moonmagic
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« Reply #20 on: January 27, 2010, 11:53:05 AM » |
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Thanks for the feedback, Oddball. I agree that since the game makes very little effort to explain itself, certain elements feel nonsensical. The hay pills are actually timothy hay pellets, but I didn't want Mulder to shout "timothy hay pellets!" every time he was hungry. I should probably clarify that in the guide, because it reflects a predilection real-life Mulder had while he was alive.
Similarly, cranberries make him run so fast that he produces a ninja rabbit ghost. Gameplay-wise, this is supposed to represent the bewildering movement of a rabbit in flight. If it helps, just think of it as a Shinobi-type thing.
I agree that the spikes are hard to see. I've made them all black in the build I'm working on now, which seems to help. I didn't know a good way to do it at runtime for the competition.
There are other bunnies, but they are hidden in caves. I designed the game to be playable after completion, and later levels make prominent use of the kind of walls that can be dug out to reveal secrets. The idea is that the player notices them and then looks for them when they go back through the game again.
Thanks again for playing; the feedback is very helpful. I'm working on a build right now with the first "dungeon" in it, and some tougher screens. Food matters more now, too, so stocking up before adventuring underground is a must. So everyone, stay tuned?
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