sergiocornaga

Members
  • Content count

    48
  • Joined

  • Last visited

Posts posted by sergiocornaga


  1. On 18/01/2020 at 10:45 AM, atte said:

    I clearly remember seeing you in my WJ1 devlog, makes me feel strangely nostalgic :lol:

     

    Not only that, it seems Introduction To Video Games was the first Wizard Jam game I ever commented on (begging for a 'polished' version for some reason)! I will try to mirror this by making my last ever Wizard Jam forum post in this thread, too.


  2. I finished this without getting stuck, but I figure I'll mention the one thing I ran into that didn't feel quite right:

    Spoiler

    For the puzzle that's solved by dropping the block to the side of the staircase, the way I initially tried solving it was to carry it right in front of the staircase, drop it, and then move into a position where the text for picking it up and the text for descending the staircase overlaid so I could do both at the same time. That would have really fit with the glitch aesthetic if it had worked!

     


  3. Great to see behind the scenes. I also had a fun time watching @TychoCelchuuu play through it, more notes on that below.
     

    Spoiler

    I love how his puzzle-solving process mirrored mine. I noticed the circles instantly and took much longer to notice what I could spell. He noticed what he could spell instantly and took much longer to notice the circles. We both did lots of complicated fruitless tasks in the middle, including ascribing numbers to the artworks in a clockwise order.

     

     


  4. I could not solve the puzzle.

     

    Spoiler

    I noticed that there were different numbers of blue balls in each of the paintings almost instantly, and it didn't take long to verify that they corresponded with the numbers on the pillar. However, the layout of the paintings doesn't easily lend itself to any kind of order for me. I tried rough left-to-right (13678425), clockwise from top, clockwise from 1 o'clock, and alphabetically by title... then I succumbed to exhaustion and gave up. Curious to know if I missed something obvious, encountered a bug, or even fell for a red herring!

     


  5. I'm guessing there are three endings? I wasn't able to solve the nightmare puzzle, I'm afraid. Three approached I attempted:

     

    Spoiler
    • Non-violence (it's possible to reach the end without killing any steak beasts, but the game doesn't really seem to acknowledge this approach)
    • Cutting the rope (I was sure that the solution was positioning myself to chop a respawning steak beast along with the rope holding up the large comic panel suspended above the steak monster field, which would have been ingenious and is probably somehow related to the real solution… but nothing I tired had any effect)
    • Travelling back to the start as a ghost (there's no real reason why this would do anything)

     

    I liked it a lot anyway! I look forward to hopefully finding out how to progress.


  6. 20 hours ago, Gormongous said:

    To be totally correct, Cart Life was and is actively updated by the developer, just not on Steam. Richard Hofmeier felt that it was too much work to keep the Steam version of his game updated, especially compared to the pay-to-download version on his personal website, and also had reservations about Steam as a venue, so he eventually abandoned the Steam version of his game and said as much. Customers complained, Valve investigated, and the game was taken off of Steam with Hofmeier's blessing, I believe.

     

    My statement might have been an oversimplification, but I'd still contest your correction. Hofmeier's website has been offline for over a year, so Cart Life doesn't seem to really have an official web presence any more. The closest thing is probably its page on IndieGameStand. The last version of the game I know of (and the one hosted there) is 1.6, which I believe was originally released in early 2014, around the same time it was removed from Steam. My understanding was that he decided to go open-source partly so that fans of the game could fix the bugs he no longer wanted to.


  7. On 14/04/2017 at 8:56 AM, sucks2Bme said:

    And I know there are a lot of them, but there are also a lot of people on the opposite side, who might say "the only art is pixel art"

     

    Maybe you're exaggerating, but I struggle to believe anybody actually believes "the only art is pixel art". I even tried searching for such opinions and found nothing.

     

    In any case, I see those sorts of threads on Steam all the time. It really gives me the sense that Steam can be quite a hostile place to release a game. Cart Life, which won the IGF Grand Prize, was removed from Steam in 2014 partly due to ongoing complaints there about bugs that the developer was unable to fix. Despite this, its Steam community is still active with users regularly posting to insult the game or its creator. Another IGF winner, Rooftop Cop, is accused in its top reviews of being a joke, a sham, "a waste of money", "a terrible game" and "truly is the lowest a developer can go". Stephen's Sausage Roll, the #4 Best PC Game of 2016 on Metacritic, received mass criticism on Steam for launching at too high a price point with too little storefront text. So voluminous were these complaints about pricing that the developer created a subforum for them, and was subsequently attacked for "censorship" over this.

     

    This was a fun aside that hopefully highlights how some games can receive critical acclaim and still not really gel with Steam's primary userbase. Hopefully I can engage with the broader discussion of this thread in the future.


  8. I've kicked off discussion of GerbilsInSpace's Wikilynx game over at its makega.me thread with some very cursory remarks. I have a lot of discussion to catch up on and I'm not sure if I actually will, as I've been overly busy and was hit by an onslaught of horrible colds over the last couple of months. Nonetheless, it would be a shame to see Game Critique Club fizzle out entirely! I'll withdraw my scheduled submission if interest seems to have waned.


  9. Very nice game!

     

    Also, I've gotten a lot of feedback that the key seems to pop up in the inventory without players perceiving it's acquisition. I need to lower the transparency of the ghosts who carry the key to make it more visible :)

     

    I managed to spot a red M for a split second amongst the crowded mass of ghosts a couple of times before I eventually sucked it up, but I'd agree that I didn't realise when it happened. Also, my initially interpretation of what it represented was a little more morbid- that Mario had died and become a ghost.


  10. To make up for my lack of criticism, here are some painstakingly made GIFs of the aforementioned launcher screens.

     

    IyCtYLk.gif

     

    eHqaAcV.gif

     

    vdJRKc2.gif

     

    m3LIRlj.gif

     

    fMLc5t0.png

     

    P.S. The 51st game I was referring to is accessed via the EXIT button seen above. Maybe referring to it as the 51st game was unclear, or maybe it really is a secret to everyone.