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342
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Player / Games / Re: Your Top 10 Favorite Indie Games
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on: March 09, 2009, 05:57:32 PM
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In no particular order: A Blurred Line, Photopia, Rameses, Knytt Stories, World of Goo, Cave Story, Deadly Rooms of Death, Varicella, The Mondo games, Aquaria, a bunch of others I can't think of right now. Ten is too hard. 
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344
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Community / Jams & Events / Re: Summer Euro Tig Gathering
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on: March 08, 2009, 08:05:13 AM
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It's much the same to me, so I'm not going to cast a vote, but I wish to reiterate my interest in the enterprise in general.
Agreed! Except that I'm voting for Dublin!
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345
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Feedback / Playtesting / Re: Don't Look Back
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on: March 08, 2009, 07:48:01 AM
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Will do! I really have no idea where to start with this so I'm just gonna try a bunch of random stuff and hope something works... Just played through this again and I noticed that with the step cliffs and constantly going downwards, it looks a lot like Dante's geography of Hell, right? Was this intentional?
To be honest, I really just based the game layout on Hades...  Incidentally, for some reason nobody seems to have picked up on the fact that the river you cross is supposed to be Styx, heh. I decided against the whole boatman thing latish in development because I thought it would make it too obvious... Not that it matters too much now, seeing as everywhere I go I see comments like "Orpheus LOL". (Not that I don't appreciate both writeups, but Kokatu and JayIsGames both spoiled the game's left turn pretty explicitly...) I really did not like it. The controls were awkward and the gameplay made me want to shoot myself because of how ridiculously hard and filled with fake difficulty it was.
I like terry's other games but this seems overrated to me.
Fair enough. I have absolutely no idea what you mean by "fake difficulty", though. 
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347
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Feedback / Playtesting / Re: Don't Look Back
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on: March 07, 2009, 03:39:52 PM
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I can't play it, controls are all screwed up  The buttons toggles, making him run in one direction for several seconds after releasing that button. FUCK YEAH!  JLJac, are you by any chance running Ubuntu Linux? Are you up for doing a few test builds tomorrow? There are a handful of people reporting this bug and I can't fix it because I can't replicate it myself...
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348
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Feedback / Playtesting / Re: Don't Look Back
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on: March 06, 2009, 01:19:58 PM
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Thanks all!  Just thought I should mention; Kongregate have gone and added badges to the game - thought you might like to know if you collect those sort of things!  am I really the only one who does not really like this game?  Far from it, judging from some of the comments on Kongregate. 
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352
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Community / Townhall / Re: In Another Brothel
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on: March 02, 2009, 04:08:39 AM
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Just checked this out. It's really well done!  Some of the physics felt a little dodgy in places, but I didn't have any serious problems with it. Congrats on the RPS mention!
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354
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Feedback / Playtesting / Re: Pathways
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on: March 01, 2009, 06:47:06 PM
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Thanks, everyone.  I really appreciate the comments, I'm glad it's generally gone down so well! One thing I was wondering is why the dialogue is advanced with space/return -- why not allow the movement key to control it? So it's not skipped too fast?
Ah, I just didn't think of that - it seems like it might be a good idea, if I do an update I'll add it  Finished it.
The idea of moving through the game by replaying it several times and that storyline changes each time you play it is interesting. But I couldn't see anything further than that.
The storyline is not clear to me as well as the main purpose of the game. I guess this is because the game (which has artistic tendencies, I guess) lacks some of the essential parts. Games like Passage and similar are understandable mainly because they are accompanied by separate verbal assistance. I doubt anyone would understand them if these parts were missed.
With "Pathways" this seems to be the case. Or maybe it's just me. It may be of help if you told us (me) a bit more about the meaning the game carries.
It feels a bit premature to talk explicitly about what the game's about (I'm thinking about writing something up, but I'm not sure it's a good idea)... I will say that if you're trying to connect the separate paths into a consistent story then you're thinking about it the wrong way - the point of it is a bit higher up. The game's basically about interactivity. It's possible that you do get what's going on and it just doesn't seem interesting to you - that's ok too!  Frankly I've been expecting more comments like that, heh. (PS, you wouldn't mind me putting a video of it up on Youtube...would you?)
Not at all 
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358
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Feedback / Playtesting / Re: Space Phallus
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on: February 27, 2009, 04:45:48 AM
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I fucking loved this game. It's wonderfully paced, everything just fits together perfectly. It's the best horizontal shooter I've played in ages. 
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359
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Player / General / Re: Video Game Lies Database?
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on: February 26, 2009, 03:56:37 PM
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Heh. A few years ago I remember reading about those rumours that if you looked hard enough, you could get Leo and Seigfried to join your party in FFVI. Which seemed plausible, you know? Because Leo was already in your party briefly and Seigfried's bizarrely brief appearance just seemed out of place... Plus, there are two empty character slots when you have all the other characters - if there weren't two extra characters, why not just reduce the width of that selection box? In any case, I bought it - at least the bit about Seigfried. There was this whole thing about him being the guy that shadow worked with in the dreams he has. According to what I read, to get him, you have to swap a megaelixer in the coliseum, and you'll fight a very hard version of seigfried. It seemed so plausible. So I took shadow out to the dinosaur island and leveled him up to level 90 or something crazy like that. Then I went back and fought Seigfried in the coliseum. Nothing happens. 
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