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Posts posted by atte
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There is a Doom Roguelike (and Derek Yu made a tileset for it!). Now the developer is making a sequel for it where you can apparently even switch between modern 3D graphics and ASCII!
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It's the BigDog's sassy little brother! (Subscribing to the Boston Dynamics YouTube channel was a great idea)
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^ Coming first to PS4 and Steam
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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. " !!!
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Funky Forest / Naisu no mori: The First Contact
Two and half hours of laid-back Japanese strangeness.
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Thanks, I always like to hear what details/moments stood out for the player - the tree door puzzle and the Wizard cover are also the highlights for me.
It was fun and interesting to deviate from the pixel art style this time. I would have liked to work on the art more but the game world has the atmosphere I was aiming for so I am happy with it.
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Eurogamer had this good PUBG article recently -
How PlayerUnknown's Battlegrounds emerged from the messy history of survival shooters
QuotePlayerUnknown'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.
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1 hour ago, feelthedarkness said:I love all the songs but "this is the time we have prepared for" which is just the weird narrative of superhot, (I think?) is a triumph.
It was something about the game Receiver, surviving the Mind Kill and The Phaedrus Group...
Was that song ever played in an episode? Still eagerly awaiting the next Phaedrus vlog.
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I love it when a really outlandish game idea is executed very nicely (and this is exactly that).
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Ooh, very happy for the graphics settings, now even my archaic PC can run this. Leaderboard is a fantastic and addictive feature especially in this kind of an arcade game.
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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
dumbnice 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.
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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.
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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. -
This delivered the good kind of bafflement - "I don't know what's happening but I like it". The transition into the nicely executed main scene was really effective and surprising. Also the postgame stuff was cool.
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The graphics, music and setting create a wonderfully charming atmosphere, and I was positively overwhelmed by the amount of stuff and details around me.
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It's a simple game and gag but oh man, with the nice presentation I found it really, really funny (using the carriage return never stopped being hilarious).
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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.
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Great dry and absurd sense of humor. Arcade cabinets featuring past jam games is now an official WizJam tradition
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Go check it out, there's a couple of puzzles and you can even feed Lord Gobbler himself.
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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.
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Nice! Traditional, fashionably late Ben X jam project. Jamvengers Assemble, excited to see what you all dream up together.
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Sunday night image dump!
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WIZARD JAM 6 // Welcome Thread
in Wizard Jam 6 Archive
Posted
Fabulous.
pauseJingleBells.mp3