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Messages - qptain Nemo

#601
Finished it and really liked it no less than others did. It's charming indeed thanks to great main character and the palette choice was great. Liked Annie's comments on stuff. So I enjoyed the game and stuff, don't have a doubt.

But you know, in the very beginning it was so interesting to see the dialogue between emotional robot Annie and plain classic pragmatic bot, watching them having so different approaches but both still clearly being the robots. It was so funny, I felt like no one did this before and I actually expected some more humour and maybe dark irony based exactly on this difference... but you went more classic and kind way of making everyone happy. Well, you know, I'm not after ruining your game and telling I'm dissapointed, just saying you have some interesting ideas and potential there. :)
I really like how you're doing games anyway and wish you to make a lot more!
#602
No Bob Bates? No Tom Hall?
You'd better hope they're there in the top 10 list otherwise your whole list sucks big time.
#603
Well, I personally was really worried to find wonderful The Vacuum in the only one nomination. But at least it's there and I really hope it will got the well deserved award. If you haven't played this game yet, don't be heartless and ignorant, play it now and really consider voting for it!
Also I'm kinda shocked Quest for Yrolg didn't make it to graphics-related nominations... It just doesn't make sense. I like BJ and all but come on, it doesn't make it graphically superior to anything.
And it was nice to see that not only I nominated ManBoy for the music, hehe.

Anyway, congrats to everybody who got his game nominated and to Ivy as well. :) You all have what to be proud of.
#604
Well, you are thinking positively here, BUT

Good adventure games don't only consist of such puzzles like 'ask what to do and do that'. The most interesting puzzles are aimed at your perception. You notice some facts or even patterns of facts in the surroundings and interfere with them to achieve what you need. And actions that you take are based on your observations and conclusions not on some instant tips. For the simpliest roughest example let's make up some guy who likes to drink alcohol and we of course need to get something from him by getting him drunk. The fact that he is a drunkard is told by himself or somebody else, but we're not too familiar or friendly with him so it's supposed to be some subtle gossip about him, not a direct request from him like 'make me drunk and i'll give what you need'. So, you see, in this case you can't make a dialog branch like 'Oh, I forgot, WHAT did you say he likes?' - 'He is a DRUNKARD, silly! He likes to DRINK! *WINK* *WINK*' because it'll make the puzzle ridiculously obvious. You just have to make most of meaningful dialogs re-talkable. Also what if a game also has a lot of good writing and dialog not directly necessary to solve puzzles? If you are putting logs into it you're either going to roughly highlight important things by including only vital pieces of dialog in logs or make lot of pages of plain text which will put away anybody. Once again, it would be more fun to listen to characters say that again than to read/scan all these pages, no?

So what I'm trying to say it that adventure game player should pay some attention to stuff in the game after all. Of course the adventure game has to have things which are quite possible to remember or that's a bad game. But still I haven't seen a shooter that had a 'Oops! I mindlessly spent all my bullets because I'm a dumbass, so give 'em back to me, please' feature. Why return unrationally spent attention? Anyway, I think the ability simply to retalk about something is enough.
On the other hand I'm not at all against some sort of notebook or maybe even a little database where main character puts important things. Is it controversal to what I said before? Do I make sense at all?  :) You decide.

p.s. Lol, while I was typing this, JBurger already posted thoughts quite close to mine.   :=
#605
Quote from: Snarky on Tue 28/10/2008 18:57:10
Slightly off-topic, but I think it would be great if the "skip" mousebutton/keypress command was disabled just after the current line changed on its own. The way I usually miss a line is when I want to skip the previous line, but it changes just before I hit the button, so I skip the next line instead. For this reason, I'm often afraid to press the skip button, especially on short lines.
Oh, I so much agree with this.

And usually I don't use conversation logs in games which have it. Personally I'd rather reload a savegame and talk again, it's kinda more fun.
#606
What can I say... It's simply flawless idea to make such adventure gamers and creators gathering event with the maximum of warming spirit.
If I by any chance get enough money I'll be mindlessly rushing to it. But anyway I wish the best of luck to Mods and everybody else who'd participate in it.
#607
Well, let me share my delightful experience of recently discovered wonderful puzzles. Actually, the ones I collected here are quite hilarious so they're indeed more of a nice experience than of horrible annoying skullcrashing but they are still quite random and nonsensical and therefore probably belong to 'badly designed' kind anyway.  So I hope you enjoy my bit.
There're spoilers ahead, lol.

In Touche: the adventures of the fifth musketeer the moment when you need to... uh, build a rope system in the cathedral to swap grave lids. Actually, it's not even a puzzle but a mock-up of a one. Because who possibly can think about doing that and consider it possible to pull out such trick? Well, obviously no one, no one even out of his mind will ever aim to do that. Not knowing he can, that is. Although I should say it worked just awesome as a joke: when you randomly use rope on a candle holding thingie and see THIS to happen all of a sudden it's just makes another happy "dude, what the hell?!" moment in your life.

The George's imprisonment episode in Broken Sword 4 (the one in the priests' club bath). Well, I'm not even trying to describe what the hell is going on in this episode because I didn't quite get it myself. Except for the very basic idea that George is tied up in a very strange room and by triggering some sort of chain of no less weird events he must free himself. This total randomness didn't stop to amaze me and make me laugh not to mention how unexpected it was in the middle of humorous and fantastic yet quite rational good old Broken Sword.

By the way in the fan-made Broken Sword 2.5 you're poisoning a innocent passenger on a plane just to get a few seats past him... I mean, George was acting cynical in the name of justice and saving of all that is good before but poisoning a man just to distract a stewartess who is blocking the way to the seats where're more people to chat with just because of boredom? Now that's the way of a real bastard. Well, coresponding puzzles to achieve that weren't hard but the whole idea is unlikely to come to one's even rather dark mind.

And finally the puzzle about using a cat for ovehearing some secret conversations in Secret Files: Tunguska... I don't know is it bad or good, but I won't forget it for a looong time for its unhealthy creativeness. When I was putting old rotting pizza in that dish I wasn't all that serious, when I was trying to add some salt to it while cat was eating it I was just downright kidding. But not the developers, it was not only possible but obligatory to proceed. So, once again, this puzzle (sequence of puzzles?) was just wonderful, charming and memorable in its craziness but will you really come up with such solution to the situation on your own? Anyway, it's so funny I would put this one in the golden book of adventure game puzzles or something.

Sorry for the long ramblings, I hope it wasn't too boring.
#608
Sweet! Thanks, Jake! Got and relistened it right away. And enjoyed again.
But don't get too proud already, make more good music for good games! :)

Also thanks for stoling my car, I don't like cars.
#609
I try to beat every worthy adventure game without a solution but it doesn't go as well as I wish.
But fortunately I succeeded with for example Eric the Unready, Fable, Simon the Sorcerer 1.
Well, the exactly one puzzle I stuck on for a long time in Eric was accidentaly spoilered to me by some fanfic based on the game. But everything else I honestly solved myself dedicating this game a lot of months to finish so I like to think that I beat the game pretty much myself. Whatever.
#610
Quote from: i stole your car on Thu 01/01/2009 15:29:57
Hooooly shit I don't believe you even know who Frank Klepacki is! He did one of the most amazing tunes for an old DOS game (one of my favourites) called Eye of the Beholder II: The Legend of Darkmoon. So that's a pretty big complement, thanks pal.
Well, I not only know who he is, but I am his fanatical fanboyish fan (and of Westwood studios also), so it was indeed intended as a big compliment. :)
Which one tune from EoB2 do you mean? I'm more than sure I'll be playing the game again, so it'd be interesting to pay extra attention to your favourite tune. By the way, EoB2 has a simply amazing pixelart intro from which I never get tired of watching.

Quote from: i stole your car on Thu 01/01/2009 15:29:57If anybody is interested at all in the music I can put a few extra hours into tweaking the music for a soundtrack release. :)
When I really like the music in an AGS game I just take a resourse ripping program and gather all these sweet tracks in a matter of seconds. And I guess your music won't escape this unevitable fate. But of course it's a great idea to release the soundtrack, especially if you feel like enhancing it. So please do it. I'll download and enjoy it in any case without hesitation. :)
#611
Quote from: Ryan Timothy on Wed 31/12/2008 19:42:55
I couldn't help but notice this..  I was once I a balloon before.  To lower it, the 'pilot' (yes that is what they call them), stops pulling on the liquid propane gas cord as often.  Balloon gets colder.  And he uses ropes that open vents on the sides of the balloon to steer it in the direction he chooses.  Then just moments before landing he gives the balloon a nice shot of hot air to kind of balance it out and give a nice delicate and graceful landing.
Well, you know what? It's realistic and boring. Come and try to explain how the hell balloon is lowered in Mods' game using infinite sandbags from nowhere!  :=
#612
Uh, wow. The ending sure was something...
...But I'm impressed by whole game anyway. It has a very strong style and atmosphere. And music (Hey there, i stole your car! I'm talking about ye music!) is simply charming and very atmospheric. And it's just of a good melodic quality. Slightly reminds me of Frank Klepacki's ambient tunes. So, expecting more neat music from you.
And the game itself, as I said, is pretty. The blending of a warm christmassy feel, dramatic tension and weird suspense was very well executed.
#613
Haha, the game is so silly but of course I liked it. That's a nice gift for Christmas. Thanks, Mods!
Especially I liked that random sexy female elf of course  :=
Spoiler
But wait, what the hell does the button "sand" in the baloon do? Does Jones get some sand from nowhere while flying in the middle of air?  :D
[close]
#614
Completed Game Announcements / Re: The Vacuum
Sat 27/12/2008 09:28:28
Well, maybe I'm risking to be shot or kicked or whatever, but I didn't find 'Don't dig up old threads' in the rules of this forum. And this game deserves some serious praise anyway.

Because it's just so awesome. The story captured me right from the beginning to the very end and I mean it - I couldn't take a break until I finished the game. Atmosphere was so solid I think I felt this pressure, tension and sort of fear (while it wasn't horror at all) that characters should've felt being in there. And I think that's regarding the great writing of all the characters who all speak in their own style and very realistical manner and all the remarks of the main character. And also I find their behaviours to be beliveable and therefore very immersing. Mix of seriousness, simple chat and emotional outbreaks (like cursing) in dialogue provided intended realism of the characters too. The non-linearity and especially the balance between linerity and non-linearity was just sweet, almost perfect. Ability to choose only when it's needed, often just as ability to miss something - man, that's so damn great. And it was indeed the best motivation to investigate - not because I have to or because I would just get stuck without it but because of my real curiosity to know more. Should I really mention the replay value? :)
So I'm taking a I claim that this is one of the best designs one can meet in an adventure game. I think this game could be remade into a commercial title, it's that good. Makeout Patrol, thank you for this game and please do continue making games, they require you a lot.
#615
AGS Games in Production / Re: Boryokudan Rue
Sat 27/12/2008 03:35:33
I love the graphics too. And the concept does sound intriguing.
Were you inspired by Beneath a Steel Sky by any chance? No?..
#616
AGS Games in Production / Re: Resonance
Fri 26/12/2008 04:33:48
I won't be very original but I'd say that it's simply awesome premise for a game! Wishin' you the best of luck!

And Vince, is there a way you can tell how far has the progress with the game gone?  :P
#617
That was hilarious! Nice humour, nice ideas, nice graphics, nice everything!
Mixing that old English and nobility with such rough jokes was fun.
I don't know about a sequel but please do continue making games and bringing such fun.

And hey, that's the only AGS game on my memory that has the right and awesome 'undo' thing, shouldn't we be seeing it more often, eh? o_O
#618
Wow. Have just finished it and I must say that it's surprisingly good. You did a great and truly nostalgic tribute to the classic adventures without any 'rip-off' feeling indeed. All of the stylizations were really nice (especially Joey's SPEECH made me smile pleasantly) as much as cool jokes and stuff based on transitions between different games and resolutions. Great job with the cancelled games and the secret unused stuff in classics research. And the number of mentioned adventure games not all of which are too popular is really inspiring. I liked Thalia's character, and her comments were in style too. A good creative plot with a touching end and all these talks about the adventure genre... man, you've just left an another uneraseable nostalgic scratch on my heart, and strangely enough I thank you a lot for that, Akril. That was inspiring. :)
#619
Really nice game! Puzzles are pleasuring to solve, dialogs are fun, characters are cute and music suits well. ;)
#620
Completed Game Announcements / Re: Pilot Light
Sun 14/05/2006 12:02:38
Really nice game! There're even shorter games, so I liked it very much. Very nice graphics and animation indeed, charming main character, good humour and excellent scripting !
And definetely it misses its own music. :)
Waiting for sequels. :)
edit: Almost forgot!!  Reference to Another World was very pleasuring to find! ;)
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