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Everything posted by atte
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To me the game was a step down from its predecessors (I'm a big fan of SH 1-3) and some of the gameplay footage looks quite awkward - but parts of this Silent Hill 4 trailer still feel interesting and I remember being super excited when I first saw it.
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Version with post jam updates (audio, small animations and tweaks) available now: https://atteo.itch.io/phaedrus2010 Phaedrus 2010* Welcome to an annual exhibition showcasing the work of a mysterious artist only known as Phaedrus. This year there's electricity in the musty gallery air - sources close to Phaedrus say that hidden among the official selection, there might be also something else, ready to be discovered... Is it more free wine? Is it VIP pass to the employee toilet? Or is it something so strange and provocative that even the usually bold and daring Phaedrus decided long time ago to hide it from the visitors? With this jam timing I have quite a lot of free time but much of it is away from my computer, so I devised an art focused, gameplay light project. The game will be about finding hidden things and solving a simple puzzle(s) in an art gallery where all the paintings are named after Thumbs episodes. The local musician friend who did the excellent score to my last WJ entry will make an appropriate track for this. * Other possible titles were: "I Considered An Oeuvre"," Fundamentally dangerous to the notion of culture" and my own stroke of genius: "The Da Vizard Code"
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Just watched Black Mirror s4e5 and like the trailer hinted -
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Oh, one more thing. I realized some might not be familiar with this, and it makes the ending about 50% more ridiculous so -
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[Dev Log] The First Great Brand War
atte replied to infamous space turtle's topic in Wizard Jam 6 Archive
I don't know how easy it would be to do, but I think it would be cool if you could play this from inside the main game - It does the digital app/ad hell mood very well. And it also works as a clicker game -
Yes, the hoisting can't be stopped! I'm excited to return to the expanding Cruisin' Cinematic Universe.
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Thank you for playing and commenting! Puzzle making is such a peculiar, delicate and fun thing. Trying to predict the player's behaviour and experience is very tricky. Luckily it seems like the game worked close to how I hoped it would. This was much shorter than my other WJ puzzler, Bogost in the Shell, so I wanted to make the one riddle pretty obscure. I thought also that even if the player couldn't solve it, they would at least hopefully have a good time checking out some random new art. Here's some spoilery things about the game and its development:
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Yeah, I just realized also that starting in windowed mode is the obvious solution here Edit: And now the game starts windowed, thanks for bringing the issue up.
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I just updated the game with audio and some small animations and tweaks, so check it out (again)! https://atteo.itch.io/phaedrus2010 Certain (quite obscure I admit) lore bit helps, but I don't think it's necessary... Hmm, GameMaker is weird with fullscreen and I'm very lazy/scared of that kind of technical stuff so I hope other people also realize the fullscreen toggle if they have trouble with it.
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I managed to destroy just one parasite, so while I didn't quite internalize the game 100%, here's a rambling bunch of feedback, notes and suggestions: - Great claustrophobic atmosphere, and like in your previous games the mood is an interesting mix of ominous and comical. Those strange disembodied voices add to the feeling of disorientation and mystery. - Because the game has otherwise so good and varied audio, somekind of appropriate marine soundscapes to the title screen and the game would be nice. - After dying (which I did alot) you go to the title screen but there's no way to restart. - This could be hard to do because of the 'no HUD/UI' thing, but I'd like to be able to skip the intro dialogue (which is good and sets the tone well) and have an option to read (and revise) the instructions. - Most of the actions are made with mechanical levers and buttons so I briefly missed/forgot that I had to tag the targets on the radar's screen. An added cursor that would appear when hovering over the radar could help in reminding the player that this action was necessary/available. - That you can push the Ping button again when it's not yet ready really confused and then bothered me for some reason - The moving between different views with WASD felt good. I had a very sluggish mouse movement to the point of making pulling the lever in time difficult - the mouse sensitivity can probably vary notably between users? (The game ran fine, I'm very thankful for Unity's graphics options.) - No bugs or crashes.
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Hmmm, here's a vague hint:
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Idle Thumbs BONUS: Ruination Online December 2017
atte replied to Jake's topic in Idle Thumbs Episodes & Streams
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@sergiocornaga
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I stumbled upon the solution to the nightmare puzzle, Veggie Panino triumphed over the horrid meat wastes! This cool style of comicpanels over/embedded in the gameplay feels extra interesting when the game part is this low res.
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It's such an evocative scene already so I'm very excited for the art update! + GM tip: When creating the executable you can choose 'Single runtime executable' to avoid having a full installer for the game.
- 18 replies
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Very fun and whimsical! I'm not that great at typing so I liked that the words were just 3 letters, but when the speed ramped up it was still challenging. Good details: Ingredients getting added with every right key press (maybe a wrong key could also reduce score). Using the same typing idea for menus (STR, HTP, AGN)
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I got the core into an adequate state so I uploaded a version to itch. Audio and extra stuff (mainly small animations for gallery visitors) will be updated at least before weekend. So, I'm really curious how hard/easy/dumb the puzzle is, so please let me know if you try it https://atteo.itch.io/phaedrus2010
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Nice, that's a really unique puzzle idea! It was pretty difficult when there was lots of fake monkeys but I did succeed in a level where half were real. Don't forget to submit this also here: https://itch.io/jam/wizard-jam-6
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I had to check this, here's a coin puzzle from Silent Hill 2... Progress on the paintings:
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I had a long no-jam zone, but this is a very small and simple thing so I should be able to get a version done for tomorrow (though there's lots of extra details I'd like to add but that's probably post-jam work). I redesigned the puzzle/code input in a way that eliminates some amount of guessing what it wants from the player - still, the puzzle (that is the whole game) might be too obscure and I'm somewhat amused how it reminds me of some of the clunky challenges from the old Silent Hills
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Inspired by the dishonored Christmas that was this monday, instead of working on my jam game I continued this illustration I had started a couple of weeks ago. So here's a random wintery holiday jam greeting to all of you wonderful and wonderfully creative people.
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Thank you! Looking at that art is 95% of the experience so I'm happy you like it The titles will be shown beside the paintings in the final game so you won't have to guess what I might have been thinking but for now I thought it would be fun to present them without the names (there's 6 from Thumbs and 2 from Important if true, I think)
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First painting sketches. These are pretty straight forward interpretations of the titles (not filled with references and memes) so Serious Ma'am is just a face of a serious woman.
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[Dev Log] The First Great Brand War
atte replied to infamous space turtle's topic in Wizard Jam 6 Archive
Yeah the Brand War is an intriguing concept, from the aesthetic standpoint I'd like to see how you'd realise it. Thinking about this I remembered fierydrake's cool cyberpunk game Bogost in the Shell from WJ1. https://itch.io/jam/wizard-jam/rate/24532 "Supermarket in a post apocalyptic hellscape" brings Dawn of the Dead to mind (which is not a bad thing). -
@BigJKO 's Cwine, also @Ben X did a couple of WJ games with it.
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