THIS is one of the most creative entries I've seen. Very fun mechanic.
imaginary_total
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Not at all. It's because 'e' is both the button to start a conversation and continue it...so if a conversation is long and you want to skip to the end ( maybe because you've read it before), you'll keep pressing the button repeatedly and accidentally start the conversation over again...and loop and loop and loop. It affects every character, but you notice it most with poor Leonard because you have to talk to him so much.
I don't know if you've ever played the legend of zelda: ocarina of time, but there's a part in the beginning where you talk to an owl who tells a super long story, and at the end he asks "shall I tell you again?", and the default response is 'yes'. It was infamous at the time, because most players got bored halfway thru and just start clicking ... and would literally click that stupid owl for upward of 10 minutes before realizing they were in a loop. Same problem.
Nostalgia to the max! I loved this game. The music. The graphics. The animations. Amazing. And the spin on the classic ski game was very nice. Great job.
Some MINOR complaints: I would have liked a few more sound effects and the controls felt a little sluggish. Something like the sliding mechanic in mario kart would have been really nice. By the way, the music stops after about 6000. Was that intentional? Like "dude...you have been skiing too long! Do some toe touches or something". Hahaha.
Great music. Great art. Cool animations. Nice concept.
In practice, there were too many foxes, the dash cooldown took FOREVER, and you could never safely dash. The geometry wasn't right. You'd dash through 2 foxes, but because they're always clumped together, you just end up in the middle of them all and lose a billion points because of the exponential punishment system. I would have preferred it if you could reset their multiplier in the same way that they can reset yours...or neither multiplier was ever reset.
So, while the controls were fun, it didn't take long to realize that this was a losing game.
I really liked this game. The freezing HUD was really, really cool. I actually liked the lack of music (I'm weird). It emphasized the feeling of emptiness and that oh-no feeling you get when your car breaks down (the radio dies).
I am really glad about the level of mining. It was just about perfect. I didn't realize that you put crystals in one at a time, and thought it automatically deposited them all, so when I first checked the levels and saw 10%, I freaked out a little. Flashbacks from runescape and final fantasy power grinding came to mind.
Yeah, the artist (Ken) did a pretty good job on the splash screen. He actually had a couple more, but we landed on this one. Fun guy to work with.
Our lead programmer (Shoncio) did a great job with the sliding game. Pretty fast, too. Really great guy to work with, if you get the chance.
You didn't miss anything. There was a bug when deploying to HTML that we didn't have time to fix. Thanks for playing.
Kinda fun, really pretty, and solid menus and intro. I was impressed with the drawing mechanic. The sprites were well drawn and the background was nice. One thing I noticed is that drawing with a mouse is awkward and uncomfortable, so the main mechanic, while cool, got repetitive. I want to see zombies blow up and the art work, not my hideous squigglings! I think it would have been a better experience on a touch screen.
If the mechanic was used more sparingly (like, to select spells, or maybe the spells had 50X more shots), I think it would have added a lot to the game play.


