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TIGSource ForumsCommunityTownhallBroken Cave Robot
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ChevyRay
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« Reply #20 on: September 13, 2009, 08:01:32 PM »

Ludum Dare 2nd place, gold medal in fun! Excellent job, man. Tears of Joy It was totally worth your hardcore rush in the end!
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GregWS
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a module, repeatable in any direction and rotation


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« Reply #21 on: September 14, 2009, 10:50:36 AM »

Oh hey; great job!  Quite liked the game, and I found it really amusing how it still managed to be incredibly maddening, yet in an entirely different way from your other games.  :D
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Matt Thorson
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c'est la vie


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« Reply #22 on: September 14, 2009, 11:25:18 AM »

Oh hey; great job!  Quite liked the game, and I found it really amusing how it still managed to be incredibly maddening, yet in an entirely different way from your other games.  :D

Haha thanks!  It definitely felt like I was breaking some new personal ground with it as I was making it.
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Winterous
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« Reply #23 on: September 17, 2009, 04:50:03 AM »

Frankly I can't play this game.
I can't deal with having to draw a map myself, it hurts me to try.
And not being able to see where I'm going kills me too, you can drop onto spikes with no warning.
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pyabo
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« Reply #24 on: September 17, 2009, 10:07:07 PM »

Here is a thought on the sequel...  Why not change the color of the actual cavern blocks to something else?  The way total blackness and the cavern itself are both black can be confusing.  Would this be too much of a change?

Only other thing that bugged me was that the ESC key dismissed some dialogs *and* quit the game.  Grrrrrrr.  OK, I lied... the other thing that is still bugging me is in the tiny spoiler text: I feel like the game needs an ending and it's missing.  Plenty of games are open ended and it makes sense, but this game begs for a definitive ending: does he escape or is he trapped?

Awesome job on 2nd place.  Gameplay-wise, I think BCR is way beyond Beacon... but people are suckers for nice presentation.
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Matt Thorson
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« Reply #25 on: September 18, 2009, 08:51:38 AM »

But I like how the blackness is the same color as the blocks!  Makes it seem like your visual radius is a physical thing and makes it feel more claustrophobic.
« Last Edit: September 18, 2009, 09:11:53 AM by Matt Thorson » Logged

GregWS
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« Reply #26 on: September 18, 2009, 03:18:07 PM »

Yeah, I'm with Matt on this one; it adds a level of confusion and forces more thorough exploration.
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Valter
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« Reply #27 on: October 04, 2009, 06:22:22 PM »

OK, I've finally played this game now. It's pretty awesome.

Hugest Suggestion: Allow numbers and possible letters to be placed on the map. I suck at pixeling, so I'm not even trying to use the map, but if I could jot down numbers/letters, I could at least map a rudimentary location guide for powerups/orbs/gems.
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gmars3yp
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« Reply #28 on: January 25, 2010, 06:53:05 PM »

The game is a metaphor for life ... which makes me feel somewhat doomed...

...

but it's fun!
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