atte

Members
  • Content count

    447
  • Joined

  • Last visited

Posts posted by atte


  1. Spelunky 2 is fantastic news because at least to me it feels like despite its fame and reputation there really has not been true spiritual successors to the Great Game (there's plenty of action platformer roguelikes now but they feel more like distant relatives). Here's a new blog post by Yu.

     

    https://blog.eu.playstation.com/2017/10/30/spelunky-2-is-real-and-its-coming-soon-to-ps4/

     

    "... we began working on Spelunky 2 and have been at it for a couple of years now. " !!!


  2. Eurogamer had this good PUBG article recently -

    How PlayerUnknown's Battlegrounds emerged from the messy history of survival shooters

     

    Quote

    PlayerUnknown's Battlegrounds' tremendous success - at more than four million copies sold in three months, it must be considered among one of the biggest games of year on any platform - is owed to the remarkable-for-being-remarkable fact that it is one of the few games of its type that was conceived from the ground up to be the game that it is. It is very much like H1Z1 and the ArmA mods that made its lead designer's name, but it arrives with the backing of a publisher, with a specific design and scope, with a relatively traditional, easily-understood structure. It takes what was fundamentally appealing about survival sandbox games and makes it quick, accessible, relatively stable, and good-looking: more or less exactly what World of Warcraft did for the MMO, with equivalent results.

     


  3. On 22.6.2017 at 0:05 PM, Ben X said:

    The hand-drawn style is lovely, the music's really nice and the dialogue's cute! I'm stuck at the moment, but the puzzle I solved was very cool:

     

    Thank you all for playing! Happy to hear that you liked the atmosphere as my focus and time went largely to drawing and designing the world - This means also that the gameplay/puzzles had to be somewhat rushed, but still I'm pretty proud of that dumb nice tree door puzzle. Good to hear that the dialogue worked, I write very little anything and writing in English adds extra stress.

     

    I'm really happy with the music my friend made for this. The intro/outro track is adapted from the podcast theme and the in game music is adapted from "The Wizard" (it takes a while, but the latter half of the track is a cool interpretation of the C.Remo classic).

     

    On 22.6.2017 at 3:48 PM, Ben X said:

    The ending was very funny! I'm guessing that a puzzle which is alluded to but not included was cut for time?

     

    When I started I only had the ending scene clear in my mind, then I just had to reverse engineer a story that would lead into that situation.

    At some point during the jam I realized, actual adventure game style item using and combining was something that I didn't have the time/patience/skill for, so the final puzzle naturally transformed into just exposition in the outro dialogue.


  4. Continuing to be a z_bill fan, your style is a unique blend of whimsical and gross, familiar and weird. At first I didn't remember the connection between dogs and the Law & Order theme, but I still (or maybe because of that) found the intro track superbly funny.

     

    On 19.6.2017 at 4:15 PM, Ben X said:

     a skip button would have really helped when repeating levels!

    This came to my mind also.


  5. The strange fairytale framing the minigames was a good and interesting element. I was starting to get really frustrated with the Osu and follow the circle* parts - "Philllll, these are clearly way too difficult, well let me just focus and try one more time.... oh, that wasn't too bad" but got through them in the end ^_^


    * At first I thought I was dragging instead of following the circle but I understood it after a couple of tries, and you explain it on the itch page.


  6. The whole audiovisual style was really engrossing and chill indeed. I was expecting just some environments to look at so the small bits with the characters and implied narrative were a nice surprise.

     

    On 18.6.2017 at 11:27 PM, pdotjpg said:

    One thing I didn't manage to come to grips with was rigging and animation, so the end result is a lot more static than I would have liked.

     

    Yeah, if you are interested in continuing to work on this, some subtle animations would make the world feel even more interesting.


  7. The game is slowly but steadily coming together but I need some extra time for this (= not uploading anything for the deadline). Slapping together pseudo point&click adventure game mechanics was not as easy as I had foolishly imagined and I should have designed something even smaller in scope to begin with, but anyway, it will be finished soon, it will be strange and I'm excited to share it with you.

    introBG.jpg.6a2b8cf46ee1a6976c0bb3fbad0849de.jpg

    gob.gif.cce7b2d231b6223cc98100745731baf5.gif

    tgw.gif.a71290038440d7adc5d3b99fbd3e8e8c.gif