atte

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Posts posted by atte


  1. Oh, one more thing. I realized some might not be familiar with this, and it makes the ending about 50% more ridiculous so -

     

    Spoiler

     

    - the final painting is (for some random reason?) a direct parody of The Scream by Norwegian Expressionist artist Edvard Munch.

     

    dotMunch.thumb.jpg.31651ef0bc985732e55951638b0cf476.jpg

     

     


  2. 1 hour ago, infamous space turtle said:

    Its a flappy bird rip off set in this jams  EU.

    I dont know why i made it. I dont know why I put many things in it. But I did.

     

    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 :P

    Spoiler

    clickclick.jpg.3f439fe33d9ece9c726a152e3d8e16b8.jpg

     

     


  3. 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:
     

    Spoiler

    One possible tweak could be to make 'Phaedrus' appear in all caps somewhere or in all instances - just seeing 'PHAEDRUS' like that might be enough to nudge some players to the right direction. Or maybe making the first letter of every painting bolder/ stand out more somehow.

     

    If you look at the first sketches posted here, you can see that the hidden dots are not even there - I hadn't yet decided how the pictures would relate to different pieces in the puzzle view.

     

    I decided to make an art heavy / gameplay light project when I saw that the jam was during christmas. I started to think about somekind of a hidden object game and the very first idea was actually very different from what I ended up doing: The abandoned idea featured cursed paintings that had stolen and absorbed different items from their owners - The player's job was to find these items that were somehow embedded into the pictures. One of the customers would have been (of course) Dot Gobbler and the cursed painting had stolen the Gobbler's precious dots... So even when I rethought the whole game, weirdly the "Dot Gobbler's dots in the paintings" thing came back.

     

    I didn't really think about this during the developement, but having Dot Gobbler as the reward feels actually somewhat interesting: Other than the names being episode titles, there is really no Idle Thumbs memes and references thrown at the player* before the end reveal. So, in a gallery full of completely original art, the hidden masterpiece ends up being a picture that is a parody featuring a bootleg character that's a meme in the community... While it may not contain any grand truths about art and culture, I find that unplanned contrast intriguing.

     

    * That's somewhat notable because I usually love that stuff.

     

    Lastly I want to point out a goofy thing that probably could go otherwise unnoticed forever. When I asked my friend to make a track for the game I send him two youtube videos as a reference:

     

     


    So the gallery music is actually Dot Gobbler's audio* adapted into minimalistic art music!

     

    * I also used it as such as a siren in Bogost in the Shell's storage area.

     

     

     


  4. I just updated the game with audio and some small animations and tweaks, so check it out (again)! https://atteo.itch.io/phaedrus2010

     

    15 minutes ago, fabian said:

    I seem to miss something very obviouse here, or do I miss knowledge of a certain part of thumbs-lore? Damn, I wish I could solve it, because the art is great! :)

     

    (btw: fullscreen didn't work for me. At first I thought, the game wouldn't start, because I had a completely black screen, but then I saw on itch that I can toggle fullscreen, and when I did that the game appeared)

     

    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.


  5. 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 :lol:

     

    - 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. :tup:


  6. Hmmm, here's a vague hint:
     

    Spoiler



    The solution is not a complicated thing, you have to notice a connection between a couple of things (that can be probably missed pretty easily).  In hindsight I could have made the balls/circles a bit harder to spot ^_^

     

     

     


  7. 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) :tup:


  8. 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 :P

     

    thisis.JPG.3c5e22872a6e6917ad5f705369960131.JPG


  9. Thank you! Looking at that art is 95% of the experience so I'm happy you like it ^_^

     

    On 16.12.2017 at 6:39 PM, Zirrrus said:

    Oh, yes. The art is brilliant, although I have to say that I can't guess most of them(but then I only ever look at episode titles in preparation for the jam)...what is that Yog-sothoth-looking thing(3rd in the lower row)??

     

    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)

     

    gallery2.jpg.0696445ba77c32a0792c43fbebf9f5c7.jpgcolumnTop.jpg.5879af3f56f2734b81f3de845729fc37.jpg


  10. 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"

     

    ph2010_concept.jpg.f2de66df07253bb9b5a376ab4fd46e52.jpg

     


  11. 1 hour ago, brendonsmall said:

    Hey so it really bugged me that the pause jingle bells didn't loop quite perfectly. So here's a better (?) fully loopable version in case you actually want it to be in your game and looping.

     

    Nice. For some strange reason the loop breaking delay in the end appeared when I converted the file to mp3.