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Halloween Astronaut

A member registered 8 days ago

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In some layouts, placing a construction on a square behind yet another building, can be tricky. Universal mark for assigning of a construction is samewise as the one indicating the library in particular. These are the ones I remember best. There are other minor things, but I guess whether one thinks of them as an issue or not, depends on getting used to it.

This game was weird. It was fun, but it is hard to point out what in particular was fun about it. Perhaps it is the attention to detail, despite the minimalist character of production altogether. The way various protagonists move, is one example. The platforming aspect was surprisingly fluent and precise.

The atmosphere of the game had very dystopian feel to it and it made me ask the question, what is with the protagonist in particular, that it avoids the stare of the other? Then I realized, maybe it is about the social appeal, the way people look at one another and apply stereotypes. It is a game about stigmatization, triggered by appearances.

Another theory, is that the protagonist is some kind of wild scientific experiment on escape, an alien himself, projecting own unlikeness onto the others, marking them as aliens instead. This way, there could be something about quantum physics to the deal, making the protagonist have special quality, as long as others do not see it. Once they see it, it is gone. Therefore, the game could thus be called: "Quantum Collapse" and refer to the phenomenon of quantum superposition.

There are plenty of platformers requiring minimum control set to game. What made you recommend this one in particular?

Great little game, tactical, swift, fun, not overly difficult.

I find it hard to play the game due to significant drag in movement, caused by the slo-mo mechanics. Perhaps it takes time to adjust or find the right grip on how to handle the controls, nonetheless, it felt difficult to begin with.

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Deep, psychological, but it does require some commitment on a personal level from the player, to get the best of this production. For me, there was way too much in terms of dialogue boxes and interactivity. I understand the player was meant to feel overburdened and lost at times, like in the labyrinth section, but what impression we would like to avoid, I believe, is having it mostly as spam equivalent. Exploration, does require a bit of a meditative aspect to it, I think, while a constant pounding, after a couple of scenes, starts to feel like billboards down along the road.

That was... a good tale. That is how to make a piece of interactive fiction, I guess. Good example.

The interface is very clear about what parts of the world are interactive, but the pace at which the dialogue enters, is too sudden at times, making one possibly accidentally skip some sections, as it could stumble over the movement signals.

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Very interesting little game, much in the mood I like. The basic premise of gameplay is simple. You are stranded between two rooms, that you need to take care about. One room is on the other side of the map to the other. You need to be traversing certain distance to remain in check of the systems located in both the rooms, while the systems repetitively break down, so as to need repairs. The point is, there is a monster hunting you meanwhile you do your things. What keeps the monster away, is your taser gun - temporarily disabling the creature- and the lights, which it appears to dislike. The problem is, both of these things have finite longevity. Gun ammo runs out and the lights burn out very shortly. You need to stay alive and keep the systems healthy enough for certain amount of time, as to win the game. In the end, you need to make your final run to the exit doors, while the monster grows even peskier.

By the way, check out this short movie, it may be somewhat conceptually related, though not cosmic space themed, but more "Halloween" - link HERE.

I use to spend a month working on someone’s game ideas for $50-$100 per month but they also did the artwork and beta testing, and sometimes there beta testing would make the project drag on and on, but I just felt like I was making a resume, a friend, and a little bit of extra cash.

What about the timeframe, did you have any, or was it just a work in progress until someone calls it quits?

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Look, I do not really think you can find joy in what you do, if you feel that what you do enslaves you, threatens you or otherwise brings upset. If you want to start investing in doing what you would like to do, expecting return in revenue, maybe you seek a new job, not a hobby.

Gamemaking as a job, is called the digital interactive entertainment industry and the industry, this is a different topic.

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Sure it might be a very minor annoyance to get one notification after every download, but you've got to weigh that up against, for instance, a dev who's spent maybe a year of hard work in order to get a game finished, which is being put out for free.

Right, but mind the last thing you want to get is to make the customer give your product a negative review simply just because of having become annoyed by this one too many a spam that day, rather than to give no feedback at all, as perhaps originally intended. Simply for the stats.

When it comes to the feedback, it is of great value, especially when it starts to make statistical sense, I believe, but mind it does take some creativity from a contributor to post anything constructive. It does take to be constructive oneself to do anything constructive.

For the reasons to quit, I can see financial problems being possibly one, but there is always way if there is will, even if it ought to be a lesson in minimalism. {Natter, natter}. Anyway, I would quit if it was that I did not feel very good at what I do or if I was told with statistically true outcome that I simply waste my time. Lack of feedback or exposition to publicity is a problem and I can also see a lot quit due to that. That is due to lack in being provided of measure for self evaluation, thus feeling lost - or having low self evaluation.

But y'know how they say, true love is forever or whatever.

Honestly, for buying of expensive software, I would say, never overinvest, unless you exactly know what you do.

You probably mean WINE or likewise technologies, available for Linux. I do not use WINE. If I need to do something in Windows badly, I have a VirtualBox with Windows10 image, but that is only for basic utility software - like some GPS stuff - not games.

Strong policy there. Good that. Anyway, only Windows compatibility, so no-go for me. But hey, I do not say Linux is the platform to go, if you want publicity. I say this is my excuse to skip a lot of games. Good for me, because I do not have time or patience to try every other thing around.

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What I was actually thinking about is to have one team developing the game and a lot of contributors proposing narrative contents, perhaps also art - if given proper tools and instructions on compatibility measures. Then, these contents would be submitted to the developing team for evaluation and chance be, implementation. If a lot of public contribution is made, some kind of voting system could be established, maybe a dedicated forum.

For the rating, I almost never rate, but leave comments instead.

Nice, but it would end up becoming an annoying spam. If you want to make sure about such a suggestion being delivered, try to plant one somewhere around the main menu in your game. I saw it already done and I think it works well as a reminder. Just a "donate" button, next to "options" button, in a transparent location, if you think one of the screen corners is just too obscure. Donations work on the basis of higher ethics, while a lot of people were not properly introduced to a such. I started to understand it thanks to the Linux social environment, but the point is, even if I do not donate or even if I say nothing at all, the developers will keep doing their job, because they can estimate their value on own behalf. If you quit because I did not donate out of free will, you prove me right the skeptic, that it does revolve around money. In such case, [b]Steam[/b] should be your option. [b]Steam[/b] took the other way in their policy, as they would rather wrangle with refunding all those masses of people the pre-paid purchases, rather than loose some turn going around, but maybe this ought rather be said about the developers who go [b]Steam[/b], with what expectations. Because [b]Steam[/b] also has "free-to-play". Personally, I like to wait sometime after trying out a game to see how much of a footprint has it left in me. If nothing of estimated worth remains shortly, I am either unwilling to donate or will donate very little, the latter in case all I remember is that the game was big fun for a brief while. Now, if a game makes impact, I will then try to evaluate it with some simple rule of thumb: "excellent /good / fair", which would then determine the step of the height of donation. That is the plan, at least. But I believe you do not expect to make tons of money if you allow "free-to-play", do you?

I propose to introduce a function to the "Notifications" list, one allowing to automatically open all new posts, each one in a new tab.

You sure that you want to offer those games only on the basis of a mandatory purchase?

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Confirmed, there is apparently a bug, prohibiting any interaction in the primary screen.


HERE, let me show you.

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Nice concept of a humour, good presentation, very clunky user interface, classic theme of a gameplay. Altogether, a solid city-sim, I think. If you like clickers, that is.

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One quote from a recommendable fantasy adventure movie, entitled The Legend - released in 1985 - has awoken this idea, to suggest a game jam revolving around the meaning of: "through dreams, I influence mankind". In what ways could the quote be interpreted?

This game, has made my day. Playing it, felt like Halloween. At first, I was skeptic. Then, I have become a believer. Soul Void influences primarily with awe inspiring imagery, complemented by narration and interactive elements, making it a genuine work of interactive fiction, done retrostyle aesthetics. There is no soundscape or soundtrack of any kind, but the gravelike silence, appears most appropriate. What this game is about, is about a journey of a hero, a journey beginning at the rather shallow shores of the Shadowland, leading through the bowels of the Low Umbra and past the Horizon, reaching as far as the murky depths of the Deep Umbra, where the very notion of reality, depends only on what sediment of self has precipitated in your shell, continuously being washed away by the flux of perpetual entropy, until a tide of oblivion carries away your empty husk to the distant shores of dry straw, swishing before the void. It is a story of unliving and existential terror. It is amazing, but you need to embrace it as a story, not a challenge to complete. Link HERE.

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I will be recommending this game. You are an artist.

Just few nitpicks:

It's always at my fingertips...
but I can never hold onto it.
Happiness... Peace...
Why. Can't. I. HAVE THEM?!

That one piece of dialogue should have perhaps been broken down between two separate NPC characters.

Besides, is it not intuitive something should actually happen to the NPC, whose existential status has changed? For example, if they wanted something and they got it - therefore... y'know, they are psychosomatic to an utmost degree, perhaps to the point of shapeshifting - as proven later - or even beyond. Perhaps even to the point of death.

But I speculate you did not want to burden the protagonist with the notion of having made an impact, before time.

That was poetic, beautiful.

Opinions on the basic concept? The game is already done.

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Played the game shortly, found the controls somewhat difficult, the user interface not very clear to myself, perhaps the instructions were insufficient. Certainly the high mouse sensitivity should be recommended, though. But from the very beginning I could see the storytelling is great in this one.

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There is no Linux version in downloadable gamefiles, apparently.

This ought to be a roguelike game. If a player quits after just a few tries, it's not a very good game. If a player wins after just a few tries, it's not a roguelike game.

Well said, cannot argue with that.

For certain you are right, but mind two things. First, from what I have heard, developers sometimes loose measure of how good they get at playing their game, expecting comparable level of skill from the players. This ought to be a small game, right? Other thing, is the patience.

But I guess that I may not properly understand how roguelike games are meant to be. For the shift+click, I did not know, but perhaps it is maybe too obscure, then? Why not make it more transparent, easier to spot? Still, the case is accessibility.

Excellent puzzle game with well implemented narrative theme. Impressively effortless style with the PICO-8 aesthetics. Everything perfectly sewn together.

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Delicious puzzle game of binary coordination, serving both halves of your brain, cooked in PICO-8 aesthetics, where every bit and image fall effortlessly into a perfectly blended soup, in timeless flavour. Good recipe, well done. Link HERE.

Very good game. Platforming sharp as razor. The soundtrack and the soundscape, are magnificent. Thank you.

The aesthetics of the game look very interesting, the core concept is challenging, but is the movement pattern not overly burdensome to the gameplay reception?

This game does have potential, as it is simple enough and playable, but for the time being - November 2019 - it is simply underdeveloped and unbalanced, lacking basic informational descriptions in the first place. I do understand it is a roguelike and it is supposed to be tough, as well as anyone knowing the roguelikes and card games alike would find their way around easy, nonetheless I am afraid the way it is now, the accessibility of Patient Rogue suffers. Besides, I would rather opt for the game to be completable, rather than infuriating. Nobody is going to keep trying forever.

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If there was a game jam announced with the theme of "Snake taken further", Sub Dragon - link HERE - would be the first entry in it. Furthermore, I would personally nominate this one in the category of "intelligence in design", on another occasion. What the Sub Dragon is, is a peculiar but explosive mixture of Snake and Contra, done modern justice, post-retro style. In gameplay, it elaborates entirely on one single topic: half of your body is bulletproof but cannot attack, the other half can attack, but is vulnerable. Combined with the fact we pilot a creature moving in a fluid, snakelike manner, we have a good challenge ready to be worked upon and Sub Dragon, it works the material just right.

My pleasure playing it. But y'know, without the shape freezing function, it would be more difficult and infact, it is doable to finish the game not using the function.

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The Room inspired game? I approve it. Apart from the humour, though, this game does ask to be expanded into something bigger. It does not treat itself very seriously, but it is quite heavy thematically underneath the surface, with the strict survival mechanics it has. The creatures, also, could be given a more dynamic, combat orientated function, as well as some more background in the lore, telling why would they have started to appear right after the divine destruction of man civilization. The beginning placement, does look like the room from the original Fallout intro movie. Y'know what? I think you can make it. You can do it. Your style.

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I come to to play games like this. Easily accessible, smart, thematically driven, challenging but doable, short but saturating, replayable eventually. Nightclub Showdown - linked HERE - has it all, plus, it runs in a web browser, which eliminates the problem of particular system compatibility. Look also how lightweight the application is, roughly 10 MB. May I additionally point out the game feels very detailed and good looking, with nice soundtrack and appropriate soundscape? This is what I am talking about. Description of Nightclub Showdown declares it to be a turn based game, but what it feels like, is more kind of a modulated slow-motion, quasi fluent action. Infact, waiting does affect the scenario outcome. In the end, if you feel like playing something well done, having a good time and actually completing the adventure possibly in one single sitting, without overstretching your schedule, go for this one. It is a bullseye hit.

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But seriously, this is excellent.