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878668 Posts in 32931 Topics- by 24341 Members - Latest Member: deekr

May 22, 2013, 11:40:20 AM
TIGSource ForumsCommunityAnnouncementsANNA ANTHROPY'S REDDER
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Author Topic: ANNA ANTHROPY'S REDDER  (Read 5974 times)
CPW
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« Reply #15 on: March 10, 2010, 07:28:21 PM »

My main complaint has already been said, the sound effect for collecting a gem was way too loud.

Anyway, got 100%, really enjoyed it. The level design is great.

There were complaints about backtracking and not knowing where to go, but that's kinda what I liked about it. I seriously can't get enough of the satisfaction of seeing an item that I don't understand how to get and getting back to it eventually. Roaming around the area to find the nearest switch that will still let you get back was fun.

This game proves that there's still plenty left to do with old, simple elements like switch-activated blocks, which is great.
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Valter
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« Reply #16 on: March 10, 2010, 08:10:58 PM »

I'm lost as to the whole secrets thing, though.
If you really want to know, it's SPOILERS.

AND MORE FOR GOOD MEASURE.

And part of the reason I love endings like the one in Redder is that the "story" is tied into the graphics. Most games present their story completely exclusively from the game in separate cut scene format, with the most interesting "interaction" being quick-time events. I want to see more games that link progress and plot to the other elements of the game.
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Paul Eres
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« Reply #17 on: March 10, 2010, 08:12:06 PM »

" I'm often scared to go down, because there's a chance I feel there's a chance I won't be able to get back up if I'm going in the wrong direction."

i agree but felt this was ameliorated by the ability to press m and warp back to a previous checkpoint -- if you fell somewhere you didn't want to, just back up a checkpoint and try again.

anyway, i reviewed this game for the frontpage.
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Valter
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« Reply #18 on: March 10, 2010, 08:19:38 PM »

i agree but felt this was ameliorated by the ability to press m and warp back to a previous checkpoint -- if you fell somewhere you didn't want to, just back up a checkpoint and try again.
Well, the composite fear was that I kept running into those warp markers early on. Grr!

At least once I tripped over a marker that I really didn't want to and ended up redoing an entire area. I think that a simple input for "saving" at markers rather than just rolling over them would have been slightly effective (even just "down to save", or something).
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lem
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« Reply #19 on: March 11, 2010, 08:47:46 AM »

At least once I tripped over a marker that I really didn't want to and ended up redoing an entire area. I think that a simple input for "saving" at markers rather than just rolling over them would have been slightly effective (even just "down to save", or something).

The way the puzzles were set up, this was never a problem for me. Returning to markers erased game progress, so it would have been no help for your puzzle solution to be able to warp back to the one you intended. If you fell onto another, unavoidable warp point and were unable to get back to your intended area, that's a sign that you already failed the puzzle.

I found that the puzzles were actually extremely well-done. The warp markers were part of that, at least for me.
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Bennett
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« Reply #20 on: March 11, 2010, 12:01:47 PM »

Interesting how people are complaining about the lack of an explicit story, since the endgame seems to be a statement on how much a player had to use his imagination to fill in the narrative gaps when playing old games. When everything is represented by symbolic blocks of color, it takes more work to impose even the simple fiction of a spaceman exploring a red planet and collecting gems.

For me the point of the endgame is that the game gradually un-develops itself, first accruing bugs and then finally reverting to a no-graphics gameplay prototype. In a sense the process of developing and then playing the game is a palindrome: hence the title 'redder'.
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Katsew
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« Reply #21 on: March 11, 2010, 03:19:27 PM »

I played this for 10 minutes at first and was wondering what all the fuss was about. Having now finished it I can say I geniunely enjoyed it.

I began to dread picking up the crystals toward the end. As for the last one... I can see now that the graphical devolution was hinted at earlier on, but at the time I totally did not see it coming! Interesting point about the palindromic name.
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« Reply #22 on: March 11, 2010, 07:34:54 PM »

On my first try I wasn't that impressed, either. But coming back to it I'm having a lot of fun. I wish I'd thought of that glitch thing first.
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TOM SENNETT
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« Reply #23 on: March 11, 2010, 11:00:19 PM »

I played this for five minutes wondering what all the fuss was about.

Then I stopped playing. Way to value my time, Ms. Anthropy.

The glitch thing sounds clever. I think I get the idea just reading about it, though, and feel no need to play through a floaty platformer centered around the mechanic from the third dungeon of A Link To The Past.
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« Reply #24 on: March 12, 2010, 12:16:05 AM »

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John Nesky
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« Reply #25 on: March 12, 2010, 12:20:29 AM »

I liked it. I enjoy exploration puzzlers, and this one was very well done, and I always appreciate it when people make a nonviolent game that is also fun. I don't even think the game was particularly slow, especially if you compare it to bigger budget exploration games like Silent Hill. Seriously, those games take forever, and I still like them.

I wonder if this was intended to inspire curiosity about how games work behind the scenes. I mean, tile maps are totally clear to you and me, but there are a lot of people who play games but don't understand how they are made, and Redder explicitly shows tiles getting swapped for other tiles like "building blocks", and finally reveals that everything is just a hitbox.
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Ben_Hurr
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« Reply #26 on: March 12, 2010, 07:47:13 AM »

Interesting how people are complaining about the lack of an explicit story, since the endgame seems to be a statement on how much a player had to use his imagination to fill in the narrative gaps when playing old games. When everything is represented by symbolic blocks of color, it takes more work to impose even the simple fiction of a spaceman exploring a red planet and collecting gems.

For me the point of the endgame is that the game gradually un-develops itself, first accruing bugs and then finally reverting to a no-graphics gameplay prototype. In a sense the process of developing and then playing the game is a palindrome: hence the title 'redder'.
Makes me want to make a game where defeating bosses erases part of the game world.
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mjau
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« Reply #27 on: March 12, 2010, 02:06:10 PM »

The glitch thing sounds clever. I think I get the idea just reading about it, though, and feel no need to play through a floaty platformer centered around the mechanic from the third dungeon of A Link To The Past.

Reading about something and playing something yourself are two very different things.. like the difference between theory and experience, maybe.  For example, there's no discovery, since someone else did it for you.  I mean, fine if you didn't like it, but I wouldn't say reading about it makes playing it unnecessary if you're really interested in it.  (course you've already had the surprise/realization spoiled now, so ymmv)
« Last Edit: March 12, 2010, 02:25:26 PM by mjau » Logged
Valter
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« Reply #28 on: March 12, 2010, 02:19:02 PM »

Also, really, no screenshot could accurately capture the last few diamonds of the game.  Epileptic
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« Reply #29 on: March 12, 2010, 04:39:34 PM »

As I mentioned in the comments of the frontpage article, I'm with Tom Sennet on this one. A funny gimmick with graphical glitches isn't exactly enough to keep me plowing through a platformer about switches and platforms. I could swear this is not the first or the best time I've played a platformer about switches and platforms.
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I had an idea for a game once.
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