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Ratchet_Clank: Do you got a date for the final release?
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Gingertips: Supposedly it'll be in mid-2019.

Also, thanks everyone for your feedback.
First of all let me thank you guys for this wonderful relaxing retro adventure!
Is everything going as planed with the upcoming chapters? Almost half a year has passed without the release of a new episode although the complete game is supposed to have eight of them...
Post edited August 08, 2018 by eidolon232
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Gingertips: Supposedly it'll be in mid-2019.

Also, thanks everyone for your feedback.
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eidolon232: First of all let me thank you guys for this wonderful relaxing retro adventure!
Is everything going as planed with the upcoming chapters? Almost half a year has passed without the release of a new episode although the complete game is supposed to have eight of them...
Hello and thank you.
Yes, everything is going according to the plan. The next chapter will be out in fall 2018.
I just finished Foxtail the third time. Imo the first chapter is nearly perfect so far. I found a few localisation bugs in the Germman translation but these are mostly grammar related only. Other than that I did not experience a single problem. There is a feature I'd like to have. Whenever you quicksave a game it would be nice if a symbold or text could be displayed to show the player that the game has been said. Since there is no dialogue iwhen quicksaving this would be helpful.

Hopefully I have found the two additional quests?

[SPOILER]
The swing and fixing the suncatcher.
[SPOILER]
Post edited August 25, 2018 by MarkoH01
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Gingertips: Yes, everything is going according to the plan. The next chapter will be out in fall 2018.
It's fall 2018 already. Any dates to expect?
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trng: It's fall 2018 already. Any dates to expect?
Accordingly to the developer's Twitter: The second chapter of Leah's adventures is releasing in November.
Post edited October 01, 2018 by Schwertz
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trng: It's fall 2018 already. Any dates to expect?
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Schwertz: Accordingly to the developer's Twitter: The second chapter of Leah's adventures is releasing in November.
Noice, looking forward to it.
No update in November due to changes in the team's roster: "we have to postpone the release date till the middle of January."

New musician and a sound designer might be good but, IMHO, old music sounds more like OPL and gives better feeling in the aspect of the atmosphere. Just a personal opinion, based on the one demo track. Will see what future update brings up.
Post edited November 25, 2018 by Schwertz
I was hoping to play the new chapter this year, but that's fine, two more months is not too long to wait.

I loved the new main theme by composer Vlad Plotnikov, I look forward to listen to more of the new music for the game. :)
Thank you for including an option to manually advance the dialog to the next element. This allows my children to play and enjoy the game and not be frustrated due to racing text. I wish every adventure game had this feature as it is really a deal-breaker if you cannot read the text fast enough.
Thanks for making such a nice game! I've just finished a nostalgia run of all three Legend of Kyrandia games and was looking for something similar, I was immediately captured by the visuals and the "fox tale" theme appealed to me (obviously). The game is pretty, I love that all the puzzles have a logical solution at hand, from around the second half of the 1st chapter onwards the story gets interesting and I'm immersed since. Yesterday I finished the 2nd chapter and am looking for more!

I'm playing from the couch on a monitor, so I see the stuff a little bit smaller than normal, but I can still read the diary texts and manage anything else - until I found out I didn't notice two things in the 2nd chapter. I'll list them in the following section with one additional question, so if you're afraid of spoilers, feel free to skip ahead.

(SPOILER alert - I tried to be as ambigous as possible while keeping the info for the dev team, but still)
1) I missed the hint to solving the "5-cannon" puzzle, but I found the chest even without it and Leah's dialog mentioned something I couldn't have seen due to solving the puzzle only afterwards.
2) For the third Sirene substitution, I got stuck for an hour going back and forth and trying everything on everything. I knew what had to be done, but I didn't have the means, because I didn't notice the dried leaves during my 3 visits to the screen they are in...
3) Was there any hint for the flag puzzle that I could have used? I just tried all the choices until I hit the right one.
(END OF SPOILER alert)

I know I could have set an easier difficulty (playing on Normal) and it would have helped in one of the cases, but what I really enjoy in this game is that I can disable most of the helpers, yet still have a realistic chance without looking for a walkthrough. Also, there was no walkthrough yet for the 2nd chapter even when I felt ready to give up :-)

The only thing that I'm missing after the Kyrandia games is professional English voice acting; is anything like this planned? Looking forward to playing the remaining chapters!
Thank you very much, developers and translators! My daughter (and me) absolutely loves this game, so warm and pleasant. A real game for children. And even translated! Thanks a million!
So, it seems I should learn more about music. :) To that end, why not label the Kalimba with the notes instead of, or in addition to, colors? I remember being frustrated by the musical puzzles in Myst.

Giving Leah a color-coded instrument works, but it's also like Beo saying, "Oh, you don't read music? Here, take this child's toy." Which I'm sure isn't the intention.

That said, you've continued to create a good atmosphere with sound and color. I like that there's no voice acting; that way it's up to us to imagine what the characters sound like.

Morrowind has a unique approach to dialog. NPCs greet you with recorded lines, but when you activate them a text interface comes up. So you have something to go on but aren't stuck with annoying voiceovers for hundreds of hours (looking at you, Oblivion).
I just played chapter 3 (after replaying chapters 1 and 2); this is not a criticism, but it certainly feels like it is considerably more difficult than the other two. Thankfully, I think I was able to figure out mostly everything I had to do, but the actual doing — particularly the safe puzzle and the Muninn's melody — require quite a lot of "state" to be kept while ferreting it out. Thankfully we could open the diary from within the puzzle screens such that I could go and reread the entries while fiddling with the controls.
Pushed through the game like a lightning ('cos roused on such games) BUT! 2 moments made me stuck for a while.
1. Extract a magnet from a radio. I'm an engineer, so "i couldn't imagine" that such a small magnet could pull out a bucket full of water from the well (or to be more exact - such a HUGE magnet could be installed in radio). But I understand, that this is a game convention, so maybe there should be a little tip for guys like me.
2. Annoying duck. There is apparently need in a tip how "EXACTLY" you should exchange eggs (one by one).
'Cos I tried to drive away that annoying creature even with stick and chemicals (acid that destroys bushes).
Good idea to put some dialogues for such attempts like: "No, I am a pacifist!" or "No! She's got a wrench" ;)

P.S. Is there any way to make "monk" bird drunk? It eats fermented berries like a good old drunker!
You need the correct music and the fruit