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	<title>Comments on: Fracuum (Tyler Glaiel)</title>
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	<link>http://www.freeindiegam.es/2012/04/fracuum-tyler-glaiel/</link>
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		<title>By: Okay, no, this is right up my alley. &#124; Cymons Games</title>
		<link>http://www.freeindiegam.es/2012/04/fracuum-tyler-glaiel/#comment-1559</link>
		<dc:creator><![CDATA[Okay, no, this is right up my alley. &#124; Cymons Games]]></dc:creator>
		<pubDate>Mon, 23 Apr 2012 14:31:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=708#comment-1559</guid>
		<description><![CDATA[[...] Via freeindiegam.es   Filed under: News Comment (0) [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Via freeindiegam.es   Filed under: News Comment (0) [...]</p>
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		<title>By: David T. Marchand</title>
		<link>http://www.freeindiegam.es/2012/04/fracuum-tyler-glaiel/#comment-1550</link>
		<dc:creator><![CDATA[David T. Marchand]]></dc:creator>
		<pubDate>Mon, 23 Apr 2012 04:00:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=708#comment-1550</guid>
		<description><![CDATA[Awesome! It took some time to find the boss&#039; weak spot.]]></description>
		<content:encoded><![CDATA[<p>Awesome! It took some time to find the boss&#8217; weak spot.</p>
]]></content:encoded>
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		<title>By: nobody</title>
		<link>http://www.freeindiegam.es/2012/04/fracuum-tyler-glaiel/#comment-1543</link>
		<dc:creator><![CDATA[nobody]]></dc:creator>
		<pubDate>Mon, 23 Apr 2012 00:27:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=708#comment-1543</guid>
		<description><![CDATA[This is totally delightful. I was charmed enough by the conceit right away, but initially pegged it as merely a neat way to move from screen to screen in an otherwise already fun game. It took a while to understand how the nesting actually affects gameplay: first, once the paths get a bit more complex, the way the world serves as its own map, but with the unique limitation of only being able to see further in, encouraging you at times to step back out the way you came so you can see where a dangerous looking inside-to-outside path leads. (Especially smart in this regard to have a sort of treasure room in a mid-level ring but inaccessible until exploring further in.) Secondly, there are a few places where the change in scale becomes significant as enemy fire passes from one level to the next. Crossing the threshold yourself and triggering the size-shift thus leaves you with either more or less space to fit between the gaps.]]></description>
		<content:encoded><![CDATA[<p>This is totally delightful. I was charmed enough by the conceit right away, but initially pegged it as merely a neat way to move from screen to screen in an otherwise already fun game. It took a while to understand how the nesting actually affects gameplay: first, once the paths get a bit more complex, the way the world serves as its own map, but with the unique limitation of only being able to see further in, encouraging you at times to step back out the way you came so you can see where a dangerous looking inside-to-outside path leads. (Especially smart in this regard to have a sort of treasure room in a mid-level ring but inaccessible until exploring further in.) Secondly, there are a few places where the change in scale becomes significant as enemy fire passes from one level to the next. Crossing the threshold yourself and triggering the size-shift thus leaves you with either more or less space to fit between the gaps.</p>
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