wow, its game central round here atm, all the pro's are pumpin them out ;)
Its a great game, good to see that FK'ers can put there heads together and produce babies like this one.
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wow, its game central round here atm, all the pro's are pumpin them out ;)
Its a great game, good to see that FK'ers can put there heads together and produce babies like this one.
Love the game engine and the look of the game. No idea how easy you guys made it to develop for, but looking at the team, it is probably designed very well on the backend also.
I would suggest you do more than just this game with it. I think this game sells the work on this adventure engine short. Literally. It is just such a short game for such a promising engine. It would be a real shame to walk away from it.
My impression of the GAME itself isn't as glowing. To me this is one of those 'marvel at the potential' entries. I think the content is a letdown. I didn't think the puzzles were logical. Filling the bucket with water? Sure, that makes sense, but the rest of that puzzle series just wasn't logical at all to me. One of my biggest peeves with adventure games is the 'combine everything with everything else' mentality because the solution makes no sense at all.
Let me preface this next paragraph with it being a dig on bad adventure games, not a dig on YOUR adventure game. Your game didn't have enough items to really suffer too much from this:
If you are going to make a game where you have to try near random combinations of items, there better be a good payoff for each failure. A good example of this would be Grim Fandango. Some of the combines were weird, but I combined everything with everything not just to finish the game, but because making illogical combinations usually REWARDED me with a hilarious comment from Manny. That is some great positive reinforcement. It is encouraging me to make weird combos and rewarding me for trying everything. Getting a generic 'that does not work' for every combine would instead discourage me from trying any combines, and I would resent every odd combination I was forced to make, instead of enjoying the process.
Finally, I found the game to be abit juvenile for my tastes. It seemed to be trying for the leisure suit larry humor in a few spots and missing the mark. There is little in this world less funny to me than a bad boobie joke. Different strokes for different folks. Humor is incredibly subjective. Just saying it missed the mark for me. It is hard to develop humor in such a short game though, so I do recognize you were against some heavy obstacles. Most adventure game humor is character driven and you can't develop much character in 2 screens. Again, it is calling out for a larger project using the wonderful engine.
The earlier suggestion of episodic content is a great one IMO. Good way to get people returning to a site.
to phreax re: "
I've enjoyed both making and playing this game, so cheers to us :D"
haha, cheers mate :)
agreed on all you said anyway =)
yeah, totally sweet =)Quote:
Originally Posted by mr_malee
yeah, it sadly happens way rarer these days that i get to work on such a group project due to client work (and same counts for the whole team thanks to constant business ;) ) but yup,its so awesome when one gets to it and then the team is in that vibe of the boring sounding term synergy effect punching you in the face at full force with its amazingness in action :)Quote:
Originally Posted by mr_malee
to Alluvian:
thanks for your well worded in depth feedback and yup, i agree on most of your points :)
With more worktime on the game/engine i´d tweak some things to be more easily reusable but overall its a fine setup which surely could be reused in more games of this type.
I also agree that thanks to how short the game is it yells for more scenes/episodes :)
Regarding the creating short circuit puzzle i think it would have helped to get some hints from game charcaters but yup, overall its a good idea to try to keep the puzzles as logical to follow as possible and yup, i also agree that false combination tries of players should be rewarded with funny comments, too. We tried that to some extend, would definately add way more of that with more time.
The boobie joke with the billboard and the beach voleyball girl was intended as a parody on "dead or alive extreme beach volleyball" on consoles (where the game was pimped by the makers with statements like it has extreme realistic "ball" physics) as i said in the jig comments section, but yeah, i agree, if one doesn´t know that game or doesn´t get the reference, then it looks lik a flat boobies joke only. Would try to make such references more clear in the future or try to put things in which are also more funny if one doesn´t get the reference at all :)
Regarding episodic delivery i´m currently trying to see if its feasable to get that going (financially) :)
Like it much !
Contrarly to what people are saying, I don't think the game is short if you take the goal as to discover all the endings.
Production values are quite high : great job at resurecting LucasArt in Flash :)
to lux:
Viva la revolucion! The day shall come where tentacles rule the earth :D The graphics are blatantly INSPIRED by Day of the Tentacle! ...and also Sam & Max! It's an ode to some of the games I actually stuck around to finish :D