adequately express how relieved I was to see that - absolutely killed Tengami for me. And hell, while I'd certainly be happy to see add-on level packs (I'd even pay for some!) even if the core game was a little too easy, at least it wasn't teeth-grindingly obtuse.
You just described the Spoiler cube room in level 10 really did not like it. I think you are after a much harder game...
Just beat this game. took me 73 minutes in 1 go. What an amazing game.. Wonderful ending <3 Streamed the whole thing.
I generally ignore forum hype these days but this looks right up my alley and might very well be my first purchase for awhile. Please don't go freemium or ad supported somewhere down the line.
Great experience but it's to short and simple to call a game in my honest opinion. It is really just an experience/novelty to me although what is on offer is enjoyable and nicely done while it lasts I still think it's overpriced but if more difficult levels are added in a decent volume then it will become a great game and value for money Time to be flamed lol GaZ
Just wonderful. I love to pay for high quality products like this one. Thanks for all that amazing work. PS: scene VIII... wow!!
one thing that surprised me, is seeing as it so esher based(an homage to or whatever) i was surprised at the Spoiler end with the birds that we never got this sort of effect Esher Pic
Well, that's a different visual effect of Escher's than what they played off of. It's not like it was Escher the Game.
no true but the Spoiler birds at the end, are very escheresque (was not the best pic to show that) , so was just surprised
To me, the game seems inspired mostly by "Relativity," and a number of his pictures of buildings appear to be the architectural inspiration for a number of levels.