Melody's Escape
Icetesy SPRL Developer
Icetesy SPRL Publisher
2016-05-20 Release
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(4348 reviews)
The Game includes VR Support
Update v0.8.2: New light orbs and performances fixUpdate v0.8.2: New light orbs and performances fix
Game Changes
- Changed the look of light orbs. The new look should hopefully alleviate the "motion-blur" feeling induced by LCD monitors with high latency, as they have less contrast than the old ones and softer borders.
- Light orbs explosion in Running intensity now pack a bit more punch.
- The new in-game sounds now play at the same volume regardless of the movement mode intensity.
- Fixed an issue with track caching resulting in difficulty mix-ups if a song had been played with "Custom" difficulty settings.
- The Steam Workshop items checking/downloading screen now only happens once per session, so you can quickly switch skins without waiting if you have a lot of subscriptions. Using the "Go to the Steam Workshop" in-game menu will reset that state and make it check again the next time you visit the "Customize Appearance" menu.
Performance Changes (mostly targeted at lower-end GPUs)
- Anti-Aliasing on Windows is now slightly faster and toggling the option on/off doesn't require to restart the game anymore.
- Added "Graphics Quality" presets in the "Performances" option menu, to easily switch between Low/Medium/High.
- Modified "low FPS" detection (below 50FPS) to interrupt the game and show a warning screen allowing the player to automatically lower graphics quality to gain performance (as the obstacle timing/hitbox suffers when performances are poor and that has quite a negative impact on the gameplay, delaying button/key inputs).
- Added a "Low FPS" warning label below the heart score during a game if the FPS counter is enabled in the options and the FPS is too low.
- Added a new system to detect if the GPU drivers launched the game using the integrated GPU on dual-GPUs computers (usually laptops), to suggest to the player to launch the game using the "gaming" GPU instead.
- Added a global variable to the .exe targeted at NVidia Optimus laptop, to tell to the driver to use the NVidia GPU instead of the integrated one. If you own an Optimus laptop, I would love feedback on whether or not this feature is working!
- All available GPUs detected are now listed in "log.txt" inside the game's installation folder.
- Updated the FNA library on Mac and Linux builds.
[ 2015-06-24 18:57:04 CET ] [ Original post ] Update v0.8.2: New light orbs and performances fixUpdate v0.8.2: New light orbs and performances fix
Game Changes
- Changed the look of light orbs. The new look should hopefully alleviate the "motion-blur" feeling induced by LCD monitors with high latency, as they have less contrast than the old ones and softer borders.
- Light orbs explosion in Running intensity now pack a bit more punch.
- The new in-game sounds now play at the same volume regardless of the movement mode intensity.
- Fixed an issue with track caching resulting in difficulty mix-ups if a song had been played with "Custom" difficulty settings.
- The Steam Workshop items checking/downloading screen now only happens once per session, so you can quickly switch skins without waiting if you have a lot of subscriptions. Using the "Go to the Steam Workshop" in-game menu will reset that state and make it check again the next time you visit the "Customize Appearance" menu.
Performance Changes (mostly targeted at lower-end GPUs)
- Anti-Aliasing on Windows is now slightly faster and toggling the option on/off doesn't require to restart the game anymore.
- Added "Graphics Quality" presets in the "Performances" option menu, to easily switch between Low/Medium/High.
- Modified "low FPS" detection (below 50FPS) to interrupt the game and show a warning screen allowing the player to automatically lower graphics quality to gain performance (as the obstacle timing/hitbox suffers when performances are poor and that has quite a negative impact on the gameplay, delaying button/key inputs).
- Added a "Low FPS" warning label below the heart score during a game if the FPS counter is enabled in the options and the FPS is too low.
- Added a new system to detect if the GPU drivers launched the game using the integrated GPU on dual-GPUs computers (usually laptops), to suggest to the player to launch the game using the "gaming" GPU instead.
- Added a global variable to the .exe targeted at NVidia Optimus laptop, to tell to the driver to use the NVidia GPU instead of the integrated one. If you own an Optimus laptop, I would love feedback on whether or not this feature is working!
- All available GPUs detected are now listed in "log.txt" inside the game's installation folder.
- Updated the FNA library on Mac and Linux builds.
[ 2015-06-24 18:57:04 CET ] [ Original post ] Run, jump and slide to the rhythm of your own music library!
In Melody's Escape, advanced audio detection algorithms transcribe the energy that you feel when listening to music into a synchronized gameplay experience, with a captivating and dynamic obstacle course. The game will adapt in real-time to the intensity of your music and change the movement mode accordingly, from walking during very calm parts up to all-out flying when your music explodes!
Your goal is the help Melody avoid obstacles and collect floating light orbs, all of which are synced to the beats of your music of choice thanks to very accurate beat detection. With the 4 available difficulty modes, you can choose whether to have a relaxing experience or a very intense one.
MINIMAL SETUP- OS: glibc 2.15+
- Processor: 2.4Ghz Intel Core 2 Duo or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 3.0+ support
- Storage: 100 MB available space
RECOMMENDED SETUP- OS: glibc 2.15+
- Processor: 2.8Ghz+ Intel Core 2 Duo or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 3.3+ support
- Storage: 1 GB available space
8.39$ (16%)
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1.09$ (95%)
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