To continue the retro-feel I will say: ROFL!!!
Truly an epic game!
Spoiler
In space noone can hear you say "I GIVE UP"...
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Truly an epic game!
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Show posts MenuQuote from: Cuiki on Wed 17/09/2014 22:13:14
By the way monkey, is that design course you're taking focused on adventure games specifically?
Not to spoil the fun, but if it isn't, you should probably get as many non-AGS people as you can to take the survey and balance out the results a bit. Because with adventure games in the lead like that, I think you're hardly getting a very representative picture at the moment.
Quote from: miguel on Wed 17/09/2014 01:14:20
Thanks Mandle, did I ever tell you you're my favourite bitch?
Quote from: Cassiebsg on Tue 16/09/2014 22:14:25
Don't know if I should cry or be depressed... you guys already beta testing, and I'm still trying to get all my locations and puzzles in place...
Quote from: miguel on Tue 16/09/2014 12:33:31
It's also good to get back into action after several failed attempts and disappointments.
Quote from: HanaIndiana on Sun 14/09/2014 21:57:43
Ooo, I like the graphics AprilSkies, I'm jealous.Can't wait to play it.
Quote from: HanaIndiana on Tue 09/09/2014 20:52:26
Something about autumn puts me in the mood to work on games.
Quote from: HanaIndiana on Thu 11/09/2014 00:44:19
the hitchhiking route. A simple plot/game about getting from A to Z. woohoo!
Quote from: Stupot+ on Tue 09/09/2014 16:26:51
I'm not a big fan of overt hint systems. I try to avoid walkthroughs whenever possible, but at least walkthroughs are more effort to access than built in hint systems. As you said, in-game hints systems are just too tempting to click on. I'd much rather that the designer predict potential sticking points and put the necessary clues in the actual game world accordingly. Nothing should be unsolvable without looking carefully at your surroundings or asking NPCs.
If I'm stuck I'd much rather be able to find the appropriate clue by exploring the scene a bit more. Isn't that the whole point of a game based on investigation and exploration? Make your hint "system" part of the exploration process.
I don't like the 3 hint only rule either, if only because it's a lot of work on your part that any given player is only going to see a fraction of.
I never feel more depressed playing a game than when I click a hint button only to be given a clue that I should have fucking worked out myself.
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