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361
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Player / Games / Re: Games you can't remember the name of
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on: February 05, 2010, 05:09:31 PM
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The second is a cheesy edutainment title about history or science. What sticks out in my mind was a random minigame where you had to battle some alien in a card game with explicitly unexplained rules.
 After some digging around in both the internet and my brain, this might have been Rescue the Scientists, starring Christopher Lloyd. Boxart looks familiar, but I'm having trouble finding more info about it. It's not even on Mobygames. Card game was definitely against an alien, and isn't the tarot one from The Fool's Errand.
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362
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Player / Games / Re: Games you can't remember the name of
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on: February 04, 2010, 09:04:22 PM
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Two obscure games jumped into my memory today.
The first is a Myst-style point and click adventure game about robot dinosaurs living under the earth. Can't remember much more than that.
The second is a cheesy edutainment title about history or science. What sticks out in my mind was a random minigame where you had to battle some alien in a card game with explicitly unexplained rules.
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366
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Community / Assemblee: Part 2 / Re: Dot Dot Dot [FINISHED]
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on: January 30, 2010, 07:04:56 PM
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I am enjoying these comments. Thanks for playing! Special thanks to the artists and musicians without whom this game would be nothing. ... Hmm... Clips from this were used to pad out the Free Indie Rapidfire segment on last week's Bytejacker. (Around 12:00ish. Massive spoilers.) Feeling pretty happy despite the fact that they didn't actually mention me or the game's name... http://www.bytejacker.com/episodes/072
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367
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Developer / Creative / Re: superflat games now has a proper website
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on: January 27, 2010, 07:47:54 PM
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Looking good. Minor nitpicks: I guess that you wanted to keep to colors in your logo, but yellow on white for mouseover is pretty hard to read. Titles in general might be too small, and it's a bit hard to tell that the blog link is a button at first glance.
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368
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Player / General / Re: Psychonauts on Steam for $2/€2/£1 through Thursday
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on: January 27, 2010, 04:57:12 PM
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I haven't really enjoyed 3D platformers much, I don't see why this would be good. Surely the mechanics/rules aren't that great?
In one level you gain the power of clairvoyance, which allows you to see through the eyes of any living creature. It's used for a few puzzles, but every single NPC in the game has their own hand-drawn mental image of your character, including a mustachioed robber baron (to the kid whose girlfriend you steal), an insect (to the popular girls) and Jesus (to a character you rescue from servitude). The platforming is solid enough, and as the game progresses (apart from the final level), it becomes less about platforming, and more about puzzle solving and character interaction. If you're still not convinced, watch the intro. There's also a demo of the first tutorial level on steam. Re-release it on consoles and you have a deal. It's already downloadable on the 360 marketplace. And even though it's a last-gen game, the art direction and style is better than most games period.
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375
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Feedback / Playtesting / Re: Seasons of Change - Interactive Adventure Story
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on: January 11, 2010, 06:02:43 AM
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Scattered notes (spoilers)...
I like the concept. The four stories fit well thematically, and each feels like a glimpse into a larger game. The art and music are well chosen, and each story evokes an interesting mood.
It's hard to tell sometimes what can be interacted with. For instance, the thief chapter has two scenes with doors, but only one can be entered. The entrance to the burrow is only clear textually and not visually in the bunny chapter.
Jumping is really finicky. Gravity felt high, leading to an overcompensating abrupt jump with a decent height but very little horizontal movement. It's such a sharp, sudden movement that it conflicts with the slower paced feeling of the bunny and knight chapters. I wonder if jumping is even necessary for the bunny and thief chapters? Oddly enough, intentionally broken platformer controls is thematically appropriate for the platformer chapter.
The bunny chapter was the most engaging. Felt like a larger world. Characters got a chance to speak more than once, and both the world and the characters changed over time.
Constant load times between screens breaks the flow of the thief chapter to some degree.
For the platformer chapter, I liked the concept of of an aging platform game hero going on an adventure when he's past his physical prime. Collecting coins felt really arbitrary story-wise (are they a ransom? a self-imposed challenge to prove he's still in shape?) With the importance death has to the meta-narrative, and the initial speech about danger it felt odd that it's treated without importance here. (Though with the somewhat frustrating difficulty, I can see why there aren't lives.)
The ending fit well thematically (accept that over time the world changes, you change, people and friends change --> accept that you will one day die), but I had trouble caring since the knight was the least characterized of all the protagonists.
Bugs (part of my notes anyway)... Running into the edge of a screen in the thief chapter doesn't trigger a scene change.
Sometimes jumping into the edge of a screen doesn't trigger a scene change in the bunny chapter.
Is it intentional that the characters in the thief chapter are semitransparent?
Typo in rabbit chapter: "Been hear for hours"
If you hold Z when ending a dialogue in the bunny chapter, it makes you talk to an NPC again.
Keeps replaying the door open sound in the platformer chapter every time it appears onscreen.
Hitboxes for the screen edge obstacles in the thief chapter are really large, and don't always prevent the player from passing through them.
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377
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Community / Assemblee: Part 2 / Re: Realm of the Mad God [Flash MMO New Build 1/10/2010]
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on: January 10, 2010, 10:54:19 PM
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I'm getting a Flash error 2048 when trying to connect in the latest build. Using Firefox 3.5.7 on Vista 32 bit. A version I played a week or two ago worked without incident. Security Error: Error #2048 Connection failed! Retrying in 5 seconds Connecting to assemblee.wildshadow.com:2050
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378
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Community / Assemblee: Part 2 / Re: The Lonely Tower [FINISHED]
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on: January 10, 2010, 10:45:07 PM
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I like this. Spoilery comments below. I really hope you develop this further.  The "three ways" room is interesting in how you use the real player's action in the subgame to impose a character trait on the player character in the metagame. There's a lot of depth to explore here, especially when the player character might have to start rationalizing more complex choices to the girl. Role playing, I was able to see all of the conversations play out, but when I tried rushing through the game, they started bleeding into the next rooms. You might want to look into dynamically padding out the game map (like making the first hallway longer if the player is in a hurry). I was disappointed that I still had control over the game when the main character left. Broke continuity, since he was the only one playing, and the girl was clearly uninterested at that moment. On a similar note, I would love to see a scene where he gives the girl the controller (perhaps revoking the player's control depending on how you want to define the player's role).
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379
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Community / Assemblee: Part 2 / Re: Finished Entries
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on: January 10, 2010, 04:29:43 AM
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Dot Dot Dot <td style="width: 350px; vertical-align: top"> <strong>Dot Dot Dot</strong><br/> <em>by Noyb</em><br/> <a href="http://noyb.retroremakes.com/Games/DotDotDot.zip">Download</a>, <a href="http://forums.tigsource.com/index.php?topic=10387.0">Thread</a> </td>
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