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Please understand that the main purpose of the ratings is to help potential game players find high quality, bug-free games to play. You've probably learnt a lot about AGS as a result of making your first game -- so why not use that knowledge to start afresh, and do even better with your next game!
Duzz Quest: An Egotistic Adventure
About this gameJoin Duzz in this glorified n00bie test game, as he goes on a fantastic journey of tragedy, adventure, and monotomy.
Duzz Quest is a once in a lifetime experience for all the family.
Huzzah for Duzz Quest. Yeah!
The Speech pack is ready, you can download it by clicking the 'mirror' link, it's 14meg. (To install it, download it to the folder where you installed DuzzQuest.
- One and a Half years in the making
- 16bit color
- Sometimes 320x240, sometimes 640x480 resolution.
- 12 characters
- 20 playable rooms
- An INTENSE action sequence
- 540 spoken lines of dialog
- Original music by The Midnight Express, and Mr. Clean.
- Craptacular in every sense of the word
DuzzQuest was started to try out this program I'd found on the internet, called Adventure Game Studio. I used a picture I had of my back yard, and put it in the program, making the default character, Roger, walk around. I was all like "Cool! I can walk around my back yard, like those old sierra games I used to love", so I showed Tim, and he was also all like "Cool! You can walk around your back yard, like those old sierra games you used to love", and it was coool.
So then I added some stuff to it, and then some more stuff, and it became DuzzQuest, and it was cool. People said I walked funny in it, but "Bah!" I said. "Humbug!" I said. "That's what they told picasso!" I said.
Still more things I added, and still more things, bits and pieces, odds and ends, one day a room, the next a plot element, sometimes deluding myself that it would be a decent, playable game, other times just experimenting with AGS. I added a lot of things just temporarily, but never did I remove any of them. And the result is a hodgepodge of meandering, aimless plot, nonsensical, gameplay, and schizophrenic graphic resolution.
There's a story (however banal), behind every little thing in DuzzQuest, from Bamptons Rescue Remedy to Tims terrible secret. I doubt anyone but me will understand all the references, but it is MY egotistic adventure after all.
Any bugs, typos or spelling errors you may encounter were left in intentionally to add to the general ambience of unprofessionalism, any lack in speech quality is the fault of stu's 21st party, and any offence taken at lewd verbalisations of the word kumquat rests entirely on the heads of Helen Clark and Katie Ward.
1 people commented on this game (newest first):
I love the digitized graphics and the whole look of the game - crappy or not. The game has something very nice and original going for it. I feel like it's more of an insider thing since I don't understand any of the personal references or the people at all, but I really think it has potential.
The lack of animations and visual cues is a bit sad, but the jokes made about it is funny. As an adventure game I'm not sure. The screens are too cluttered and hard to read, naturally, since they are just photos of everyday objects without an artist providing visual cues by popping certain objects in the foreground and so forth.
Still, I think the game has a nice, "I don't give a damn" sort of charm to it as well as an aesthetic quality with the poorly digitized pictures that really makes it interesting. I'd love to see something like this that's a tad more polished with more regard to how an outsider might experience this game.