Some people enjoy the original version of La-Mulana so much because of the level of challenges it offered.
These people must have been disappointed each time a remake of a favorite classic game is released. Because a remake of an old game often has decreased level of challenge.
NIGORO, of course, considers such concerns.
We decreased the difficulty level.
I mean, what can we do. We have to consider WiiWare’s players.
I’ve grown up.
If you said “god damn, NIGORO!” Right now, hold on.
While some people hold La-Mulana in high regard because they’re used to this kind of game, the others may consider it as “too difficult” or some even say it’s “crappy game”.
It is understandable. I didn’t expect the game to be so popular. This was made for those players who are accustomed with MSX. It was just what I wanted to make.
It’s natural that people need to use keyboard a lot. Arrow Up is for jumping and pressing keyboard opens the door.
By decreasing the level of difficulty, this game can be more friendly for beginners.
Now, button 2 is for jumping and they don’t have to use a keyboard. Doors open more easily.
There are still some difficult operations and new operations people will need to know.
It won’t be a stone monument, but there will be some sort of explanation for those operations.
People don’t have to pause the game to see the explanation. They can choose whether they read it or not.
Also, there will be a character that will assist players with setting, how attack and directions.
It is kind like the elder in the old version. But he wasn’t really useful in that version.
We have developed this character so that it would be more helpful.
You may be thinking “Hey, the level of difficulty is down then”.
We mostly kept the difficulty of action moves.
Except in a few area in the game.
For example, climbing a tower will be easier. In fact the player will be able to stick on the tower easier. Rescue actions will be taken as well.
We are trying to make changes in areas where it’s more trouble than fun.
The most important thing is to make it interesting. Then we can consider the challenging part.
We would appreciate for all the honest feedback on what parts make you feel that don’t make sense or are too difficult.
You may be thinking “Oh, well new players are always more important than us”.
We will have something ready for players who mastered the original version.
If you are thinking like, “Baphomet? It’s so easy” then you may die in the game.
If you are thinking, “This block puzzle is fake”, then you will die in the game.
You will also die if you just guess that, “This quiz is just to erase this or that”.
You can’t rely on the memory from playing the old version thinking “there were ROM and 100G in here”.
What I’m trying to say is,
We will fix the lack of guidance. We haven’t worked on it since it was for MSX.
We will make adjustment on actions for US players.
We will make it in a way that Japanese players would enjoy it as well.