Noitu Love 2 Demo!

By: Derek Yu

On: March 28th, 2008

Noitu Love 2

In case you missed it: there’s a 1.5-level demo available for Noitu Love 2, with the promise of a full game coming soon. This platformer features some of the most outrageous action sequences I’ve ever seen/played (including giant, screen-filling bosses), coupled with clever game mechanics and just insanely good pixel art. Get now (and buy later).

  • Lez

    Game too awesome O_O

  • Revol ution

    This is the shit.

    This is the reason I check this scene in the first place ; 3;

  • Gene G.

    Definitely buying this. I’ve been wanting to play a game like this for a loooong time. Ever since Viewtiful Joe came out and rocked my world. While it’s still not QUITE the game I dream of, it comes very very close. So, you have my vote.

    I’m reminded of Mischief Makers when playing it, and that’s awesome. I just bought that game on ebay, to feed my need for good action sidescrollers. I’m sure the final version of this will do that as well.

  • MrBig

    @Gene G.,

    Really!?!?!? You’re probably the only person I know that actually thought Mischief Makers was awesome… perhaps I missed something about that game, I just couldn’t be bothered getting into it. I certainly wouldn’t compare Noitu Love 2 to Mischief Makers though. Noitu Love 2 reminds me very much of a crock-pot full of Metal Slug (scaling 2D sprites with tons of explosions), Mega Man series (futuristic sci-fi theme and music), Gunstar Heroes (Fast paced action combat), and Rocket Knight Adventures (More 2d sprite goodness with cool boss battles). I think this is what you’d get if you mashed all four of those games into a compactor and spit it out, you’d come up with Noitu Love 2… or something similar. :)

  • Gene G.

    @Mr.Big

    Personally, I think Mischief Makers had a lot of those elements. It had scaling sprites and explosions, good music, and relatively fast-paced action.

    But, it’s a matter of opinion. ;)

  • http://josephkingworks.blogspot.com Joseph

    OH GOD :O *orgasms and dies*

  • http://josephkingworks.blogspot.com Joseph

    btw I think the bandwidth died on that download…

  • Prio

    I refuse to orgasm or die over this game unless you get turned into things, like you did in NL1.

    Still a nice game though.

  • Jäd

    I agree only if ‘things’ make you kick so much ass the world explodes.

    D:<

  • bateleur

    Very cool demo. I was thinking I probably wasn’t going to buy this (too many games, not enough time to play) but now I definitely will.

    The unlimited-use special moves and shields are really powerful. I didn’t notice to begin with because I wasn’t having any trouble killing everything with the basic attack, but once I started experimenting… ouch, Xoda is scary!

    Particular credit for the tutorial, which is very fine indeed.

  • Haggis

    I’m assuming this is a custom engine, or something built from the ground up? I’m curious about the programming!

  • Haggis

    Nevermind, MMF2!

  • machrider

    I like the graphics, the graphics are very nice. I do not deny that.

    However, this has to be the most repetitive game I’ve ever played.

    By the time I reached level 2, I was already tired of clicking the attack button for the millionth time.

    You need to do something about the gameplay. If you can beat the whole game by clicking the same attack button over and over, what’s the point? Where’s the variation?

    The fact that the left mouse button does an infinite air combo that is able to kill every enemy (including bosses) easily to the point where the other buttons aren’t even needed is something that needs to be changed.

    I have an idea for this. Think beat em up games like Final Fight. They variate things by making your character finish his attack sequence (with an uppercut, or some strong knock back attack after a certain amount of button presses). There ought to be something like that in this game too. Otherwise, it’s just too easy and repetitive. The enemies aren’t even able to fight back against this infinitely spammable attack either.

    But also, the main attack button should not be the only button you use through the game (as I was playing this, I was able to beat the first level only using said button).

    There should be more variation. Maybe other ways to attack enemies. I know there are other ways already. But they don’t seem to be of much use compared to your main infinite combo attack. You need to balance the effectiveness of everything out so that one attack doesn’t just dominate the whole game.

    I don’t know how to describe it really. But I really shouldn’t be able to beat the game by clicking the same button over and over. Just think of it like that. Add some variation and make it so that the game isn’t just a one button mashing fest like hungry hungry hippos.

  • machrider

    Also, for variation, maybe you can make it so you can do other types of attacks during the combo sequence. Like for example, while you are hitting the enemy, make it so if you press left or right and then attack, you throw the enemy in a certain direction, or at another enemy. Maybe tilt down to smash them to the ground or pile driver them, crushing anyone who happens to be below. Or maybe even finish the enemy off with some kind of downwards jump kick. Stuff like that.

  • machrider

    But I think the most important thing to worry about now toto make the default attack less spammable. The attack shouldn’t be able to combo enemies infinitely, there should be at least some kind of big finish attack after a certain amount of button presses (or you press a certain direction, if you want).

  • machrider

    *is to make

    Whoops, typo. Also sorry for the quad post.

  • machrider

    *or if you

    argh, I really should proof read before posting.

  • Dominic White

    Machrider, that’s a helluva lot of assumptions to make – you’ve effectively played the tutorial level (which Konjak has stated was as simple as possible to ease the player into things) on the easiest of three (the third is locked at the start) difficulties.

    It’s like saying ‘I played E1M1 of Doom, and I know the whole game is just holding fire and enemies are weak and I don’t even have to dodge!’. Which is true, as far as that level on easier difficulties go, but doesn’t apply in the slightest later on.

    Not saying you’re right or wrong, but you should be aware that you’re going on very limited information right now.

  • Lim-Dul

    And that’s how releasing 1,5 level demos is a double-edge sword. ^^

  • dustin

    Damn gilgamesh (machrider), that’s ridiculous. Enemies die in 2 hits, you don’t really “combo” them. There’s tons of attacks, more than necessary probably, and they’re all vital if you’re going to want to not suck at the game.

    That’s a whole lotta overanalization that basically amounts to “the first level isn’t super challenging?!?!?!”

  • Mischief Maker

    How do you unlock the 3rd difficulty in the demo? I’ve beaten it countless times on hard.

  • machrider

    Suck? I breezed through the game using only one attack, or rather I should say.. doing the same thing over and over again. Either I’m really skilled at the game or you’re making it harder than it actually is.

  • machrider

    This game is great and all. It has a lot of style for sure. But as it is, as far as gameplay is concerned, it’s a mindless button masher. If the game had a little more variety, maybe I’d enjoy it more.

  • machrider

    And I know enemies die in 2 hits, you still stay in the air as long as you keep the mashing the attack killing every other enemy and anything else that happens to be in your way. None of the enemies even did any damage back to me. As long as I kept pressing the attack button, I was invincible. Doesn’t that sound like a legitimate issue to you?

  • machrider

    Hell, I don’t even care about the difficulty of the game. The character can have an Ideon Gun attack for all I care and make the universe explode. All I really am trying to say is some variety wouldn’t hurt. Hitting the same button over and over gets boring quickly. Same goes for running forth, fighting waves of enemies and doing the same thing over and over again, rinse and repeat. The fact that the same single repetitive motion is able to kill every enemy in its path doesn’t really help things much either (as far as variety goes).

    That’s all that I’m really trying to nitpick here. That is, my issue is more about the repetitively than it is about the difficulty of the game.

  • machrider

    Actually hitting the button over and over again is okay in most games, shooters for example, and especially if it involves some level of skill. Rather I should say, gameplay consisting of mindlessly mashing the same button over and over is what I take issue with.

  • Zaphos

    *”I breezed through the game using only one attack”*

    Note that you probably did not breeze through the game, but rather just the first level and a bit of the second, which is all that was included in the small demo konjak released.

    I think it’s fair to assume the full game will increase in difficulty after the point where the demo ends.

  • machrider

    Yes, but I already said I don’t care about the difficulty. I just think less button mashing and more variety would make the game much better.

  • Zaphos

    I also assume that the way the difficulty will increase will be in part through more variety and less button mashing. I think konjak said that, for example, use of the shield actually becomes important soon after the point where the demo ends.

  • machrider

    In fact, I like easy games. If I can beat a game in two minutes, great. That doesn’t bother me. However, if I can beat a game by pressing the same button over and over again, then that’s not so good.

    I know that there are other moves. But as I was playing , the default move seemed to dominate over everything else and that’s what made it so repetitive.

    The game being easy because of that is merely a side effect. The real issue is that since that one move can kill everyone in its path, the game just becomes a repetitive button mashing fest where you are doing the same move over and over (pressing the same button over and over).

    The default move should be less spammable (and maybe even do different things depending on how you press it) and the other moves should have more of a role in the game.

  • machrider

    Also, Zaphos posted before I made the above reply. Anyway, @ Zaphos’ latest post:

    yeah. That’s what I hope in the full game. Hopefully the full game’s difficulty will make spamming the same move less effective and encourage using the other attacks.

    But I still think that the default attack is a way overpowered and that’s something that should be changed up a bit. Not for the sake of difficulty, but for the sake of variety (and the sake of not only using the same attack because it the most effective).

  • machrider

    *same attack over and over

  • notderek

    i kinda agree with machrider. i ended up just flying the whole time continually pressing the button over and over. when i got tired of this, i realized, hey, i can just run to the end i skip the enemies.
    nice art, though, not quite “masterful”, there are a few pixelartists i’ll put in that bracket, but not konjak. just not. colors.

  • notderek

    and by flying, i don’t mean fast, i just seemed to stay in midair the whole stage through.

  • xerus

    As someone who has played most of the game, machrider, you are judging the whole game rather unfairly based on 1 level and 30 seconds of the 2nd. If you wish to stand by such judgements, then so be it, but just know that the whole game has a lot more in store.

  • konjak

    It IS the first level, and if you’re just using “punch” to somehow limit yourself it’s not my fault you’re not finding variation.

  • Dominic White

    I should fire up fraps and record some video of how the first level should be played if you want a little variety – bouncing all over the screen, throwing enemies into each other, shooting fireballs and generally doing a lot more than the supposed ‘mash A to win’ that people are complaining about.

    Still, I’ve noticed that almost for every demo released in the past year or so, there’s always someone who either complains that it’s too easy (not realizing that it’s a tutorial area on a lower difficulty setting), or that it’s too hard (they chose to actually throw you into the belly of the game without the tutorial area that people would have complained about anyway).

    Damned if you do, damned if you don’t. Thankfully, most of us are aware enough to realise that the challenge provided by easy/normal difficulty on the first level is probably not indicative of the entire game.

  • Will Vale

    I’ve wanted to play this since I saw the trailer, and it definitely lives up to expectations. I love the sense of fun and speed, and how fair everything is – like the bosses telegraphing attacks before they happen.

    Secondary mechanics like the grappling are fun too – clever that the hook spacing means that you don’t have to move your cursor, you just zoom from hook to hook like a monkey on speed.

    The only thing that I wasn’t sure about was that I found it easy to get stuck on small bits of foreground terrain (like the little block where the missile boat in the background attacks you). I’m not sure if this is just poor play on my part.

    It feels like I should be able to get around the terrain as fast as I can air-dash to the baddies, so when I get stuck trying clumsily to double-jump or wall-jump over a block it takes the wind out of my sails a bit.

    For those of you who are better players than me, can you keep your speed up through the obstacles? If so, what should I be doing different or better?

    If not, maybe it’s worth trying to smooth things out a bit – like being able to run up the low steps without having to jump?

    Anyway, ace game, thanks so much for releasing a demo!

    Cheers,

    Will

  • Mischief Maker

    Given the comments from machrider and some folks at another forum I frequent, let me repeat my suggestion that you give a letter grade at the end of each level based on the combination of time, damage, and highest combo. This way, those who choose to “limit themselves” to just the basic attack will get lousy scores, while those who mix things up with the dash and spin attacks will get As and Ss.

    The time portion of the score will prevent people from just sitting in one spot and farming enemies for triple digit combos.

  • Pixel Mort

    That’s a good idea.

  • Dominic White

    Yeah, if I remember rightly, Chalk had a similar rating system. It’d make sense for it be applied to NL2 as well.

  • machrider

    If you just put a rating system, that doesn’t change anything. You can still beat the game by clicking the left mouse button over and over. Except, now you are clicking other buttons over and over too. It’d still be a button mashing game. They have the same thing in a few fighting games yet people still spam the same move and dominate the game despite the what the rating system giving them bad grades.

    I think adding a bigger variety of situations where the other attacks become more useful and maybe balancing out the effectiveness of the moves would be a better idea. Also make the timing of the moves more deliberate or make it take just a little bit more skill and less button mashing.

  • machrider

    But not so much though, just a little bit. Some button mashing is good. But maybe make it so that timing your attacks in a certain way makes them more effective, stuff like that.

  • konjak

    But this is exactly what is done BEYOND the demo, you keep expecting this is exactly what the rest of the game will be.

  • Dominic White

    Machrider, have you ever played a demo before? They’re almost always the easiest, simplest part of the game, completable without the full skill-set you’ll build up over the course of the game.

    Your complaints can be levelled at 95% of demos ever released. Making these huge sweeping assumptions that the full game never gets more complex or difficult are uninformed at best, willfully ignorant at worst.

  • machrider

    We shall see then. I await the full game. Show us what you are made of! Let’s see what you do with it and what kinds of interesting twists and other innovative things you do with the gameplay. Prove me wrong. If the game is still a button masher and I’m still able to beat the game by using one or two moves, I am going to be disappointed.

  • machrider

    Dominic White, the thing is demos in the klik community (which I’ve been a part of as far back I can remember) are always unfinished versions of the game, not an excerpt from the easiest part of the game like a commercial product. I was just trying to offer some criticism for the full finished version of the game. But you’re right, I can’t judge everything on a demo. But that doesn’t mean I can’t give some feedback on what to fix when the actual thing comes out.

  • machrider

    The same goes for most indie games too, even the ones you see in the compos here where people make “demos” of the game in progress that they are still working on. I think you’re thinking of a demo in the wrong terms as the demos of commercial product where the game is done already.

  • konjak

    I don’t think being ABLE to beat a game with one move is a fault. You’re able to beat a Mario game without eating super mushrooms.

  • machrider

    Not that it matters anyway, as long as a game isn’t out yet, it’s still open to criticism and suggestions as far as I’m concerned.

    Also the whole “huge sweeping assumptions that the full game never gets more complex” is ironic because you’re putting words in my mouth. Nice huge sweeping assumptions you made there.