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jkd003
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« Reply #540 on: December 31, 2008, 02:31:27 AM » |
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looks like trolling to me. Or a angry gamer trying to make excuses so they feel better giving up on a ball to the wall hard game.
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increpare
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« Reply #541 on: December 31, 2008, 02:42:49 AM » |
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I read something about this game and Derek as well and it ticked me off. It was about the lines of "the game is bad because Derek 'stole' (read: used) ideas from other free games to create a new one". Linkie here: http://www.pigscene.com/?p=225This article is so bad it made me think: is it satire? Yes it is. (Don't say that to superjoe though; he'll kick you in the nuts and give you a new stepbrother).
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vdgmprgrmr
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« Reply #542 on: December 31, 2008, 02:43:17 AM » |
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Not it! That article is filled with nasty...
Or satire...
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FiaStarta
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« Reply #543 on: December 31, 2008, 03:02:45 AM » |
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One has to be stupid or too young (& then stupid) to claim that games steal from other games, because that's stating the obvious.
It's a platform game, using mechanics from past games (& none in general) is the whole idea.
And those who compare everything to Cave Story must be under 20 and never played a SNES or GBA game, as Cave Story follows the mechanics of Castlevania's & Metroid's to the letter.
It's all history, jumping on guys started to kill them, blocks became destroyable, items started to be pickable (and thank god the down+action combo is kept here), etc. So when someone claims that X stole from a recent Y, I only think.. where have you been? At least quote real ancestors, because Y 'stole' from Z that existed 20 years before, and who knows if Z was really the first?
(at the same time, it has to be sarcastic, as no one would seriously compare something to 'you have to burn the rope' just because it features ropes)
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« Last Edit: December 31, 2008, 03:07:41 AM by FiaStarta »
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Alec
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« Reply #544 on: December 31, 2008, 03:07:18 AM » |
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I think its only satire if its funny.
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brog
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« Reply #545 on: December 31, 2008, 03:52:16 AM » |
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- The way the wench runs back and forth screaming is not appropriate when she's been dropped underwater. I was expecting her to probably just drown (but I did it anyway because I was keen for that create). - When Indie walks to the right between levels, it would be cool if he was holding any current item.
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Paolo Victor
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« Reply #546 on: December 31, 2008, 04:47:49 AM » |
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Isn't "losing is fun!" a roguelike motto? Some of the deaths are so amazingly ridiculous that I just laugh hard when they happen  [EDIT]: Nevermind, "losing is fun!" is DF's motto. But I think it would apply to rogues anyway?
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Caio
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« Reply #547 on: December 31, 2008, 04:58:59 AM » |
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The ghost is actually starting to get on my nerves... it's very hard to use the Udjat Eye's locator when you have such a time limit.  Maybe make it so that, when the Eye activates, the ghost doesn't come?
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DrDerekDoctors
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« Reply #548 on: December 31, 2008, 05:57:20 AM » |
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I think the issue with Udjat's eye is that obviously it sets the time to the next "wink" at the point of the last wink and so when you're far away it's very hard to judge whether you're getting closer or not. If that value was recalculated in real-time every frame instead (just remembering when the last wink was and seeing if it was overdue for a new one yet) then it would more accurately reflect what the player was doing.
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology. http://pigignorant.com/
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contra
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« Reply #549 on: December 31, 2008, 05:58:35 AM » |
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couple of cents: -Great game! -Please make the directionkeys for joypad configureable. I dont want to use the analouge stick. For now I'm resorting to using JoyToKey to play the game. -The run key seems abit dodgy. For example if I'm in the middle of a jump and then press it Indy won't start running when he hits the ground. -I like the high difficulty! -But I dont like inconsistent and illogic design that surrounds some of it. For example why does the arrow traps take 2 dmg? And the upright spiketraps on the second area should not be instadeath imo. -I dont see the point of the "hurry up"-ghost. While I don't think I've actually died from it anytime it's still an annoying and a not fun part of the game feeling like you need to rush the levels. It also makes gambling actually dangerous. -Personally I think the whorehouse is abit of badtaste but sure, it serves a gameplay purpose I guess so I'm not saying you should remove it. I just wanted to comment on it since everyone else seem to think that pimps are supercool. Looking forward to future versions! Again, great game! 
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Dracko
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« Reply #550 on: December 31, 2008, 06:11:49 AM » |
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I thought it was pretty damn funny, Alec. Learn to laugh at yourselves.
The ghost is perfect for cutting down on OCD. It should stay.
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underwhelmed
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« Reply #551 on: December 31, 2008, 06:55:54 AM » |
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Outstanding game. This is exactly the type of game that I have always wanted (up to and including random levels, not enough 2d games do that) I like the stiff learning curve, and the general roguiness of the package overall.
Things I would like to see: -There are a lot of crash bugs, most of them seeming to be connected with picking up items. -How about an explorer mode (as in Rogue-likes) that let you play without score, or the ghost? -alternatively maybe an option to shorten or increase the time limit before the ghost appears?
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xerus
Vice President of Marketing, Romeo Pie Software
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« Reply #552 on: December 31, 2008, 07:21:40 AM » |
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Holy shit triple manbaby score.
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Cheater‽
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« Reply #553 on: December 31, 2008, 07:42:43 AM » |
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Isn't "losing is fun!" a roguelike motto? Some of the deaths are so amazingly ridiculous that I just laugh hard when they happen  [EDIT]: Nevermind, "losing is fun!" is DF's motto. But I think it would apply to rogues anyway? For a Spelunky motto, I like "Don't be afraid to die!" from the readme.
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Credendo
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« Reply #554 on: December 31, 2008, 08:24:09 AM » |
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I've been playing this for a bit now and love every minute of it  Granted the furthest I seem to be able to get is level 5 but still Only request I can find to ask is would it be possible to have a "bones" file ala nethack. where every once in a while you run in to the animated corpse of yourself that if you defeat you get some part of the items your dropped? One of the best parts about nethack was knowing that your deaths were not always in vain. Also attached is a screenshot one of the best first level runs I've done. Actually ended with 10 bombs and 7 ropes. 
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o/~ When a bat is through the wall, You must whip it. -Glutnix
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