After two months of constant effort and a ton of help from BOYD1981, I am very proud to present the first playable cartoon episode in what will hopefully be an ongoing series:
(http://i485.photobucket.com/albums/rr218/ProgZmax/limeyscreen.gif)
In this game you jump into the overalls of Limey Lizard, waste maintenance worker and generally the laziest lizard in space as he finds himself unwillingly plunged into an adventure of truly filthy proportions!
FEATURING:
---------------
EXCESSIVE INVENTORY!THRILLING MUSICAN EPIC MINIGAMEDIFFICULTY LEVELS THAT ACTUALLY AFFECT GAMEPLAY!MORE FILTH THAN YOU CAN SHAKE A PLUNGER ATAND MUCH MORE!So what are you waiting for? Get your gear together and let's clean up some filth!
http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1097
NOTE:I'll get a better host when I have a chance. For now, this is what there is.
Do not post bug reports in this thread. Send them to ProgZmax@gmail.com so I can address them quickly.
Do not ask for hints in this thread. I'm asking Darth beforehand to delete any such posts as they simply clutter things up, but the hint forum is there if you need it! :)
Enjoy this Halloween gift from me to you.
Fixes in v 1.2------------------
Limey appeared behind some pipe spray (FIXED)
Some sounds wouldn't play (FIXED)
Limey would try to open the port or interact with Meeba when using the spanline (FIXED)
Fixes in v 1.1------------------
Limey wouldn't appear at the end (FIXED)
Missing sound when Limey groans (FIXED)
Sound out of synch with button press (FIXED)
Edit:
I've included a rundown of the controls below for people who won't read readmes even when they're highly recommended:
1. F1 will bring up the options menu, where you can adjust music volume, sound volume, game difficulty, and turn speech on and off.
2. Left click your mouse to walk or on an item to interact with it. Left clicking on an inventory item will pick it up.
3. Right click your mouse to examine things, including your inventory. Right clicking on an inventory item when you have one picked up will try to use the items together.
4. Space allows you to talk to things that can talk.
5. The arrows on the right of the gui are for moving through your inventory.
6. The button on the upper right of the gui is to quit the game; CTRL-Q works the same way.
7. The S and L buttons on the gui are for saving and loading.
Geeeeeee! A nice present indeed, togehter with the unveiling of your avatar! Downloading now!
IIIIIIIIIH! That C64(?) style makes me shivers (in a good way) ;D
I'll be back when I've tried it more thoroughly...
I'm currently stuck, but enjoying the many ways Lucky Lemming can die! :D
edit: exquisite voice acting Boyd!
cool I've played the MAGS entry and it was quite fun. Going to check this soon!
oh no! the file seem to be removed, the alternate download link that is
He's the laziest lizard in space...
That theme song will be stuck in my head forever.
*Downloading*
Ended just when I started to love main character. Were this game longer and had harder puzzles it would become a classic.
What's with the difficulty levels anyway? Where? When? How?
I've fixed the alternate download link.
As far as the difficulty levels, they directly impact the minigame difficulty and certain puzzles. Also, the game has a few secrets to uncover, so don't count out Limey just yet!
Is there a higher rank than waste wizard?
This is so monumentally spiffy it hurts.
Great work!
Yeah, but what is this "difficulty level"? Call me what you want, but I dont have a single tiny clue what we're talking about. ;)
I dont count him out, but I already miss him. 8)
Great game so far. Stupid goop....
Thanks Prog. :)
QuoteYeah, but what is this "difficulty level"?
Try pressing F1 :=
Andorxor:
Spoiler
The ratings are mainly subjective (there are two different endgame 'rewards', though!), but my advice is to write down whatever you got in case it's useful later.
YAY!
Cute game, really made me laugh and smile :D. Great theme song and nice use of voice acting too!
Really liked the minigame, and it even took me a couple of goes to finish!
Still seems like I missed out on a few secrets, so I'd better give it another shot (maybe on the harder difficulty level) 8)
What a cool Halloween gift! So nicely put together.
Please make it into a series.
I've finished as "Acceptable". "Waste Wizard" must be a way better rank, I suppose.
yay I've finished on hard. But still with "acceptable" :-\
Awesome, simply awesome.
I enjoyed this game, thank you for taking the time to make it. Please make more in future. :)
I spotted a couple of small (but insignificant) bugs which I have fixed:
1. If you ask Lucky to reach the antenna through talking to him (instead of using the icon) two sound effects are missing.
2. Spray from one of the pipes appears in front of Limey at the end.
These fixes in no way require anyone who has already downloaded the game to get it again :). I will upload the fixed versions tomorrow.
Quote from: ProgZmax on Mon 03/11/2008 03:07:36
I spotted a couple of small (but insignificant) bugs which I have fixed:
1. If you ask Lucky to reach the antenna through talking to him (instead of using the icon) two sound effects are missing.
2. Spray from one of the pipes appears in front of Limey at the end.
These fixes in no way require anyone who has already downloaded the game to get it again :). I will upload the fixed versions tomorrow.
Talking of fixes....
In my Start folder I see only the uninstaller, the shortcut to the game itself missing.
That was the default behavior of the installer and not a bug, Bic. I've added the game and setup to the folder just for you, though :-*
At any rate, I've fixed an additional problem IndieBoy spotted (Limey would still use the port if he was holding the end of the spanline) and the files should be uploaded in a few minutes.
Excellent little game. And I MUST agree that Limey has one hell of an excellent voice, Boyd!
Congratulations!
Hope to see another Limey Lizard game.
Seconded. The puzzle style mostly didn't tickle my fancy, but pretty much everything else in the game is awesome, especially the writing (gotta love Bearnum's dialogue regarding the laser).
it's really good to see all the positive comments on this, they're well deserved as Progz worked really hard in the few days leading up to it's release and was exhausted.
i followed the creation of this game all the way through and i must say that the amount of time, effort and dedication put into it is truly admirable.
it was a real honour to be involved in the project and i look forward to more limey lizard in the future :)
Hey progz, just finished, and had a great time. I agree with the others, I thought Limey and the narrator at the beginning had excellent voices. also, great artwork anddialogue. thanks.
Wow, this game is magnificent. Too short, obviously, but the game design and mechanics are awesome and just fresh enough to not bore the hell out of me. Can't wait to see more. And as everyone else has said, the voice acting was top notch.
Looks awsome, downloading it now... For some unknown reason i read the topic title "lindsay lohan". My bad. ;D
Ha, don't know why I missed this one, Proggy, but I just downloaded and will play probably tomorrow. The title looks very promising. Looking forward to playing!
Oh my, excellent work guys! I've already finished the game and it was extremely enjoyable, the atmosphere was perfect!
Great graphics, cool music and very decent voice acting. (You didn't credit the TTS that did Panda's voice, though... licensing issues, maybe? ;) ).
It will be ultra cool if there is a sequel. In case you really get to it, some suggestions from my side. (These are really tiny nits, the game is excellent..)
- There should be a 'talk to' button in the GUI... I got stuck at the beginning and had to go to the help thread just to find out that there is actually another type of interaction - the space bar.. who would think of that? You cannot expect people to really read the docs...
- There was hell of a lot of missing interaction responses, especially in the later part of the game and a great part of them included the scanatron. Any interaction should trigger a response, if it only was Limey shrugging his shoulders or saying "That didn't do anything"
Fortunately this was not enough to ruin the enjoyment. Thanks again guys for all the fun! If you expand this to a series, it will become a classic, no doubt about it! :D
Glad you liked it, seaduck, but:
Quote
* There should be a 'talk to' button in the GUI... I got stuck at the beginning and had to go to the help thread just to find out that there is actually another type of interaction - the space bar.. who would think of that? You cannot expect people to really read the docs...
* There was hell of a lot of missing interaction responses, especially in the later part of the game and a great part of them included the scanatron. Any interaction should trigger a response, if it only was Limey shrugging his shoulders or saying "That didn't do anything"
No there shouldn't be a talk to icon. I made the game and I know these things, and trust me, if there
should've been a talk to icon I would've made one. I made the gui minimalistic for a reason, and that reason is a good one I assure you! I did want to make the talk option a mouse 3 option, but I'm aware not everyone has a mouse 3 button even in these enlightened times. I may add it as a mouse 3 option in the future, though. Admittedly, I am not 100% happy with the space bar talk solution, but the talk option was completely optional in the game anyway! Oh, and of course I expect people to read the documentation; that's precisely why it exists, and I am not to blame if people choose to ignore it.
Not every game plays the same way, and the sooner people realize this fact and do a little reading beforehand the sooner they can enjoy.
Also, any interaction
shouldn't trigger a response because all games are not the same and should not all be compared with the same requirements. As it stands, Craig recorded nearly
nine hundred lines of dialog for this game, and by the end we were both quite insane. How many games do you know of that will have multiple different recorded responses for multiple interactions, anyway? Try having limey talk to himself, for instance - he says hello in about 5 different ways! Also, if anything there were too many responses for interactions, far more than is necessary to complete a game, anyway :).
Oh, and do a little looking about in the waste control room, you might find a reference to PANDA there :).
Love it ;D He's cute :) Story, music, voice, puzzles...Everything is fine for me.
Quote from: ProgZmax on Fri 05/12/2008 21:29:59
Also, any interaction shouldn't trigger a response because all games are not the same and should not all be compared with the same requirements. As it stands, Craig recorded nearly nine hundred lines of dialog for this game, and by the end we were both quite insane. How many games do you know of that will have multiple different recorded responses for multiple interactions, anyway? Try having limey talk to himself, for instance - he says hello in about 5 different ways! Also, if anything there were too many responses for interactions, far more than is necessary to complete a game, anyway :).
Maybe I phrased this wrong. You did have the scan-a-tron say 'no data' in a few places. You could set it as the fallback interaction that would be used every time no specific interaction was set. The same way you could have just a single line (say 'nah') that would be used as a fallback for Limey every time there was nothing else to say. (I presume you must know about this AGS feature, anyway).
The fact that absolutely nothing happens when I try something is, from my point of view, purely a bug that can be easily fixed. I certainly wasn't trying to say you should record like 3000 new lines for every possible thing Limey could do ;D.
Anyway, I hope you didn't take it as me trying to pull your game in pieces, I was merely trying to point out what were- from my point of view - bugs. That doesn't change the fact that I enjoyed the game very much.
Kudos
Pretty cool game. My only real complaint is the lack of interactions with many objects.
This game is 'effin awesome. Anyone who complains about it has too many pimples on their ass, for sure.
I loved it. Every inch, I hope more appear in the future.
Bt
Glad you're enjoying it. I wanted very much to make a short Christmas Limey, but Boyd's been busy and I've had a lot to do myself. Soon, though!
Quote from: ProgZmax on Wed 24/12/2008 08:09:28
Glad you're enjoying it. I wanted very much to make a short Christmas Limey, but Boyd's been busy and I've had a lot to do myself. Soon, though!
Hey, a new Limey Lizard in the New Year? Dreams DO come true!
Bt
I’m still playing but so far I’ve managed the evaluation of “moron†and “expendableâ€, ha-ha. Anyhow, awesome game, true attention to detail, love the graphics and limey’s voice acting is superb!
Wow, ProgZ, This game kicks some serious ass. As most people have already said, though retro, the production values are top-notch - the abundant animations and huge menu of available interactions makes it consistently entertaining, and I definitely was motivated to play it all the way through. I've achieved an 'acceptable' rating and finished it so far (Found that creating a map as I go through the waste tunnels helped a lot), and will probably load it up again very soon to see if I can find anything I missed.
The Whack-a-rat game at the end there was pretty hectic - do you have an algorithm set up to make sure that at least 50 rats pop out in the 30 seconds you have allotted? I haven't failed the whack-a-rat game yet, but I haven't beaten it by a healthy margin once yet.
I know it's a few months past already, but I really think it's a great game, and hope that there's a lot more Limey Lizard coming in the future. I'd love to play a full-length Limey Lizard episode.
Ionias: Glad you're enjoying it. That's the best part of free games, I think. If you enjoy the game it's a nice bonus, if you don't you're not out a dime. In this case you like it so YOU WIN. Also, I'm sure BOYD1981, Grundislav, Dave and LimpingFish will be happy to know you like their voices, since they will be back in future episodes!
SPCaine:
There's no algorithm, just some extensive testing with the randomizer so there's enough to get through if you're good (or if you're bad you can use the easy setting). Also, Easy mode offers help with the Grotto maze for people who don't like mazes.
Also, if you finished with Acceptable then you definitely missed some things, since there are two better ratings you can get ^_^. I'm glad you enjoyed all the little animations here and there, the optional animations really add up, and I don't think a lot of people realize just how many animations are packed into my games. It's good to see someone does!
Well as an animator to a fellow animator, I can tell that work really must've added up. Considering the volume of small animations on each screen - even four or five frame loops, that's redrawing at least part of each frame and effectively quadrupling your work even on a simple animation. It must've taken you ages to finish all that, because I know at least that it can take me four or five hours to get a good smooth animation for one character sprite.
But truly, those ambient animations in there really do add up to something special. I don't think enough amateur game creators really realize just how much a small animation - though it takes a bit of extra work, can really change the whole feel of a room. Also, the balance necessary to make sure that rooms don't become too busy as well. My hat is off, old friend.
Thanks for mentioning that I'm behind, I'll definitely need to go play it again soon and see what kind of rating I can scare up next; though at the moment I've been inspired by your hard work and decided to do some of my own, and finally see if I can get something awesome done for a gaming project. Stay tuned... if you dare.
But Personal PR aside, I'd like to say that though I haven't played all of the games around right now, I can definitely say that in my opinion - humble though it may be, Limey Lizard has to be one of the best AGS games of '08.
You have made my day, sir. I love you.
Oh, and here's that $20 we agreed upon for your vote... :D
I played it. I found it quite an annoying game. Sorry.
hey I want my $20 too! :=
Just downloaded and played this and it's quite good :)
I finally got around to play that game, it was far from perfect, with its extremely difficult puzzle right at the begining of the game (If I hadn't played and loved your past games, I would have deleted that game after spending an hour without making any progress whatsoever on that puzzle), the untie command that I would have never figured out if I didn't use every inventory objects on everything out of despair, and the SPACE key to talk that I managed to miss even after reading the readme file, but in the end it was a great and funny game, the voices were bloody amazing, and I can't wait to play that belated Xmas Limey Lizard game.
There are only 3 things I hope you will solve in your next games:
First, unless if a puzzle require you to physically interact with someone, simply combine the talk action with the interact action, the game will be more intuitive that way.
Secondly, the game can get quite confusing when you use inventory objects. To use an object on the background, you must click the left button, but to use an object with another inventory object, you must use the right mouse button. For the whole game I found myself de-selecting whatever item I had selected because of those contradicting buttons functions.
Lastly, add more savegames. I know you have that philosophy regarding the number of savegames, but the reason why I won't bother finding the secrets and alternate endings in Limey Lizard (unless if someone release the list of secrets) is because I am not interested in restarting the game from scratch everytime I want to try something in a section I can't go back to.
Quotethe untie command that I would have never figured out if I didn't use every inventory objects on everything out of despair, and the SPACE key to talk that I managed to miss even after reading the readme file
Both of these are very clearly described in the readme, on the main page and in the database. I think some people have a tendency to expect every adventure game they play to work the same way and get annoyed when they don't, and while I understand the initial frustration it's still just an expectation. I do admit that the Primer doesn't slap you in the face with the commands, which is why I added them to the first post in this thread and to the database page. I certainly don't think the puzzle you mention was illogical or misleading in any way, so it seems to be more about growing pains with learning the new interface.
Quote
First, unless if a puzzle require you to physically interact with someone, simply combine the talk action with the interact action, the game will be more intuitive that way.
Handling the talk option is something that bothered me on release and I already have a solution that will make it into future episodes :).
Quote
Secondly, the game can get quite confusing when you use inventory objects. To use an object on the background, you must click the left button, but to use an object with another inventory object, you must use the right mouse button. For the whole game I found myself de-selecting whatever item I had selected because of those contradicting buttons functions.
Many people have told me how much they like this approach, and it actually makes sense. Left click always picks up an item from your inventory, right click without an item always examines your inventory, and right click with an item always uses that item on another item. Right click outside the gui is reserved for examining or defaulting the cursor back to walk, and with an item left click uses it on your surroundings.
I find it to be very intuitive and much quicker than dealing with extra buttons or toggles and it's not something I will be changing, sorry.
Quote
Lastly, add more savegames. I know you have that philosophy regarding the number of savegames, but the reason why I won't bother finding the secrets and alternate endings in Limey Lizard (unless if someone release the list of secrets) is because I am not interested in restarting the game from scratch everytime I want to try something in a section I can't go back to.
The alternate ratings can all be reached within a few screens of each other intentionally so you wouldn't need multiple savegames to see them (unless you miss one item before going down to the grotto). While I understand that you like the safety of multiple savegames, it's not something I consider a high priority for a game without walking deads. If multiple savegames are the only thing that would get you to replay a game then that's your call, and all those
bonus yummies missed are your fault :). That said, the GUI is bound to get some feature upgrades in later episodes to tie in with it being one of Limey's tools rather than just an interface, so who knows!
QuoteMany people have told me how much they like this approach, and it actually makes sense. Left click always picks up an item from your inventory, right click without an item always examines your inventory, and right click with an item always uses that item on another item. Right click outside the gui is reserved for examining or defaulting the cursor back to walk, and with an item left click uses it on your surroundings.
I find it to be very intuitive and much quicker than dealing with extra buttons or toggles and it's not something I will be changing, sorry.
I am not asking for extra buttons, what I am asking for is that once you pick an item in your inventory, left click will use that item, and right click will de-select it, and this no matter if you're using that object on your inventory or on the background.
How the game is right now:
Left click with item on background = use the item
Right click with item on background = deselect the item
Left click with item on the inventory = choose another item
Right click with item on the inventory = use the item
How I think it should be:
Left click with item on background = use the item
Right click with item on background = deselect the item
Left click with item on the inventory = use the item
Right click with item on the inventory = deselect the item
Maybe that's just me, but I personally find the second method less confusing and quicker than constantly having to remember that in order to use an inventory item I must click the left mouse button on the background but the right mouse button on the inventory. Anyway, your call, that won't stop me from playing the sequel.
Quote from: blueskirt on Thu 22/01/2009 02:10:57
How I think it should be:
Left click with item on background = use the item
Right click with item on background = deselect the item
Left click with item on the inventory = use the item
Right click with item on the inventory = deselect the item
Actually I completely agree with this. It works the same both ways, and much much simpler on the little ol' brain.
Oh. Hey Progz. I notice you're suggesting people read the readme, you're right, we should. But honestly, my brain completely bypasses txt files (or wordpad files) and considers it a file rather than a document. How about including a Tutorial GUI similar to what I have in Road Racer, along with the readme file.
Anyway. it's just a suggestion.
I'm excitedly awaiting the second installment of Limey, Git 'er done. ;D
Quote
Left click with item on background = use the item
Right click with item on background = deselect the item
Left click with item on the inventory = use the item
Right click with item on the inventory = deselect the item
Hmm, I might be able to do it this way, but as I recall some of my testers complained at not being able to quickly just pluck items from the inventory if they had one already, which is why I didn't go this route (it could also confuse players if they accidentally pick something up and wanted something else, since they would now have to click the right mouse button before being able to select another item). If a majority of people would rather have slightly slower inventory access in favor of a more consistent control scheme I'll certainly consider it.
Very nice and funny game. The only beef I had with it was the dead-man-walking at certain points (killing off Lucky in another way than I'm supposed to and when I miss an important item before going through the vent); it wouldn't have been that much of a problem if there had been a possibility to save to multiple slots. The voice acting was really well done.
Great game! The voice acting was brilliant, very reminiscent of Simon the sorcerer. Do I even have to mention the graphics.
QuoteThe only beef I had with it was the dead-man-walking at certain points
Not sure how many times I'm going to have to say this, but
there are no walking deads in this game. Lucky's death doesn't, in any way, prevent you from finishing the game or even getting the best ending. There is one point where missing an item will make one of the three primary endings impossible, but there are
no dead ends. I hope this clears the issue up :).
Buloght: I'm glad you enjoyed it!
Quote from: ProgZmax on Thu 22/01/2009 02:51:40
Quote
Left click with item on background = use the item
Right click with item on background = deselect the item
Left click with item on the inventory = use the item
Right click with item on the inventory = deselect the item
Hmm, I might be able to do it this way, but as I recall some of my testers complained at not being able to quickly just pluck items from the inventory if they had one already, which is why I didn't go this route (it could also confuse players if they accidentally pick something up and wanted something else, since they would now have to click the right mouse button before being able to select another item). If a majority of people would rather have slightly slower inventory access in favor of a more consistent control scheme I'll certainly consider it.
I would go as far to say with the inventory mouse click functions as they stand are actually a slower inventory access due to illogical button mapping. If I wanted to use an inventory item on an inventory item, I would click the current selected inventory cursor with my left mouse button on the inventory.
And no I'm not being a dick about things.
Just making an observation.
Why would you possibly need rapid inventory selection abilities? Did your testers forget to take their happy pills when they suggested the current in-game inventory panel mouse button mapping? I mean seriously who chooses chaos over logic?
nope, we didn't forget to take our happy pills, we just figured out how to use a GUI that actually is different from those used in other games and not just a variation on a theme.
i really don't understand why it bothers people so much, it takes all of 5 seconds to get used to the way it works in this game.
Perhaps it's just because it's a very odd set of controls that people are not used to. There is no use getting so worked up about it, people just have opinions.
I had my opinion, that it was an odd choice to use that set of controls. I never said it was incorrect. It was an opinion.
You say it takes 5 seconds (I beg to differ, I kept accidently right clicking over the inv out of habit) fair enough, some people don't see it that way.
Which is why people are people. They all have opinions. I never claimed I was right and everyone else was wrong. I voiced my opinions on what I thought about the game and the inventory.
The reason (in my opinion) that people are bothered (me included) is that the GUI seems to overcomplicate the game.
You all seem to be reacting in a rather hostile way about constructive criticism. That is all I am going to say on the matter, since it seems irrelevant to raise any more points about this game.
Yeah, the interface is different from what we've played so far, but it's easy to get used to and the game's amazing overall.
Quote from: Layabout on Mon 26/01/2009 07:06:01
You all seem to be reacting in a rather hostile way about constructive criticism. That is all I am going to say on the matter, since it seems irrelevant to raise any more points about this game.
so insulting the game's testers by suggesting we need happy pills isn't hostile?
and your criticism isn't really that constructive, the first thing you said about this game is that you found it irritating, without even giving a reason why.
it's not the points that are being raised that's the problem, it's the way in which they're being raised.
perhaps instead of people going "urgh this isn't like the interface in other games, i hate it" they should actually try to get used to it.
yeh okay, it can be confusing when you're not used to it, but if you actually make a little effort you do get used to it, but if you make your mind up that you don't like it and never will like it then guess what?
I loved the game, but I have to say I totally agree about the interface. Just because some people can get used to it, doesn't mean that's a universal. It's not due to it being different, it's due to it being confusing. I struggled with the left and right clicks through the entire game, and really didn't like having one of the controls (talk) be relegated to a hotkey.
It's cool to see that at least talk will be fixed in the next one. Having two sets of controls for inventory screen and game screen will still be confusing I think though, at least for me. Every time you move the mouse from one area to another, you have to make a switch in your mind and remember that it switched.
Can't wait for the next one though!
I have to say that I do like the interface even if I also find it confusing having the mouse buttons switched when using the interface.
What I don´t like is the beginning of the game. You´re trapped in the first room and have to solve a really hard puzzle. Now that I´ve solved it, I´m stuck in the second room without any hint what to do. I would prefer having some easy puzzles at the beginning so you can get used to the style of the game.
I really want to like this game, as it looks good and has got nice voice acting. But until now it seems as it doesn´t want to be liked. :-\
Quote from: DrWhite on Mon 26/01/2009 17:51:23
I have to say that I do like the interface even if I also find it confusing having the mouse buttons switched when using the interface.
What I don´t like is the beginning of the game. You´re trapped in the first room and have to solve a really hard puzzle. Now that I´ve solved it, I´m stuck in the second room without any hint what to do. I would prefer having some easy puzzles at the beginning so you can get used to the style of the game.
I really want to like this game, as it looks good and has got nice voice acting. But until now it seems as it doesn´t want to be liked. :-\
Sorry, this is my experience too.
First room, I got stuck for an endless amount of time trying to figure out a puzzle when in reality I was struggling with the interface in confusion. After finally solving the puzzle (and I still didn't understand the solution), I get to the next room with no goal of what to do, I walk into a puddle of goo by accident, and then the game kind of laughs at me because I died and had no save games.
I appreciate all the animations and polish, but I just wish it was a bit more user-friendly.
I agree with DrWhite and JBurger.
It's one of the few AGS-Games i played, that i stopped playing in the middle and deleted instantly after ours of frustration.
QuoteFirst room, I got stuck for an endless amount of time trying to figure out a puzzle when in reality I was struggling with the interface in confusion.
Again, I think this goes back to not spending a couple of minutes reading about how the interface works.
Quote
After finally solving the puzzle (and I still didn't understand the solution), I get to the next room with no goal of what to do, I walk into a puddle of goo by accident, and then the game kind of laughs at me because I died and had no save games.
You're told explicitly by Hissington what to do (specifically to 'Clean up that mess by the display', which is of course the puddle of goo. I don't really understand how walking over a strange puddle of bubbling goo without even examining it is an indication that the game needs to be more user-friendly?
Also, I don't mean to be rude but this isn't the Critics Lounge.
Quote from: ProgZmax on Mon 26/01/2009 22:49:25
QuoteFirst room, I got stuck for an endless amount of time trying to figure out a puzzle when in reality I was struggling with the interface in confusion.
Again, I think this goes back to not spending a couple of minutes reading about how the interface works.
You're right, I should've read the the instructions at the beginning of the topic (I missed it the first time I downloaded), but the readme had too much information for me when it first came out, and I honestly avoid the readme in games unless its simple, self-contained, or I want to get more out of the game.
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After finally solving the puzzle (and I still didn't understand the solution), I get to the next room with no goal of what to do, I walk into a puddle of goo by accident, and then the game kind of laughs at me because I died and had no save games.
You're told explicitly by Hissington what to do (specifically to 'Clean up that mess by the display', which is of course the puddle of goo. I don't really understand how walking over a strange puddle of bubbling goo without even examining it is an indication that the game needs to be more user-friendly?
Okay, I thought he was just saying "the room was messy, clean it up" which I interpreted as a generic task. As for user-friendliness, I'm saying I don't want to to be put at the mercy of "Space-Quest"-esque, unexpected deaths, especially when I've lost my habit of saving at every corner or turn.
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Also, I don't mean to be rude but this isn't the Critics Lounge.
Just trying to offer some constructive feedback on the game. If that doesn't belong here, then I don't know where it does.
I would like to finish this game but I died very unfairly and wanted to make a suggestion.
Spoiler
I suggest you revisit the maze part of the game. I got to the rats and beat them on my first try but still lost because I only repaired one pipe. The maze is a maze and I didn't see an obvious map anywhere to show me where to go so I was walking aimlessly and just happened upon the rats, as soon as that cutscene kicks in it's walking dead if you haven't fixed all the pipes.
I found that the lizard walked slow in the first place but the fact that he walks slower in the maze also put me off, personally. When I reloaded the game I would go down a tunnel, find it a dead end and just reload to my previous point because I didn't want to walk all the way back.
Also, did anyone tell me how many pipes to fix? I don't know how many to look for before I can walk into the whack-a-rat room. I guess I should just walk through every room down here?
Also also, I just had to give up, I can't keep walking around down in the maze. He moves so slow and I don't want to explore anymore wondering if I'll hit a dead end and have to walk back. I had to stop reloading because I was losing my place. I spent more time in the maze walking than I did on the game play. Speed up his walk is my suggestion.
Jburger:
I don't have a problem with you telling me what you liked/disliked about the game, and my comment wasn't directed to you in any way, so don't worry about it :). As far as being at the mercy of deaths, that was sort of the point of the game when I made it for MAGS: Limey was my stab at Sierra for all those 'woops!' deaths in games, though oddly enough I couldn't bring myself to be nearly as cruel as they were!
Mr. Colossal:
Spoiler
What you describe isn't a walking dead because you cannot save beyond the entrance to the whack-a-rat game, and you can actually go back all the way to the elevator entrance (and to any room in the maze aside from the room with the rats). I did this purposefully so you would not get stuck, so I don't really see this as unfair. As for a map, here's a tip: Switch the difficulty to easy and open the drawer where you found the pipe patches ^_^. Also, when you have fixed all the pipe patches the inventory item disappears, so you will have no leftovers! I made him walk slow because he's wading through very viscous poo and doesn't want to fall over into it (he actually makes the comment when he gets in), and I actually sped up his movement between beta and release because Grundislav made the same comment, though he wasn't bothered after I increased the speed. Fun Fact: He's actually only moving 1 unit slower than his normal walk animation (originally it was 2).
Now I´ve reached he maze and I wouldn´t consider it being unfair. After a while I found some rooms that seemed to have puzzles (but again I didn´t see any hint how to solve them).
What I disliked the most is the lack of hints. For example in the first room, I got rid of that little parasite, but then I was stuck. The scanatron told me that the power port is working. But Limey says that "it still ain´t workin". I really don´t know what Lucky did to make it work.
In the second room I got into the little chamber with the eyes. But never would have thought that from there I could grab into the box and get the gun.
Then I entered the maze and after a while I fixed the pipes and found a big computer and a door. But again, the computer´s not working for some reason and there´s no hint how to repair it.
So ... I think this game really needs a walkthrough. Otherwise it´s just frustrating.
Well, then you haven't been to the right place (http://gamesolutions.efzeven.nl/limey-lizard-waste-wizard-walkthrough-shane-stevens2008/). ;D
Quote from: ProgZmax on Tue 27/01/2009 06:54:59
Mr. Colossal:
Spoiler
What you describe isn't a walking dead because you cannot save beyond the entrance to the whack-a-rat game, and you can actually go back all the way to the elevator entrance (and to any room in the maze aside from the room with the rats). I did this purposefully so you would not get stuck, so I don't really see this as unfair. As for a map, here's a tip: Switch the difficulty to easy and open the drawer where you found the pipe patches ^_^. Also, when you have fixed all the pipe patches the inventory item disappears, so you will have no leftovers! I made him walk slow because he's wading through very viscous poo and doesn't want to fall over into it (he actually makes the comment when he gets in), and I actually sped up his movement between beta and release because Grundislav made the same comment, though he wasn't bothered after I increased the speed. Fun Fact: He's actually only moving 1 unit slower than his normal walk animation (originally it was 2).
Sure it's not a walking dead but it is a hopeless situation. The only way for me to know that I had to fix all the pipes before exploring the maze is to die. That's unfair in my opinion. I am being punished for exploring the maze in the wrong order and since it's a maze there is no obvious order to go in.
I understand that he's only walking 1 unit slower than his normal walk speed but I think his normal walk speed is too slow anyway. Like I said, I spent more time just slowly walking through hallways than I did solving puzzles, that wasn't fun for me so I quit.
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Well, then you haven't been to the right place. Grin
Oh stupid me! Thanks a lot. I thought I already looked for it everywhere.
Ok so.
GFX - Brilliant.
Difficulity - It is true that it's damn hard but I didn't seem to have too much trouble solving the game.
Voice - The best thing about the game.
GUI thing - I like the traditional way better, since I got used to that one.
Why? Because if I play a different adventure game I'll have to keep using the traditional method so I'll keep forgetting this method. It's not so easy to get used to it after a kind of 'reflex' developed. Also I don't see why the GUI being different would
add to the experience, I felt it was unnessecery.
Well enough bitching about the GUI. Overall I loved it, can't wait for EP2
I kind of agree with Mr Colossal.
Finally beating the rat game after numerous attempts...
Spoiler
...only to find the ship still explodes, can certainly be infuriating if you haven't realized that you need to repair all the pipes.
I pointed this out to ProgZ as a wee bit unfair, though far from a walking dead scenario. I think not allowing the player to trigger the whack-a-rat game
before they've fixed everything would have avoided this. But maybe that's the idea. As a Sierra-esque instant kill chortle, it makes perfect sense.
I had no navigation problems with the maze, as it's layout made more sense than most. Unlike those Sierra ones...
Ha ha! This was a really fun game. The voices are absolutely brilliant, the song is hilarious, and the graphics and overall style have made me a Limey Lizard fan for life. I would look forward much more to another LL game than to a new SQ, for example. Thanks ProgZ!
At the same time, I do kind of agree with everything people have been saying. It's all well and good to say that people should read the manual, but the fact is that no one ever does, and it's only so far you can get by blaming your users. I actually did read the readme file (mostly because the game is up for the documentation category in the AGS Awards), but you only really learn a UI by using it, and by the time I had worked out how the visible controls function (yes, the switched left/right buttons to use items are inherently confusing), I'd forgotten about the Space key.
Complete lack of feedback on many actions, not even a "that doesn't work"; yeah, I consider that a bug. (By analogy, if a windows app had buttons that didn't do anything when pressed, even though they weren't shown to be disabled, that would be a bug too.)
Also, lack of multiple saves makes me reluctant to go look for the other endings. Since I apparently didn't pick up one particular item before going down into the sewer, I'd have to replay from the beginning. Not that the game is long, but with Limey's sludgey walk-speed... no thanks.
Still, I've had more fun with Limey Lizard than with any other adventure game in quite some time, so none of those issues are show-stoppers, clearly. Also, kudos for sticking in a (mild) maze, even though they are unfairly maligned by many players.
I just finished it, took me about an hour to finish.. I really liked the game, but some of the comments about the maze I must agree with, I too finished the minigame only to find out I had to do some other stuff first.. My suggestion for fixing that would be to put the minigame behind the WDU door, and the door could only be openend when all pipes are fixed (until all pipes are fixed a message like something : not enough pressure to open the door, propably a busted pipe is still needing mending..).. also don't let it be possible to get to the next part if you don't have all the items needed..
I loved the character, but I hope next time the graphics are a bit less bulky.. going for the one pixel instead of the double pixel on 320x200.. but I would definitly play the next game no matter if you keep the same double pixels.. hehe..
thanx..
Is there actually any way to fix the pipe system if I forgot to take items from the chest upstairs? I didn't see that situation covered in any walkthroughs.
Ascovel, all you need is there. There are no dead ends.
By the way, finished the game, and I really really liked it. Honest. The graphics are really well done, the game has a nice plot (okay as good as possible), and the action is good.
*bumps*
QuoteI just finished it, took me about an hour to finish..
Sounds that it tooks me 20 months but I guess it's ok. := Well done Progzy, Well done. Amazing ways - as usual with your production - to put C64 grafx to paroxysm. Especially enjoyed the wack-a-rat at the end, and also the Limey's close-ups.
Looking for a sequel.
Cheerz
Glad you finally got around to finishing it, Dan :).
nice game, did you use a special plugin for the agi-look?
It's actually c-64 style artwork and I drew it all by hand. There is an ags filter scotch made (I forget what it was) that will auto double-pixel all your artwork while playing an ags game, though.
Darn it. Now that theme song is stuck in my head again. IT WILL NEVER LEAVE.
Quote from: Dave Gilbert on Wed 07/09/2011 13:48:35
Darn it. Now that theme song is stuck in my head again.
So true. This song and the theme from Annie Android have never left my head. They're still lodged in there along with Men Without Hats' "Safety Dance" ;)
Is this a subtle hint that you'd like some more Limey Lizard, guys? :-*
Quote from: ProgZmax on Thu 08/09/2011 05:45:19
Is this a subtle hint that you'd like some more Limey Lizard, guys? :-*
Yes
How did you read "Subtle" into that, Progz?
Despite our differences I can truly say LLWW is one of my favorite games. And the theme is fantastic
So Limey Lizard Two: Basura Blizzard is coming true?* Awesome! I look forward to the Tex-Mex take on the theme song! :D
(*As predicted in OSD: The Wet Spot)
Quote from: ProgZmax on Thu 08/09/2011 05:45:19
Is this a subtle hint that you'd like some more Limey Lizard, guys? :-*
Hells yeah!
Subtle?
GIVE ME LIMEY LIZARD OR GIVE ME DEATH!
Well, at least an adventure game-style death.
Bt
And I want a Lucky Lemming spin-off! Also with deaths.
Quote from: Blackthorne on Fri 09/09/2011 01:34:04
Subtle?
GIVE ME LIMEY LIZARD OR GIVE ME DEATH!
Well, at least an adventure game-style death.
Bt
I think Blackthorne is really serious about this. :P