Alright, just before this thread is closed, my arguments to explain my voting behavior. First of all, I voted for the winner this time (jay :o). Or was I the only one who voted and was that the one point difference? :
Speaking of which: it might be an idea to show how many people voted in the end? Just to show that voting is popular/can be made more popular?
Wheel of Torture was a disappointment (torture?) for me. The story started ok (original concept) but went into a boring, dreaded room to room pain that couldn't hold my attention. I think it has for a part to do with the choice of color (way too dark, even if I tuned the display), the lack of location marker so it became more of a pixel hunt and the minuscule cursor icons that I couldn't find nor keep apart.
The music/sound made it bearable but just. It's the reason my endless wandering didn't become an endless silence but that's about it. The interface/menu was original but a bit messy and the lack of explanation took me quite a while before I figured out what did what in the wheel and how to save/load a game. A tutorial would be nice to start the game but I bet it was the lack of time caused it not to be there (no sarcasm intended here).
The jumping action was a nice addition but didn't work out well, again I think because of the combination of colors/icons. The game fitted good into the rule set (of course I'd almost say
) but overall it wasn't the game for me and I wouldn't replay it.
Billy Boy's Important Wine Lottery on the other hand was refreshing. Light in color, dialog and game play. The funny dialogs and witty referrals to songs and artists made me laugh out loud quite a few times. Once the 'quest' was clear, it was a joy to find out how to fool the co-workers. The part to 'Wake up Little Suzie" was the best of the game.
With a nice uptempo loop that just was long enough not to get boring, only the pixel hunts for the pockets/wallets/tickets or whatever you needed was a slight negative point but that was all I could find. All was clearly indicated by hotspot markers so you were able to find out.
A joy to play and to refer to, to show others what can be made in a short period of time by a newbie (sorry for the expression) and with the relevant experience in game making.
From both makers I'd love to see more. Tijne, I know what you can do, after the first one, so lighten up the next one a bit. Maybe a game without skeletons? Gudforby, keep it up and make another one with the same amount of humor and crazy item-combining puzzles.
Congratulations to both for delivering in time and under pressure... a lot weren't able to (me included but that's another story). Let the new game begin.

Wheel of Torture was a disappointment (torture?) for me. The story started ok (original concept) but went into a boring, dreaded room to room pain that couldn't hold my attention. I think it has for a part to do with the choice of color (way too dark, even if I tuned the display), the lack of location marker so it became more of a pixel hunt and the minuscule cursor icons that I couldn't find nor keep apart.
The music/sound made it bearable but just. It's the reason my endless wandering didn't become an endless silence but that's about it. The interface/menu was original but a bit messy and the lack of explanation took me quite a while before I figured out what did what in the wheel and how to save/load a game. A tutorial would be nice to start the game but I bet it was the lack of time caused it not to be there (no sarcasm intended here).
The jumping action was a nice addition but didn't work out well, again I think because of the combination of colors/icons. The game fitted good into the rule set (of course I'd almost say

Billy Boy's Important Wine Lottery on the other hand was refreshing. Light in color, dialog and game play. The funny dialogs and witty referrals to songs and artists made me laugh out loud quite a few times. Once the 'quest' was clear, it was a joy to find out how to fool the co-workers. The part to 'Wake up Little Suzie" was the best of the game.
With a nice uptempo loop that just was long enough not to get boring, only the pixel hunts for the pockets/wallets/tickets or whatever you needed was a slight negative point but that was all I could find. All was clearly indicated by hotspot markers so you were able to find out.
A joy to play and to refer to, to show others what can be made in a short period of time by a newbie (sorry for the expression) and with the relevant experience in game making.
From both makers I'd love to see more. Tijne, I know what you can do, after the first one, so lighten up the next one a bit. Maybe a game without skeletons? Gudforby, keep it up and make another one with the same amount of humor and crazy item-combining puzzles.
Congratulations to both for delivering in time and under pressure... a lot weren't able to (me included but that's another story). Let the new game begin.