Thank you! Despite the looks, it still is very early. But we are as excited as you are and can't wait to present you the first version of the game eventually :D
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It was the best jam experience I've ever had. I remember lurking on notch's twitch channel while he was working on his entry "Last Minute Christmas Chopping".
I've had few happier moments in my life than these 48h home alone. And sadly, jamming never was this way again. I guess that's how you get used to happiness. I've learned to appreciate being content since then.
Oh, hello again,
thank you for your kind words and for the time you spent with GRAIL. I'm so glad you enjoyed it. This one means a lot to me. It was the first jam game I ever made. Every time I see someone playing it I remember that I intended to make it into a longer experience. I still think I should...
Also, nice playthrough you did there :)
thank you for checking out and recommending this old piece of mine. I forget about it sometimes, and seeing that it still manages to catch someone's attention -- even for a short while -- feels comforting and encouraging. Your oppinion in particular means a lot to me.
P.S.: Sorry that our glitch demon startled you. But it's the only purpose it has in its exsistence, and I'd hate to take that away from it.
Thanks for this input. It's very appreciated!
We are designing the game with modding support from the start. We are also talking about how to make modding easier for the community and what tools we can provide. Right now, our main focus is the core gameplay. We're not entirely there, yet (development-wise), but with every iteration the whole picture from the design gets clearer.
We are trying to have a minimal and clean UI. The player takes control of one character throuout the entire game. As such, it would seem odd to us to equip this character with an extensive HUD which makes the player virtually omnipresent. The focus is more on interactions with objects within the world - like a computer or a character - and leave repetitive tasks to NPCs. As a player you want to know how your company is doing. So things like reports, stats, or graphs would be available though reports other characters send you, or through some sort of automated report system (which you'd have to set up first, like everything else).
So yeah, as soon as we have something testable, we'll be looking for people ;)
vielen Dank für die lieben Worte! Ich glaube, ich spreche für alle Karotten, wenn ich sage, dass sich keines unserer Spiele je bitterernst nehmen wird. Ich denke, da können wir dich beruhigen. Spaß steht bei uns an vorderster Stelle und oft ist das Erste woran wir denken, wenn wir eine neue Idee haben: "Wie könnte uns das zum Lachen bringen."
Kurzweilig soll Good Company auch nicht werden. Das ist schon als stetig wachsendes Tycoon-mäßiges Spiel geplant. Da sind die alten Bullfrog-Titel schon ein guter Anhaltspunkt. Und auch was den finanziellen Teil anbetrifft sind wir eher von der alten Garde. Expansion-Packs wären denkbar, wenn das Basis-Spiel gut ankommt, aber da sind wir noch weit von entfernt.
Liebe Grüße aus Stuttgart,
Thank you :)
Ralf and I were talking about extending the game to something bigger a couple of times. But we couldn't find the time to elaborate on it, yet. Y'know, life always gets in the way ;)
Thank you for that review. I agree, It is very bleak. But it's just one narrow view on the subject.
I didn't expect anyone to play the thing longer than maybe four or five cycles, let alone until day 31. You earned my respect for that.
Thanks! The prototype is quite rough. It's very probable you encounter problems with the doors. We were planning on expanding on the concept. But for now, we both are occupied with other projects.
Thank you for playing and for your very kind comment on our game :)
It's always very gratifying to hear back from players, even more so when being able to actually see them play the game.
Thank you so much :)
The GameJam version won't get any updates. But I was talking about a new game based on this one with my partner (more features, replayability, more complex mechanics etc.). Unfortunatelly, we are both deeply involved in other projects, so it's to early for announcements.