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204
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Player / General / Re: Game Pirates get Pirated
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on: April 30, 2013, 11:19:07 AM
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most negative comments i've seen are not reacting negatively to the idea itself but rather to other issues: the game being a clone which dilutes the message a bit, the tone being overbearing (piracy=doom), and that it relies on people finding out afterwards that the pirated version was messing with them and them feeling guilty enough to buy it?
was this their marketing plan? guilt some so they'll buy it, alienate the rest, call it a social experiment and sell it to news sites?
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205
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Player / General / Re: Game Pirates get Pirated
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on: April 29, 2013, 06:57:17 PM
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ok message (at least they didn't try to do that with stupid drm that did it to everyone when it broke),
ok idea (haha clever),
not the best execution (it still equates piracy with lost sales and total failure over time), and not the best ones to be doing it (game * story)
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209
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Community / DevLogs / Re: Fez
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on: April 26, 2013, 09:40:07 AM
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It's also that it's too far gone now, which is partly his fault and partly others': He can say anything at all and it'll make people mad (which he's been experimenting lately with on twitter), and he seems to not be the type to say nothing. I stand by my claim that he's actually a secret agent of the QESBA tasked with testing reading comprehension skills
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213
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Community / DevLogs / Re: I Think In A Minute Or So I Will Explode
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on: April 24, 2013, 04:06:57 PM
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 i took this shot because it made me wish i'd had analytics since i began. there is a play counter but I've cleared the data frequently. But the number of heroes sacrificed for the betterment of my game is easily over 50,000. To honour their memory, and to add a bit of variety cause those corpses are getting rather monotonous, I've added 7 more optional heroes to the game. They all play the same, but they will appear with their high scores, so choose whichever you like. 
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215
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Developer / Design / Re: So what are you working on?
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on: April 22, 2013, 09:37:08 AM
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you can hang onto edges but only when they're corporeal
and i timed the jump off the pillar poorly
I just noticed his hand hanging off the ledge now. Pretty hard to see at 1x. Yeah, it's normally at 640x576 (4x)
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220
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Community / DevLogs / Re: Aust
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on: April 18, 2013, 06:36:01 PM
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I know this isn't much yet, but I'm still percolating. The structure can now be navigated top to bottom, with proper vertical and horizontal room exits. They're just doorways and steps for now. Still have to reconnect blocks, but soon it will be a massive contiguous tower. Going to have to break out the pro trial soon because the lack of occlusion is already causing issues.  One of the other reasons why I started a bigger project was because I reasoned that if I slowed down on it at all I might want to work on other smaller projects. Turns out I was right.
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