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Eagle Island Summer Solstice Update
You said Quill's movement was too slippery and unresponsive. I originally wanted Quill to feel like a retro game character, but this clashed with many players' expectation of an indie game. I've now increased Quill's acceleration (so he's not slippery) and added a skidding animation with dust clouds, making him feel more grounded. His air acceleration has also been increased to give greater control while jumping (a bit less Simon Belmont!) You also said Koji took too long to recover after missing a shot - this recovery time has been significantly reduced.
You said aiming Koji was too difficult and the 8 direction aiming felt bad. I've reprogrammed the entire aiming system making it more responsive - for both keyboard and gamepad. I removed a feature which snaps the direction you aim back to horizontal - this was causing many players to inadvertently launch Koji horizontally when they didn't want to. The game now defaults to 360 aiming when using a gamepad, and has a new (optional) aiming guide to keep your aim true! If you want to use 360 aiming without a gamepad, you can either enable mouse control or use the auto aim accessibility feature.
You said some of the runestones are too boring. I've replaced those ones with 17 brand new ones! I've also buffed some of the remaining runestones to make them more exciting and practical. Runestones now display a life bar on the UI so you aren't surprised when they suddenly explode! As before, there's the option to make them permanent if you prefer that. Toucan Traders now carry an extra runestone in their stock so you get a greater choice at shops!
You said the game is too hard and should have checkpoints to respawn at. It's traditional in a roguelite to restart a run from the beginning if you fail, but I totally understand that many players don't like that. Now you can enable respawning and simply start from the last fast travel statue you activated! There's also the option to completely disable taking damage. These options are available on all difficulty settings and can be enabled/disabled on the fly.
Koji's had a bit of a graphical update with a smoother turning around animation and a much bouncier squishy impact animation! Fire, lightning and ice effects have all been greatly improved - the game is much flashier now. Thanks to you all for playing, and stay tuned for more big news coming soon!
[ 2020-07-10 20:39:13 CET ] [ Original post ]
Hey everyone, welcome to the Eagle Island Summer Solstice Update! I've been paying close attention to reviews and feedback, and challenged myself to create this update fixing all of the key issues players had with the game! Here's a fun video showing the update's features. If you stick around for the end, you'll get a preview of what's coming next! [previewyoutube=2Pg3S9wGO5Q;full][/previewyoutube]
Revamped player control
You said Quill's movement was too slippery and unresponsive. I originally wanted Quill to feel like a retro game character, but this clashed with many players' expectation of an indie game. I've now increased Quill's acceleration (so he's not slippery) and added a skidding animation with dust clouds, making him feel more grounded. His air acceleration has also been increased to give greater control while jumping (a bit less Simon Belmont!) You also said Koji took too long to recover after missing a shot - this recovery time has been significantly reduced.
Revamped aiming system
You said aiming Koji was too difficult and the 8 direction aiming felt bad. I've reprogrammed the entire aiming system making it more responsive - for both keyboard and gamepad. I removed a feature which snaps the direction you aim back to horizontal - this was causing many players to inadvertently launch Koji horizontally when they didn't want to. The game now defaults to 360 aiming when using a gamepad, and has a new (optional) aiming guide to keep your aim true! If you want to use 360 aiming without a gamepad, you can either enable mouse control or use the auto aim accessibility feature.
New runestones
You said some of the runestones are too boring. I've replaced those ones with 17 brand new ones! I've also buffed some of the remaining runestones to make them more exciting and practical. Runestones now display a life bar on the UI so you aren't surprised when they suddenly explode! As before, there's the option to make them permanent if you prefer that. Toucan Traders now carry an extra runestone in their stock so you get a greater choice at shops!
Damage and checkpoints
You said the game is too hard and should have checkpoints to respawn at. It's traditional in a roguelite to restart a run from the beginning if you fail, but I totally understand that many players don't like that. Now you can enable respawning and simply start from the last fast travel statue you activated! There's also the option to completely disable taking damage. These options are available on all difficulty settings and can be enabled/disabled on the fly.
Effects and graphics
Koji's had a bit of a graphical update with a smoother turning around animation and a much bouncier squishy impact animation! Fire, lightning and ice effects have all been greatly improved - the game is much flashier now. Thanks to you all for playing, and stay tuned for more big news coming soon!
[ 2020-07-10 20:39:13 CET ] [ Original post ]
Eagle Island
Pixelnicks
Developer
Pixelnicks
Publisher
2018
Release
Game News Posts:
25
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Mostly Positive
(96 reviews)
The Game includes VR Support
Explore the avian world of Eagle Island with Quill and one of his loyal owls, Koji. Discover lush forests, treacherous caverns and uncover the ruins of long lost civilizations. Finally, confront the gargantuan deity, Armaura, in a desperate attempt to rescue Ichiro from her clutches.
With its falconry-based gameplay within uniquely generated worlds, Eagle Island is set to a beautifully modernized pixel art aesthetic and provides a breath of fresh air to the platforming genre.
Taking inspiration from the roguelike and metroidvania genres, players of Eagle Island can enjoy either short runs or a longer story based experience.
Quill's arsenal of solo moves consists simply of running, jumping and the occasional ledge grab - the game keeps to its classic 16-bit inspiration. Launch attacks with Koji in 8 directions using the D-pad-like aiming controls. Hit enemies in quick succession to earn greater rewards from combos. Miss an attack and you'll be forced to wait longer for Koji to return. If Koji is attacked or captured, Quill will be briefly defenceless and must take evasive action whilst vulnerable!
Eagle Island was supported by 1,291 backers on Kickstarter.
With its falconry-based gameplay within uniquely generated worlds, Eagle Island is set to a beautifully modernized pixel art aesthetic and provides a breath of fresh air to the platforming genre.
Taking inspiration from the roguelike and metroidvania genres, players of Eagle Island can enjoy either short runs or a longer story based experience.
- Fully procedurally generated levels
- 80 different perk abilities to mix up the gameplay each run
- Magical feathers transform your bird into elemental forms
- 9 beautiful environments to explore
Quill's arsenal of solo moves consists simply of running, jumping and the occasional ledge grab - the game keeps to its classic 16-bit inspiration. Launch attacks with Koji in 8 directions using the D-pad-like aiming controls. Hit enemies in quick succession to earn greater rewards from combos. Miss an attack and you'll be forced to wait longer for Koji to return. If Koji is attacked or captured, Quill will be briefly defenceless and must take evasive action whilst vulnerable!
Eagle Island was supported by 1,291 backers on Kickstarter.
MINIMAL SETUP
- OS: Ubuntu 18.04 (64 Bit)
- Processor: 1.7 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD 4000
- Storage: 1 GB available space
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