Huzzah! That worked; thank you, Sir!
patrick-lauser
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I like how smoothly playable it is, while still feeling simple and low-res. And how you're able to get lost, but it doesn't become tedious.
Don't lose too much hair over me, haha! :D I've got the standalone, but it does the same thing - that is to say, I don't know what to type in and do for Ubuntu for doing this:
mkdir poom <path to pico>\pico.exe -home . cd poom\carts REM change xx to actual version number unzip poom_standalone.xx.zip
When I right-click the "poom_1.9" file in the "poom_1.9_linux" folder, and select "Run", it doesn't do anything. When I do ./poom_1.9 in the command line it gives the error: "error while loading shared libraries: libSDL2-2.0.so.0: cannot open shared object file: No such file or directory"
That one I had played before and liked a lot - I forget why I hadn't rated it yet, maybe because I was going to try the red hand of the clock, but never did. I would sure play another such game if you have some more such ideas. :)
Of mine I would recommend Get in the House, which I made with my brother.
Happy to hear you got un-lost! :) What would you say were your favourite or most difficult parts?
I hope to do another project with my brother now that he's ten. It was a good experience for us, I would definitely recommend finding some project where you can work with someone much older or much younger than you.
Oho! Yes, I suppose once one has gotten past you-know-what it is likely enough one would consider you-know-what to be a finished task, and so miss the item. But I suppose some other gamers would have an instinct of looting foes, and so would do fine, haha.
Unless you mean the note after the "small dark thing that requires some kind of food" leaves - the puzzle of that note really is the "final boss" of the game so to speak.
Finished it!
Until I watched the devlog I didn't know you were supposed to take the notes - if you don't then they all say "Servant hates the light" and nothing spawns but the boss. Because the notes only said this, and the first note says "Pay attention to the notes, otherwise use the gun" I thought the gun was supposed to be a distraction, and I was trying to fight off the boss by shining the flashlight on it, haha. This way of skipping to the boss could be good for testing maybe.
If you find one side area before you reach the fire pit, then it's the bottle sitting by the wood with the axe, and the bottle can't be picked up.
I loved the atmosphere, the spiderwebs and moths, and the sound effects sounding like they're behind you. I actually recognised a shriek sound effect I used in my game Auldhame.
Anyway, thanks for making this!
It may be because the acting isn't as good with the casual lines at the beginning (casual acting can be just as difficult as dramatic acting, and people don't often realise that). Another thing is that people may not appreciate the accent because it isn't a familiar one like French, Irish, or Australian (I actually don't know what accent it is, sorry!), and so they may instead interpret it as "bad pronunciation" rather than an accent. Another thing is that the lesser acting at the beginning for me could be seen as good, by adding to the unreality of the scene, before it went dark.
Some people also simply prefer text. And then there is accessibility - in which case it would be nice to have an option to turn on captions, and an option to turn down or off voice, and a separate option to turn down or off the sound effects. Options make people happy. :)
I like the start on the dark street, and the look of the side of the building.
I approached the bathroom door at an angle, so when it opened and my movement stopped I couldn't see out (so I played through again, haha!).
The phone dialling sound effects were too loud compared to the other noises, even the jumpscare was quieter (which is good - suddenness and discord are better for jumpscares than volume).
His voice on the phone was really good at being scared (and I like the accent), and the voice for the 911 operator was good at being calm and soothing.
The unsophisticated 3D graphics add to the atmosphere, especially as it gives a sense of unreality in particular to the people and the lighted scene inside the MacDonalds before it goes dark.
Hello! I bought the game because I love what I've played in the past, but all the options are broken. :(
The Linux file doesn't run (doesn't give an error message either). Using the terminal it said it couldn't find the necessary libraries, but the ones it mentioned are already installed.
The .swf file started out working on the flash debugger up until the first time you walk left, then it goes black.
When I start it on steam it just gets stuck on the mushroom loading screen (almost two hours and still it was loading). Samorost 1 also doesn't play on Steam, doesn't start at all.
Any help with one of these options or with another option would be much appreciated! I sent a message on the Amanita site contact page a few days ago, but there hasn't been a follow-up yet. I hope the issue can be sorted, as these are good games. :)
This is a very good game! I love the aesthetic, the discovery progression, the monsters, weapons, and grim setting.
I love "ye olde" Doom's aesthetic, and this game captures it very well in a small space. It has a good balance of difficulty also. I love how one is able to get actually lost, yet it is still small enough that you don't absolutely require a map.
A few minor suggestions I would make would be to have a music change on the boss level; the ordinary level music seemed incongruous, and the music change earlier had a very good effect. A more dramatic sound at the death of the boss would be good.
It's the smoothest online FPS I've seen, one of the smoothest online games I've seen. It's the kind of FPS I would like to make.
Thank you! Yes, I like meaty sounds. You can use them too (free) if you like: Meaty Sounds.
What score did you get? Since I added in the walking mirrors I haven't been able to get a perfect score again yet, but I'll keep trying. :)
Very good story, sounds, and atmosphere!
I like how sometimes you are glimpsed, like by the dog, or when she was hurt, though I was a bit confused by "I'm not dead yet you vulture!" since it was said as you leave, so I thought at first that I was supposed to do something - it would have been clearer if it was said when you approach.
I like how much expression is in where people look, how they pause, start to do something and stop and such - the dog even looked old by the way he moved. I like how in the past that could have been, the past self glimpses the future self. I also like the climb up the mountain passing through the seasons of life - the arrangements of the scenery were able to make it feel very high up, even on the limited screen.
How many secrets are there? Is there ever anything in the two forest spots off the path?
Thank you for a very good story!
Did you click on the die (singular of dice) in the big book? That's sort of a trap. :)
If you click on the die a few more times eventually all should right itself. Clicking the die switches it randomly between upside down, mirrored, and normal.
If you aren't at the big book anymore, you can click on your ginger golem, click on "What" (in the middle, top, or in your case bottom), and scroll down (or in your case up), and the die should be there.
Don't worry, that's the only trap... I think. ;)
Quite a fun game!
I like the palette, the idea of fetching things with a bubble, the wizard's gestures guiding the bubble, and the ingredients of bat (familiar), hat (familiar, and interesting as an ingredient, and that particular hat looks unique), rabbit (interesting as an ingredient, and to have a dark one rather than the usual white rabbit), and donut (quite unique as a potion ingredient!). I like the jaws on the cauldron.
As to suggestions, I notice that if you press a direction too late then it applies to the next bubble, usually crashing it. A delay of less than a second before a new bubble appears or is mobile should fix that (but a second or more would probably add too much dead time to the game).
You could make it so that the recipe only shows when you first reach a level, so that you don't have to press C twice to restart the level, since after all you can always press C if you want to check the recipe. I notice that X doesn't actually do anything in this version.
For balancing the difficulty I don't think slowing down the bubble would be good (except maybe very slightly) since you don't want to make the beginning levels too easy or add time to the game, making it feel tedious. You could probably leave the number of bubbles the same throughout the game, since the challenge increases enough by itself, and the main thing that adds tedium rather than difficulty is having to redo something you've already accomplished.
Actually, apart from the decrease of bubbles, I think the challenges increase in difficulty pretty nicely, and seven stages is a good number for the difficulty (and artistically appropriate for a small game about a wizard).
As to artistic suggestions, I would say to make the moving blocks look different and strange, since they are an addition to the last levels which make them unique and change the way you play. It's always nice to reward success with some artistic discovery. I'm curious what kind of end screen you'll put together for it - I got past stage 7 :).
I appreciate that you have a Linux version download too!
Thanks for a fun challenge!
Hello!
I would like to give people access to a free, unlisted game. I don't mind at all if they give access to other people, I just don't want it listed. I also don't want to bother them with having to use a password. Would download keys work for this, or do they have no effect on play online games?
Thanks!