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TIGSource ForumsCommunityDevLogsPocket Kingdom - puzzlevania. Available on Steam and now on App Store too!
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Author Topic: Pocket Kingdom - puzzlevania. Available on Steam and now on App Store too!  (Read 31946 times)
Zorg
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« Reply #60 on: June 28, 2016, 12:59:00 AM »

Stunning art.  Shocked
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jctwood
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« Reply #61 on: June 28, 2016, 01:37:22 AM »

This looks so wonderful! Excited about the prospect of it being on iOS, is this still a plan or is it steam exclusive for now?
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08--n7.r6-79.84
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« Reply #62 on: June 29, 2016, 04:41:32 AM »

Looking forward to some more gameplay revealing pictures/gifs.

Not really gameplay, but something like that:



+++

And soon I will make gameplay teaser!

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The only thing I'm not a great fan of is the "highrez" painted images. I think it doesn't match the pixel graphics character and quality.

Not really sure what exactly images you meant.

Excited about the prospect of it being on iOS, is this still a plan or is it steam exclusive for now?

Yes, that is our plan! Versions for Steam and Android are ready, but we want to make a simultaneous release on all platformes. And because there are problems with crash of iOS build on some devices, release is delayed a bit.

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Zorg
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« Reply #63 on: June 29, 2016, 05:06:50 AM »

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The only thing I'm not a great fan of is the "highrez" painted images. I think it doesn't match the pixel graphics character and quality.

Not really sure what exactly images you meant.

I think he's talking about this promotion image:


And i have to agree, it does not have the 'magic' of the pixel art and leaves the impression like it could have been taken from a different game.
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Screen Head Media
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« Reply #64 on: June 29, 2016, 05:44:11 AM »

Yeah, that's what I meant. Sorry for not beeing more specific.

I think it mostly relates to the used color pallet. Maybe if you change the colors and the images mood to match the pixelart it would fit better.

Anyways, I like the logo a lot Smiley
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Zorg
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« Reply #65 on: June 29, 2016, 10:54:28 AM »

I like the logo, too. So i'd prefer the logo in combination with the beautiful pixel art scenery.

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08--n7.r6-79.84
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« Reply #66 on: July 13, 2016, 04:09:03 AM »

I think he's talking about this promotion image:

Yeah, that's what I meant. Sorry for not beeing more specific.

Actually we are not using this art (and any other not-pixel art) in the game. I painted it for GDC.

I like the logo, too. So i'd prefer the logo in combination with the beautiful pixel art scenery.



This looks really good, guess I should make pixel-art version of this logo now. Thanks!
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08--n7.r6-79.84
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« Reply #67 on: July 14, 2016, 04:12:16 AM »



We still working on this!
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08--n7.r6-79.84
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« Reply #68 on: July 15, 2016, 06:59:30 AM »



The first puzzle that player meets in game.
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Zorg
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« Reply #69 on: July 15, 2016, 10:03:59 AM »

Are you doomed if you push the first box to the right corner? (Assuming it falls directly down when the first button is pushed?) Or is it possible to pull boxes?
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Cranktrain
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« Reply #70 on: July 15, 2016, 01:34:11 PM »

Beautiful pixel art, you've really nailed the contrast between the background and foreground, and still done lovely things with the lighting.
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08--n7.r6-79.84
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« Reply #71 on: July 19, 2016, 05:00:59 AM »

Assuming it falls directly down when the first button is pushed?

Yes, it falls.
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Or is it possible to pull boxes?
Only if Tim Tom stand near box or direction of blue block allow it (not in this case, here is some example).
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Are you doomed if you push the first box to the right corner?

Yes, because player can jump on only 1 tile height (but after he will find one item, he will able to jump much higher). So he need this box to get in right part of this room.



Cranktrain, thanks!
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« Reply #72 on: July 19, 2016, 05:41:40 AM »

How do you indicate what's interactable in the game? It seems like those blocks are definitely interactable (because of how they stand out), but I feel like a lot of puzzle design is having players somewhat immediately "get" the layout of the puzzle then working inside of that. The ladders there seem like they will play a major part of that specific puzzle, but they almost just look like background elements and as a player I wouldn't be sure I could climb them?

That said, the art in general looks SWEET.
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CANTATA
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« Reply #73 on: July 20, 2016, 03:38:09 AM »

How do you indicate what's interactable in the game?

Nothing. Except objects requiring activation.

I know that looking at that screenshot it may seem that there is a problems with the readability of some objects, but judging by results of beta-test, player understand that ladders are interactive objects. Besides, on others locations it's reads well:

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hyperduck
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« Reply #74 on: July 20, 2016, 05:57:01 AM »

Tim Tom has my sword, and my axe, and my other axe <3
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SolS
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« Reply #75 on: July 20, 2016, 07:18:51 PM »

I love the colors, everything looks so unique and interesting!
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08--n7.r6-79.84
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« Reply #76 on: July 21, 2016, 05:27:24 AM »




Do not try to help robot, traveler!

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08--n7.r6-79.84
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« Reply #77 on: July 25, 2016, 03:12:33 AM »




All I need now is a little shelter!

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« Reply #78 on: July 26, 2016, 08:13:38 PM »

I really love the look of this so far. The 2 last screenshot both look georgeous and speak great atmosphere. But some of the contrast feel just slightly too weak, if feels like I'd be straining a little bit to see where I'm going and what is walkable and what isn't. I think the foreground and background just needs a touch more contrast, otherwise it'd be perfect.
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« Reply #79 on: July 27, 2016, 02:42:46 AM »

Everything looks fantastic, and I love the idea of having a game just about exploration and puzzles. Really like the project :-)
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