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3021
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Developer / Art / Re: The (starts on) Cinco de Mayo Comicompo!
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on: August 11, 2008, 05:28:54 PM
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Good idea. How about everybody send two copies of the page they draw. One to Xerus, and one to the next in line. That should keep everything neat. There's still the problem with collecting the pages already written, though 
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3022
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Player / General / Re: You call that a game? I call that torture!
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on: August 11, 2008, 05:16:53 PM
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Has anybody here heard of Blinx: The Timesweeper? It's got some really well hidden secrets, as well as the hardest final boss I have ever fought. It's a time-manipulation game, so there's all sorts of stuff that happens. It's crazy fun, but the last boss probably took me weeks to finish.
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3023
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Developer / Indie Brawl / Re: Indie Brawl: Turner (Lugaru)
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on: August 11, 2008, 12:00:09 PM
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How about this:
The knife would be thrown by pressing S and then choosing a direction. There would be little to no lag. However, Lugaru would have a recharge on the knives. He would get 4 knives to start, and then you have to wait 5 or 6 seconds for each one to come back. That way you could try things like throwing knives, hiding for a bit, and then coming out to try and throw some more. It would balance out the move and prevent spamming, while still allowing for strategy revolving around it.
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3024
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Player / Games / Re: Indie Piracy
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on: August 11, 2008, 08:52:34 AM
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Uh. Well, yes. Eternity's Child, for one, and that game apparently sucks.
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3026
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Player / Games / Re: BRAID
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on: August 11, 2008, 08:43:29 AM
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Beware spoilers. Only read if you've finished the world with the time-slowing ring.
Re: pixel-perfect timing, there was one puzzle where it did seem required. It's the one on the world with the ring where the puzzle piece is floating high up in the air above a platform which can be raised and lowered. The switch to raise or lower the platform is inside a room which can only be accessed by a corridor down which fireballs are constantly fired, meaning that it's possible to get in, but not to get out.
I solved it as follows. Underneath the puzzle piece and on top of the room with the lever/switch, there's a cannon firing goombas in an arc into a pit of spikes. I placed the time-slowing ring just to the left of the spike pit so that the falling goombas became closer together, allowing me to jump up them as if they were a moving staircase to reach the high platform to the right of the puzzle piece. This required me to get the timing exactly right - jump too late, and you go over the head of the first goomba, jump too early and it kills you or you fall into the spikes, etc. - so I'm guessing that wasn't the most elegant solution.
How did you do it?
OMG I spoiler itI'm actually not talking about that one. I'm talking about a later puzzle in world six, with the ladders that fall down when you pull a switch, and two platforms which can be moved and give you time-invincibility. It was the hardest puzzle in the game, if only because the time-proof platforms make it so that you have to start over whenever you mess up. The other one that annoyed me was in the world where going back in time creates a copy of you. There was a puzzle that required you to bounce a fuzzle off of shadow-you's head, to give it extra height. This strikes me as freakishly counter-intuitive, given that you shouldn't know about this trick at all if you play well. It stuck out like a sore, blistery thumb from all the other, decently made puzzles.
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3028
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Player / Games / Re: BRAID
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on: August 11, 2008, 05:27:54 AM
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And with two brothers
I'm pretty sure that answers your question, Shinygerbil.
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3029
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Player / Games / Re: BRAID
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on: August 10, 2008, 07:11:58 PM
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So. I've now finished Braid, and had some time to think about it. (NOTE: Very slightly spoily. Read at your own risk!)
The bottom line from me is: I didn't like it. I liked it. It was a game filled with potential, that delivers in every regard until the very end.
I love the platforming action. You just don't get many games like this, and time traveling has always been an awesome gameplay tool that not enough developers think about. However, some of the puzzles required you to know things that you should not notice if you play well. Also, there were several other puzzles that required pixel perfect timing, or just luck. I'm afraid that the developers took the fact that you couldn't actually die, and then used it to make many of the puzzles impossibly hard.
The ending upset me as well. I hate abstract endings. People go "oh gee, abstract. How artful." I just look at it and go "what the fuck? Why did I play through this game, then?" I'm trying not to give it away here, but the ending just wasn't satisfying, in my opinion. I'm tired of everybody trying to do twists and breaking cliches, but when you get down to it, I really prefer those old romantic novels, when everything just worked out in the end. This way, I wonder what I was doing all this for.
Despite my gripes, though, it was a good game. Certain puzzles were frustrating without being rewarding after being completed, but most of them were thoroughly entertaining (my favorite were the boss battles). The ending was lackluster to me, but I can see the allure to others. I will do something thoroughly non-indie here and give it a score of 8/10.
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3030
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Player / General / Re: TIGSTWG VIII: Red Moon [DAY 4]
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on: August 10, 2008, 07:01:09 PM
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Hmm. This is indeed embarrassing. For the village, and definitely for me. While I could not have expected this, I have no clue as to why he would have targeted me! I can not rule out the possibility that one of our enemies has been giving him false guidance. However, this is the only possibility I can think of right now.
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3032
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Player / Games / Re: BRAID
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on: August 10, 2008, 06:40:12 PM
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70%? I really gotta say, that's fucking stupid on Microsoft's part. You begin to near the point where paid internet distribution becomes vastly superior to XBLA. That just sounds like a really, really dumb number.
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3035
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Player / General / Re: Out with the old!
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on: August 10, 2008, 02:00:29 PM
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Naturally. Also, for some reason the forum would stretch out the avatar to fit the 100x100 limit, which skews my pictures. At least, it did that with my Ginormo Sword picture, and I didn't feel like seeing if it still happened.
In other words, it keeps my avatar in proportion.
NOTE: It's also because of what Battlerager said.
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3036
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Player / General / Out with the old!
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on: August 10, 2008, 01:34:34 PM
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In with the new avatars. It's been a while since I've played Ginormo Sword now, but there will always be a place in my heart for Ecco the Dolphin  EDIT: What, were you expecting something else? That is all.
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