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Pages: 1 [2] 3 4 ... 9
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21
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Developer / Playtesting / Re: Spelunky!
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on: January 15, 2009, 08:24:04 PM
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Derek,
This game is something many of use dreamt of doing at some point in our gamedev lives...
It's genius, I'm astonished... congratulations!
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23
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Community / Townhall / Re: Transport Stories
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on: December 31, 2008, 08:24:19 AM
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These games are tough... I beat Luggage, but the Bus Game is an exercise in frustration. It was fun playing them, though 
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24
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Player / General / Re: HOLY SHIT GUYS, 2008!
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on: December 24, 2008, 07:36:00 AM
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Last year, at exactly this day, I was struggling to get "Breathe", my entry for the Text the Hall compo.
I don't care very much about that game, but it certainly was my first step out of the mainstream industry, and into indie life.
2008 felt like I was catching up with life.
So TIGSource is now one of my birthplaces.
Thank you, TIGs!
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28
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Developer / Playtesting / Re: Rara Racer
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on: December 11, 2008, 07:20:16 PM
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Extremely clever design. And watching someone else play is even better!
Congratulations increpare!
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29
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Player / General / Re: The first 'game' you wrote
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on: December 10, 2008, 07:09:55 PM
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 Game Maker I stopped when my lack of planning and the ammount of code started getting too messy and frustrating. Hey I really like the look of this...
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32
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Player / Games / Re: We need a new term for "art game"
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on: December 07, 2008, 06:09:02 PM
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Yeah, I'd say games that don't value that fleeting, insubstantial, quality of being "fun" as the end-all be-all of games is a good definition. This is a nice way to approach the definition, I think. My definition of it is a game like Passage that isn't fun at all but people like it because it's got a 'message' Thing is, if some people "like it", then it's worth considering.
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34
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Player / Games / Re: 2009 IGF entrants!
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on: November 27, 2008, 08:56:33 PM
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Why would length have anything to do with art or "good games"?
I think it's meant to be about less production effort, not actual game length. Short game developers might feel that the IGF is targeted only at semi-industrial class games and decide the contest is not for them. Also, experimental games tend to be short for practical reasons. Players, the press and developers are used to evaluate games because of their length, so personally I'm glad short games are specifically mentioned as acceptable for this prize.
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36
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Community / Townhall / Re: I wish I were the Moon (Redux)
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on: November 14, 2008, 07:52:47 PM
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I got the dude's eyes stuck to the back of his head   Edit: Ah, found all endings... very nice  Nice... I thought at that time: "Should I adjust the eyes for an inverted row position? Nah, it's impossible to achieve." This games keeps proving me wrong. By the way, my deepest thanks for playing it!
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37
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Player / Games / Re: I DID enter something for IGF
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on: November 14, 2008, 10:09:00 AM
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Based on this thread 90% of the submission are from Sweden.
I don't think you can update your student submission, but I might be wrong...
Maybe there should be another building in the GDC just for you guys... where you can speak Gibberish, win your own contests and inbreed. So normal, healthy people from decent countries don't have to compete with hardcore insane Swedish.
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40
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Community / Townhall / Re: I wish I were the Moon (Redux)
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on: November 12, 2008, 07:13:05 AM
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Found all endings, except the secret one. Which... I guess... means I didn't find all endings. Darnit.
The story of the secret ending is funny... It was a bug reported by people who tried the beta, but I could not reproduce. In the end, I decided to add the phenomenon as a secret ending (I can test the end result in the game, without knowing how to get there). Several people managed to do it, so it's possible.
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