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Player / Games / Re: Let's Talk Zelda
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on: March 04, 2011, 09:10:18 PM
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Feels like such a different time, but I miss it. The game booklets were coveted, Nintendo Power was almost a requirement. Sometimes I feel like we fondly remember the joy without really remembering the frustrations. But nevertheless, the greater exploring challenges lead to greater satisfaction when solved - that's normal. And that satisfaction still trumps much of what we get in games today, for many of us. But I agree that today's gamers want instant satisfaction and won't persevere through that sort of challenge/frustration (very generally speaking). Each game is less of an investment too - so if you teeter on the edge of frustration, there's another loot-filled character-customizing pair of boobs waiting to entertain you, and probably for less money than you would have spent on the original Zelda box. Thankfully we've got indies to bring us back. 
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Player / Games / Re: XBLIG / XBLA Recommendations?
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on: December 01, 2010, 12:30:24 PM
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I ran a search and didn't see anything yet on the XBLIG "Winter Uprising." This is definitely worth checking out. It's actually received a good deal of press already but just helping to spread the word. http://www.indiegames-uprising.com/Yes I am an XBLIG developer but no my game is not one the ones included here.
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Community / Announcements / Ophidian Wars: Opac's Journey (we're live!)
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on: July 17, 2010, 05:39:31 PM
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Hi all - we finished a little labor-of-love project for Xbox Live Indie Games, and we just went live on the marketplace. I had some great support from this community so I thought I would make a formal announcement here too. Here's some snippits from the press release and links to more info/screenshots/trailer. I will post sales data eventually for those who care, and if you have questions just let me know. And note the contest we're running below as well. (if you like free stuff)  Cost = 80 Microsoft Points (~$1.00) “You pay more for parking.” Ever wanted to be a badass ninja-like creature made out of pure shadow? Well you can in Opac’s Journey. It’s you (Opac) trying to reach the surface without falling to your death. Sprint, climb, blast, glide – just don’t fall in to the blackness. Find six unique items to unlock abilities and collect roots to upgrade them. Listen to your ancestors for tips and help solving puzzles. SPECIAL CONTEST: How many roots can you find? You’ve got FIVE chances to win 400 Microsoft Points. Visit our dev blog for details. www.ophidianwars.blogspot.comSmall Cave Games is an indie game development company based in New York City. Opac’s Journey is the debut title, with Ophidian Wars: The Legend of Kilflame following "when it's done." Our current focus is Xbox Live Indie Games, with possible expansion into PC. We’re somewhat normal people who love games and love making them – come visit us on our website and say hello. Trailer: http://www.youtube.com/watch?v=7h6M9uvlRtQScreenshots: http://ophidianwars.blogspot.com/2010/06/official-screenshots-opacs-journey.htmlXbox Live Marketplace Link: http://catalog.xna.com/en-US/GameDetails.aspx?catalogEntryId=fea38999-ce61-470c-aa30-bb5d1ed04842&type=2
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Developer / Business / Re: Game Journalists Are Your Friends
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on: June 25, 2010, 09:13:56 PM
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I usually offer the journalist/website a fresh coconut and a jar with one of my farts in it. That gets people's attention. I mean the coconut is sort of fun, by why the hell would anyone want a fart jar? Do you take the jar just so you can play with the coconut?
That's not true, but I've often wondered what the response would be.
I'm drunk, it's Friday, I'm sorry.
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Developer / Design / Re: Let's talk platformer physics.
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on: June 11, 2010, 03:30:50 PM
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'scuse me while I jump back on topic for a sec Someone else metioned this already, but one thing that bothers me is the overuse of "realistic" physics engines used in platformers. How brutal. We actually plugged a physics engine in to our platformer in the early stages of development and quickly hated it. It never feels right/clean, nor truly realistic, and certainly not fun. Just sort of buggy and restrictive. Part of of the appeal of a platformer is to simplify and exagerrate something that is actually pretty mechanically complicated and not very exiting (for humans anyhow). There is a subgenre that executes it well but those tend to choose that path to deliver a sense of adventure. Those games are more about exploration and probem solving - case and point the sexy new Limbo http://www.youtube.com/watch?v=MzQmi-9mfPc.
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Developer / Business / Re: Game Journalists Are Your Friends
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on: June 10, 2010, 07:56:10 PM
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Thanks oddbob, good direction there for sure. Gamerbytes was on my list but I hadn't gone direct yet.
I can say with a little more certainty now that there are some kind souls out there. I am not exactly sure whats going on over at xboxliveaddicts but I was contacted by one of the most helpful people ever over there.
It requires some thick skin though for sure - getting ignored is still the highest percentage. Once we truly hit the shelves though, maybe that will help.
PS - if you seriously need a writer and don't consider it a conflict of interest that I develop on XBLIG too, let me know. I was thinking of turning SmallCave blog towards company updates anyhow.
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Developer / Feedback / Re: Vizati Demo Available
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on: June 09, 2010, 05:44:09 PM
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I gave this a try last night. Seems quite polished especially for your first game. To be honest, I am not a huge puzzle gamer (at all really) so I might not be the best to give feedback. I am not sure if this is a fresh take on an old puzzler or even just a remake of an already-done game. I know it's got a "match-3" element but not of the normal variety.
What I can say, is I love how you weaved a simple story in there that's taking place as you solve the puzzles. That's actually why I kept playing it through the end, so I could see the story develop. I'd personally continue your efforts there because it functioned as a great hook/reward system.
I also thought the styling was nice - calm mood, appealing graphics, and overall serene.
So while the core mechanic is not really up my alley, I can still say that there is some solid appeal here.
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Developer / Business / Re: Game Journalists Are Your Friends
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on: June 08, 2010, 06:31:08 PM
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Good discussion fellas. Debate? Discussion? We all agree?  This site continues to make important strides, and it's quickly become my go-to source for indie news and reviews. I don't mind previews when the game is nearly done/about to be released. One thing I'd like to see a little more of is more editorial pieces on prominant indie game topics. I am going to remember this thread and help bring it back right on topic. I've just started putting together and releasing my PR materials for my first game which is finally done. I am well braced for utter rejection and a cold hard butterslap in the face. And then throw in a volcanic explosion of 'who gives a poo' since it's XBLIG. We'll see - I have a nice list of PR contacts, and I am curious to see what the general response is.
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Developer / Feedback / Opac's Journey (acrobatic platformer)
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on: June 08, 2010, 06:04:45 PM
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Sup sup! Looking for some feedback on a game that's basically done - we're just tweaking and playtesting. The type of feedback I am looking for is first impression feedback based on the screenies and description. Is this worth $1.00? Do you like the look of it? I've also included the trailer link for those interested in seeing a bit more. One favor please! If you have beef with XBLIG (which I can understand, honestly)please don't fart on me for the sake of farting on the platform. Have a looksee! Features: - Explore to find hidden relics.
- Collect roots to upgrade abilities.
- Focus on agile acrobatic platforming.
- 50+ levels across 4 Zones.
- Pick up and play.
      Trailer: http://www.youtube.com/watch?v=7h6M9uvlRtQ
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Developer / DevLogs / Re: Catapult for Hire
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on: June 07, 2010, 07:59:03 PM
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Thanks for letting us try it! I gave it a whirl and it ran with only tiny hiccups on my overburdened laptop.  Nothing major - just a skip or two. I picked up the controls easily. Would have liked some hotkey/arrow key options so I could quickfire a bit easier. Allowing arrows keys to affect rotation and power might work. Free throw was fun - my best score after a couple tries was only 2000 though, so I need to practice more! Overall it's fun and accessable. For me personally, I would need more things to destroy, or maybe combine some mini-golf style challenges. I'd love to take down towers and bridges, etc. I am guessing that the campaign mode will start to do more of that. Good stuff sir!
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Developer / Design / Re: The value of ideas
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on: June 07, 2010, 07:25:37 PM
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Ideas are especially worthless if you consider an idea to be 1-2 phrases. That's what I would call a summary of an idea.
Ideas can be flushed out, and turned into grand schemes (game design doc - or something resembling one). In the right hands, this collection of ideas (which may even include ideas on how to execute > woh brain explosion) starts to hold some value.
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Developer / Design / Re: 'Exploration' in games tends to be a whole lot of rubbish!
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on: March 19, 2010, 10:05:07 AM
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I think part of the issue is that satisfying (or good) exploration is intangible and often bolstered by so many other things like good storytelling, atmosphere, mood/music etc.
I agree with the general gripes that many games claim/want to be exploratory but really just have big open carboard expanses. Guild Wars (which I liked in many ways) when it first came out struck me like that - huge, cool looking, but ultimately pretty empty. So many things to look at and find, but nothing to really uncover or investigate.
But it's a personal thing too. For me, games outside of the typical exploration genres (adventure, crawler, RPG, etc) like Metroid, Half Life/Portal, Cave Story and Aquaria evoked those feelings nicely. It's hard to nail down why exactly, but the right components where there, from level design, to storytelling, points of interest, etc.
If you haven't checked out the trailer for Limbo - see if that draws you in (from an exploration standpoint).
My only challenge to the OP is try answering your own question - or finding a solution rather. If new sights, sounds, and quests don't cut it (or feel boring) - what would YOU do to make something evoke the feeling of exploration? What games for you nailed it?
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