A patch downloaded some days ago (And some days before that, there's been a few of them.) but I finally found the release notes for this most recent update.
A patch downloaded some days ago (And some days before that, there's been a few of them.) but I finally found the release notes for this most recent update.
Just finished this and I must say it here. What a brilliant game this is! I was such a fool for not listening to my cousin. He kept telling me to play it because it's great and I was always like: Fine, I'll try it sometime... I'm glad I played it now though. It's right up there with the Trine games when it comes to platformers for me and I do love the Trine games a lot. I hope there will be a second game, especially with that ending of this.
Here's a video recorded from the Rochard 2 preview.
This pre-production stage preview uses assets and mechanics mostly from the original game, but there are lot of new mechanics planned. The project is on hold, but once we get the funding settled we are ready to continue.
Please tell us what you think.
Quote:
Definitely, Kickstarter and Indiegogo have been in our plans. Unfortunately it's still unclear whether it's legal in Finland: collecting money is restricted to charity organizations. Goods can be presold but I think they should have fixed price.
Edit: It definitely is possible to organize this through a foreign corporation.
When the game finally became available on PSN Store on September 27th 2011, there was not enough buzz for it to sell despite it being IGN Editors’ Choice and getting other great awards. We had no funds to do any marketing ourselves, so there was no choice but to rush the PC version to Steam despite the bad market timing. The PC Steam version was launched on November 15th, 2011. Media coverage was minimal as the seasonal big titles had been released during the past four weeks. Our bad luck had turned worse due to our lack of resources. We had made a great game that we did not know how to sell.
There are seven guys (and a lot of debt) left in the company. We were about to give up with Rochard, but we were given an opportunity to release a boxed version of the game with Nordic Games GmbH and participate in the Humble Bundle. Now that’s been done, it’s time to give Rochard the fame it deserves. A DLC and a sequel are definitely in our plans.
We’d like to thank Unity3D for their awesome Linux support, and Humble Bundle for keeping the dream alive! We’d also like to thank everyone who has bought Rochard already!
Cheers,
The Rochard Team
P.S. Meanwhile, we’ve been developing a self-funded iOS/Android game since late January, 2012. More about that soon!
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Spectacular game like Rochard, with some genuinely funny humour and great gameplay... commercial failure. Meanwhile the next Call of Duty game is set to come out soon and you know it will sell MILLIONS
Rochard was so good and yet so underrated..I don't even know why to be honest. Maybe because it didn't have fancy hipster art-style or trendy characters.
it just wasnt marketed well enough, as was pointed out. i honestly wouldnt have tried it if murgo hadnt have helped me out (thanks again, man )... i completely would have walked on by because the game was totally under my radar, but im glad i tried it, and i did my best to spread the good word by telling you lot how good it was.
this is all YOUR fault the game failed! i told you all it was good, Y U NO LISTEN!!!!
It's not only that imo, the game lacked of that unique appeal that makes you fall in love with it at first sight (see Limbo/Bastion) . You've got to play it to really know that it's good
what actually scared me off, was watching the trailer...
the whole fast paced gravity stuff, throwing boxes to boost yourself up, or using boxes to throw them at enemies... i honestly looked at it and said 'nah, too complicated, too fiddly... too much shit going on, not for me thanks'
turns out it all played wonderfully well and was very easy to do when i actually played it... but that gameplay trailer really almost killed the interest for me.
The new content includes four new, incredibly challenging puzzle levels: 'Container Chaos', 'Shaft Shuffle', 'Brainyard' and 'Assembly Line'. These levels were created as a response to fans that found the original stages a bit too easy. The ‘Hard Times’ content is designed to use all of the existing game mechanics, with an emphasis on puzzle-solving as opposed to combat, and offers a difficult test for even the most experienced players.
Nooooo! This was a charming game, would have definitely liked to see more from these guys. Hope they can find work soon after this is done at least. Oh well...
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