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Messages - linus

#21
Hints & Tips / Re: Stuck in Space Quest 4
Sun 20/11/2005 18:23:00
Also if you're running the CD version (or have timer troubles with any other Sierra games), check out this site:

http://geocities.com/belzorash

This guy has made several unofficial patches for Sierra games. There's also a patch for the CD version of SQ4 which fixes several other issues as well.
#22
Critics' Lounge / Re: Mac's back
Sun 20/11/2005 12:35:21
My take on it...



x2
#23
Yes, exactly what I had hoped for :D By now you have the hottest interface I've ever seen in an independent adventure game!

I wonder why there are so few downloads so far :( The game really deserved more attention.

I'd enjoy translating the game into German. Just PM me if you're interested.
#24
I played the game for the first time about a month ago and I already enjoyed the old version. :) I wouldn't call it a half-assed job, it was just a little rough around the edges, the content was first class. I just replayed it and I love the new interface and animations (especially Rogi picking up the dog).

If I may suggest two (or actually three) little things which could further improve your great game:
- The inventory and the text boxes still don't fit the game. As you see them a lot in the game, it would make  a huge difference if they were in a design resembling the one of the menu. The font could be a bit gnarly or serifed. If you want to continue the story in a sequel anyway, the work put in improving the interface will pay off doubly.
- While the cursors really look great and black really fits the main character, the different cursors are a bit hard to tell from each other on some of the darker backgrounds. Maybe you could do something similar to what you did in the menus (black "frames" and colored background).

Just my two cents. Keep it up! ;)

BTW are you a team now? Because in earlier posts you spoke in first person singular and now it's "we went back" in the edited first post.
#25
I finished it and I think it's definetly one of the best games this year. :) The multiple character system worked out great and allowed for some very interesting puzzles.

I have played most Dave Gilbert "solo" games before and I liked them all, but this team effort even surpasses them IMO. It pays off that there is a kind of specialist for everything in the team and that there is no part that lags behind. The story, music and graphics just melt into one homogeneous experience. This is truly a great example of team work.

I've noticed one little "bug" that wasn't mentioned before I think: There's a character scaling problem in the mansion's cellar (just walk along the right wall). I might be a bit nitpicky here, but it just stuck out, considering the high quality of the graphics and animations.

And more thing... Could you offer the Itchy Eyes for download as an MP3 file?
#26
Hi Alkis, I just finished your game! Overall, I really enjoyed the game a lot. The game has some qualities that are unrivaled yet and it is probably the longest AGS game so far, so much is sure (I also think it is longer than anything Sierra ever did and most other commercial games). Thank you for the unique gaming experience! ;)

Things that I think were really fantastic about your game:
Spoiler
- The spell system. It gives so much more depth to the puzzles. Adding some "parser" elements to a game makes the puzzles much more challenging and fun if it is done well. And you've done it exceptionally well.
- The code puzzle. It was fun to figure out which code was being used and it was a nice twist that the word "seven" didn't represent the numeric value but the characters.
- Characters you can relate to. Especially Natalia (except for some actions which seemed out of character) Dloulie.
- The demons: They were the two funniest adventure game characters I've seen in a long time.
- The four worlds: Each of the worlds had an interesting concept, also the mansion and the "meta world" where the demons lived.
- Most of the epilogue: I love this "what happened to them" style.
- The music: Most of the times it was just beautiful. Sometimes it was rather bizarre, but I guess that's what I liked about it. Did you compose it yourself or just choose it BTW?
[close]

However, there were some things that I absolutely didn't like. Most of them are minor issues that could easily be fixed on the one hand, but could spoil the enjoyment of the game for some people on the other hand, so I'd like to point them out to you as well. I hope you can take this as constructive criticism and don't feel offended.
Spoiler
- The orichalcum puzzle: There was no clue to any part of this puzzle. There wasn't a clue that an orichalcum bead could be used on the boat, not even that there was a mould or something similar. Also, you never needed the "summon inventory item from old adventure game" spell for and there wasn't a clue that the spell worked differently in different locations either. I honestly think that no one will figure this one out without trial and error. Add clues or remove the puzzle, it will improve your game.
- The screwdriver puzzle: Up to this point, all puzzles were very "down to earth". I just didn't expect this Monkey Island/DOTT kind of puzzle at this point of the game. And why was the vodka under the bed?
- Start of the game: I think I've read the words "Chapter I: Alkis Is Missing" more than 50 times and I will remember that Natalia is 27 years at the beginning of the story till the day that I die. You really should show a menu at the beginning that allows you to quickly restore a saved game, especially as your game is very long and people are likely start it many times before they finish it.
- The menu icons and some of the inventory items were too small for my taste. It's just uncomfortable. Also I think the title bar should disappear when the icon bar pops up so you can select an icon by quickly moving the cursor all the way to the top of the screen and clicking.
- The standard icon in the inventory should be the action cursor (except when you're in Gergem of course), just because the arrow cursor doesn't have any function at all and you can look at items by left-clicking on them. If I remember right, Puss in Boots already pointed this out.
- Natalia cutting the alien's arm off. Well, you portrayed the aliens as evil beings, but this was so cruel that it just seemed out of character. Call me a sissy, but I really didn't like it.
- The very last scene with Natalia back in Gergem (?). This ending gave me the feeling that all was for nothing. Or is it just that I didn't understand a thing? How can it be that Dloulie and Natalia still are close friends and she is still in Gergem? Or was it all a dream after all and all of this never happened?
[close]

Now there's one thing I'd just like to know (if it's not too personal):

Spoiler
Why did you choose yourself and your girlfriend as main characters in an adventure game and then kill yourself off and put your girlfriend in a coma? Or did you just use the names and the game characters don't have anything to do with you and the real Natalia?
[close]

I hope you'll make another game some time. Maybe with some help, so it won't take you that long.

Sorry, moderators, I don't know how this happened. :( I really didn't want to start a new thread. Could you move this message in the Other Worlds thread?
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