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February 13, 2025, 02:36:39 PM

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TIGSource ForumsCommunityDevLogsTick Tock Isle
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unsilentwill
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« Reply #180 on: September 11, 2011, 01:38:02 PM »

Not really. Some solutions are having a rug, or showing a bit of the floor under the door to make it stand out from the floor.
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SirNiko
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« Reply #181 on: September 11, 2011, 02:35:02 PM »

Played the demo, took the survey. Very nice!

I do not remember there being any mice. I instinctively went left when I climbed from the beach to the tower exterior, because I assumed it would deadend (because that way leads back to the beach). It was lovely, though I'm disappointed there weren't more things to click.

I did get confused for a bit that I could walk to the right in the first room. You might address this by putting objects on the wall along the right edge, such that it's clear you're looking at a thing that continues onto the next room.

A more difficult fix is to add some depth to the room by making the left and right walls visible and stretch towards the back, so it looks like faux 3-d. That probably won't fit your aesthetic.

You can solve the door dilemma by making the door or the knob shimmer every few seconds to draw attention to it. I also liked LA Noire's solution of marking doors you can enter with gold framework and knobs, to make it very clear at a distance when you cannot interact with a door. Perhaps a different color shimmer could indicate locked doors.

The phone was not clear to me, even though I'd seen it in my inventory. I had to stop and think about why the music changed so suddenly, until I realized the cell would probably explain it. An additional clue would be nice, such as making the ring sound more like a cheap cell ring tone, or add some notes flying out of the hero's pocket.

Very excellent! I will be looking forward to playing the full version when it comes out. Looks like it will be a very memorable title!
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Eldboll
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« Reply #182 on: September 11, 2011, 02:39:56 PM »

Gorgeous visuals. Gameplay wise there were a bit too much running through random rooms and too little solving tricky puzzles and clicking shit in my opinion. But I guess it's more of a tech demo then anything else! All in all a solid base for something amazing to grow from!
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Landshark RAWR
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« Reply #183 on: September 11, 2011, 04:19:13 PM »

Hello everyone!

I've been thinking about how to solve the wall issue. I was looking at the map and was wondering if the doors weren't obvious enough as well.



Is it obvious enough that there is a door to the right? I was thinking I could just add a door to every wall you can walk though. [instead of having it a hallway, like in the demo]

have the door open slightly when go near it.
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Fireshaw
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« Reply #184 on: September 11, 2011, 04:32:34 PM »

But I guess it's more of a tech demo then anything else!
Yeah, there isn't much to it, but we wanted to get some early feedback and give everyone a teaser demo of sorts.  We knew that the walls and controls were potential problems, but since PleasingFungus was unable to continue with the project, we had to release the demo as is.

have the door open slightly when go near it.
I really like this idea.


Thank you all for the feedback; it's much appreciated.
« Last Edit: September 11, 2011, 04:41:17 PM by Fireshaw » Logged

FranticPandaKev
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« Reply #185 on: September 12, 2011, 02:04:21 AM »

Thanks guys for the kind words on the music! I was wondering how ppl would react to it, and im really glad you liked it :D Theres still loads to do, for future releases I will be taking each track and mixing them to a more uniform mix, and theres still a pile of sfx to make/remake. Again Cheers! and keep playing the demo and taking the survey :D Everything helps :D
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Fauxfox
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« Reply #186 on: September 12, 2011, 02:54:34 AM »

also you can leace a black hole behind the door rather than just the wall their will make more sence.
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JaJitsu
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« Reply #187 on: September 12, 2011, 09:55:51 AM »

You can solve the door dilemma by making the door or the knob shimmer every few seconds to draw attention to it. I also liked LA Noire's solution of marking doors you can enter with gold framework and knobs, to make it very clear at a distance when you cannot interact with a door. Perhaps a different color shimmer could indicate locked doors.

also you can leace a black hole behind the door rather than just the wall their will make more sence.

You both gave me an idea:
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HöllenKobold
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« Reply #188 on: September 12, 2011, 10:10:54 AM »

That works.
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JaJitsu
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« Reply #189 on: September 12, 2011, 12:56:33 PM »

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baconman
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« Reply #190 on: September 15, 2011, 10:20:58 AM »

Yeah, the first few times I found the gear and the switch alright... but the nut wasn't quite so obvious; although in it's nature, it is a little bit of a "hidden object" game at heart too; so I took that with a little grain of salt. The doors things is a vast improvement of the main gameplay flow, although I can still see the mouse being useful for secret passages, so don't throw that completely out the window just yet. Wink
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ant27
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« Reply #191 on: September 15, 2011, 07:17:46 PM »

does the door open and close repeatedly or just when you go near like landshark suggested?
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Fireshaw
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« Reply #192 on: September 15, 2011, 07:31:43 PM »

does the door open and close repeatedly or just when you go near like landshark suggested?
Only when Landshark goes near.
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McMutton
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« Reply #193 on: September 15, 2011, 07:35:03 PM »

So it does the rest of us no good?
 Waaagh!
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Fireshaw
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« Reply #194 on: September 15, 2011, 07:53:42 PM »

So it does the rest of us no good?
 Waaagh!
All doors will be customized to each individual player for a unique entryway experience.
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Happy Shabby Games
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« Reply #195 on: September 15, 2011, 07:59:13 PM »

2 frames? C'mon...  Wink
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Landshark RAWR
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« Reply #196 on: September 15, 2011, 09:53:11 PM »

I swim under doors anyway, but it's the thought that counts... I guess.


I also expect my own version with doors that slam open and closed when I am near
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McMutton
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« Reply #197 on: September 15, 2011, 09:57:39 PM »

In that case, I demand that my doors engage in fisticuffs with nearby denizens.
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leonelc29
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« Reply #198 on: September 15, 2011, 11:14:31 PM »

put a hole at the center of the door, so i can fly through it. thank in advance
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baconman
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« Reply #199 on: September 16, 2011, 01:43:36 PM »

Doors? Who needs 'em? I'm so tight, I can hold my breath and turn sideways, and I'm already on the other side.
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