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891559 Posts in 33550 Topics- by 24784 Members - Latest Member: 1980s

June 20, 2013, 12:08:35 AM
TIGSource ForumsDeveloperFeedbackDevLogsLIFE/DEATH/ISLAND
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cactus
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« Reply #75 on: November 27, 2011, 07:51:38 AM »

Added a cancer beam that makes the enemies swell up and pop like popcorn, after which they turn into fleshy bombs that explode.
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BlueSweatshirt
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« Reply #76 on: November 27, 2011, 12:31:22 PM »

That's so insane.

Any ETA on a new vid or something?
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moi
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« Reply #77 on: November 27, 2011, 01:21:53 PM »

Ugggnngrllllthhh I want it in me!
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lelebęcülo
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« Reply #78 on: July 20, 2012, 02:15:02 PM »

With your new project, is this now cancelled, or just on hold?
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DrDerekDoctors
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« Reply #79 on: July 20, 2012, 02:21:01 PM »

With your new project, is this now cancelled, or just on hold?

I was just wondering this the other day, too!
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Gabriel Verdon
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« Reply #80 on: July 20, 2012, 03:20:21 PM »

Me too, I just watched the trailer a few days ago and was wondering what the current status was.
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« Reply #81 on: July 20, 2012, 03:21:38 PM »

And how is your project Gabriel, the thread seems locked again.  Concerned
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cystem glitch
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« Reply #82 on: July 20, 2012, 03:35:57 PM »

from cactus' website's hotline miami announcement:

"As for other games, we'll probably release a free version of Life/Death/Island soon, and I'll make sure the new Mondo game is released at some point after the summer."


http://cactusquid.blogspot.com/
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« Reply #83 on: July 20, 2012, 03:43:49 PM »

Can you give us some more info on the game.
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cactus
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« Reply #84 on: July 30, 2012, 05:26:05 AM »

Quote
Can you give us some more info on the game.

The core gameplay sucks, which is the main reason we haven't been working on it. We have some perspective on it now and know how it could potentially be fixed.

Last time we worked on the game it was basically a huge mess of fetch quest after fetch quest over vast distances of randomly generated levels that were extremely monotonous to navigate. What is fun in the game is trying out the different weapons and leveling up, some of the enemies are moderately interesting and the boss fights are OK, the rest needs an overhaul.

Basically, the biggest mistake with the game was trying to put in lots of "cool" things instead of elements that made the game fun to play. Simulated behaviors that saw enemies interacting with each other was only cool for a few seconds, we should instead have tried to make enemies that provided unique challenges and that complimented each other in a good way. We should have also gone for a lot more pre-designed content level wise, and have the random elements more toned down instead of the messy garbled layouts we ended up with.

We'll look into the possibility of down-sizing the scope of the game and fixing the problems that we can see quite clearly now. There's a lot of usable content in there already so it shouldn't be a humongous project to do.
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« Reply #85 on: July 30, 2012, 08:45:32 AM »

Basically, the biggest mistake with the game was trying to put in lots of "cool" things instead of elements that made the game fun to play. Simulated behaviors that saw enemies interacting with each other was only cool for a few seconds, we should instead have tried to make enemies that provided unique challenges and that complimented each other in a good way. We should have also gone for a lot more pre-designed content level wise, and have the random elements more toned down instead of the messy garbled layouts we ended up with.
I'm surprised, the gameplay looked great in the teasers.

Also, Roguelikes have done this for years, it's been successfully used with a number of platformers (starting with Spelunky), and Minecraft also pretty much did this. Maybe you could reflect on those and see what the right balance would be?
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« Reply #86 on: November 24, 2012, 10:41:52 AM »

I hadn't thought about this game for a while, and then it popped into my head and I had to find it and check on the development status.  At first I didn't know what it was called so I had to search tig backwards until I hit it.  Man, I think the trailer for this had me more excited about a game than I have been forever, for perhaps the exact reason why you (cactus) said it failed.  Too many features; too much rich interaction.  It seemed like a summer-camp experience gone whacko like a 70s movie. And somehow all those features made me crave the experience.  I wasn't exactly sure that I needed to have a repeated reward like an RPG with constant mini-foes to fight or whatever.  But I knew that I wanted to be at a summer camp, or Island or whatever, inside the mind of the game's creator, and then have all these experiences.  I hope you guys continue to work on it at some point when you can get to it.  With proper balance and polish I think you could hit a happy medium.

basically, I just want to play it   Coffee  Best, G
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« Reply #87 on: November 25, 2012, 06:25:43 PM »

I like many have been waiting to play this game since I saw the trailer. Im glad I could finally find cactus saying that it is (at this point) a terrible game but a "cool" looking trailer. Cactus is certainly good at making hype. I hope someday it can make an awesome game.
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