The game looks great! Can't wait to play it. :) All the best!
Recent community posts
Rock Paper Shotgun's Philippa Warr wrote a nice piece on this game! :D
"Werewolf In The Wild offers a jagged sensory overload"
Rock Paper Shotgun's Philippa Warr wrote a nice little piece on this game! ACE!
"Secrets of the Waves now has a delicious storm"
Great points, and great ideas there.
I've never cap-sized the boat! Gulp. I wish I could see a video of you doing it! I should try it myself. As you say, perhaps just a button to reset the boat would be the easiest solution.
You were very close to the end. :D
I want to add everything you mentioned! I played through with my friend Jim yesterday (the other half of Secret Exploration Society who made the music), and many of these same suggestions came up... flotsam and jetsam, a sun and moon that rise and set... I'll try to come back and add things like that!
Hi! Not as yet. But I have lots of ideas scribbled down for stuff about the landscape, things in the ecology, gameplay ideas...
I'm trying to finish off my other game, B-Grade Renegade for now, before I get too deep into Werewolf in the Wild. But I'm actually more excited about the Werewolf game!
I'm on Christmas break from my Game Design teaching job for the next 3 weeks or so, so I'm hoping to do at least one update to it in that time, to keep the ball rolling! :)
Thanks for your interest Bonehead! Unfortunately, I was making my earlier games in Game Salad, and it (lamely) doesn't output to Windows! I would output to Windows for sure, if it supported it. I'm making my future games in Unity, and other things. But alas, Pulp Diction is stuck in Mac / iOS land. You can get it for free on iPhone and iPad if you want to play it there!
Thanks Ed! Love the video. I'm really glad there is a more adult audience out there, interested in this sort of experimental game feel. Excited about exploring more simulation and gameplay elements soon! :)
Thanks very much! Fantastic writing there, too. Really glad you enjoyed it! :D
I'm sitting working on experiments for AI characters as we speak! Hoping to at least post some videos of my experiments soon.
Thanks again! All the best!
Currently just modeling up a human character! I'm only really learning to do my own modeling and animating, so this could be interesting! I do have a character walking around with a crossbow! Just a test for now though!
That zooming fireball is a cruel mistress! Last thought for the day... it could be cool if the blue glowy balls had eyes, or some sort of indication that they were creatures, because they do track your position, making it feel like they are sentient in some way. It could be cute if they looked like some sort of little creatures, or demons, or something.
Ah! I didn't even realise there was an "X" attack as well! This game goes deeper the more hours you put in! ;P
It'd be rad if the positioning of the platforms was randomised each time you play!
The idea of sheep, or some sort of livestock is interesting... like, perhaps we as the werewolf are cruising from place to place, looking for food, and basically trying to get a nibble of some livestock without getting shot-up by the local inhabitants, with each time you regenerate the terrain basically being a metaphor for heading to a new place nearby, to try your luck getting dinner. :)
Hi! I've added a Linux build. Could you please let me know if it works?
I tested it on my Mac in Ubuntu in Parallels, and it didn't work!
But I figure that could be because it's running in Parallels.
Let me know how you go. :)
Yeah! I want to model some arms for the beast, and explore what it's like to let the player swing and claw at things. Perhaps hunting things down, and even bashing over / smashing trees and houses, perhaps!?
I was thinking that maybe townsfolk will try to hunt you down with shotguns, and you can try to pick them off using a mix of stealth and aggression, while also perhaps picking off other animal prey.