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	<title>Comments on: Thirteen Gates (Ian Snyder)</title>
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	<link>http://www.freeindiegam.es/2012/06/thirteen-gates-ian-snyder/</link>
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		<title>By: Jerry</title>
		<link>http://www.freeindiegam.es/2012/06/thirteen-gates-ian-snyder/#comment-4788</link>
		<dc:creator><![CDATA[Jerry]]></dc:creator>
		<pubDate>Sat, 16 Jun 2012 16:25:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=1707#comment-4788</guid>
		<description><![CDATA[This game is very interesting.. and maybe fun. It requires a lot patience with very abstract exploring. Mmmm.... its good. (got to level 3)]]></description>
		<content:encoded><![CDATA[<p>This game is very interesting.. and maybe fun. It requires a lot patience with very abstract exploring. Mmmm&#8230;. its good. (got to level 3)</p>
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		<title>By: nobody</title>
		<link>http://www.freeindiegam.es/2012/06/thirteen-gates-ian-snyder/#comment-4779</link>
		<dc:creator><![CDATA[nobody]]></dc:creator>
		<pubDate>Sat, 16 Jun 2012 10:49:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=1707#comment-4779</guid>
		<description><![CDATA[(Upon some further thought: I can&#039;t believe I failed to note how the main disorientation effect is from effectively-infinite wall height + no texture scaling when moving closer or further away [plus, previously noted, patterns retaining absolute horizontal screen alignment]. All three combine to rob you of the most common depth cues, with my note about differentiating alike surfaces being a side effect, not the main point of novelty.)]]></description>
		<content:encoded><![CDATA[<p>(Upon some further thought: I can&#8217;t believe I failed to note how the main disorientation effect is from effectively-infinite wall height + no texture scaling when moving closer or further away [plus, previously noted, patterns retaining absolute horizontal screen alignment]. All three combine to rob you of the most common depth cues, with my note about differentiating alike surfaces being a side effect, not the main point of novelty.)</p>
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		<title>By: Ian S.</title>
		<link>http://www.freeindiegam.es/2012/06/thirteen-gates-ian-snyder/#comment-4719</link>
		<dc:creator><![CDATA[Ian S.]]></dc:creator>
		<pubDate>Sat, 16 Jun 2012 02:08:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=1707#comment-4719</guid>
		<description><![CDATA[There are definitely clipping issues, yeah. I think I might be able to work around it by making the exits smaller in diameter, but after a week of looking at this my eyes need to rest a bit :)]]></description>
		<content:encoded><![CDATA[<p>There are definitely clipping issues, yeah. I think I might be able to work around it by making the exits smaller in diameter, but after a week of looking at this my eyes need to rest a bit <img src="http://www.freeindiegam.es/wp-includes/images/smilies/icon_smile.gif" alt=":)" class="wp-smiley" /> </p>
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	<item>
		<title>By: nobody</title>
		<link>http://www.freeindiegam.es/2012/06/thirteen-gates-ian-snyder/#comment-4714</link>
		<dc:creator><![CDATA[nobody]]></dc:creator>
		<pubDate>Sat, 16 Jun 2012 01:56:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=1707#comment-4714</guid>
		<description><![CDATA[I&#039;ve had to stop at the beginning of level 10 for now, but wanted to chime in and say this is so great! Such a good idea!

I didn&#039;t understand the win-condition until level 5 or so, having until that point I guess stumbled into the exits moving backwards or while strafing. (I&#039;ve been heavily relying on both to get my bearings.)

This might be obvious to most, but was interesting for me to think through (though totally possible there&#039;s a mistake in my reasoning): at first I thought the novel thing here was the lack of depth perception, but in fact by moving forward and backwards, you definitely do have a sense of depth based on the speed at which isolated pattern areas &#039;move&#039; toward the edges of the screen. And strafing you can get a bit of a sense of depth (assuming you can determine figure from ground, but you can switch to the previous trick to determine that in many cases). The most novel aspect, I think, in terms of affecting one&#039;s ability to comprehend the space and thus navigate it, is that you cannot determine if a solid section of pattern represents a single wall or multiple walls at different depths. That&#039;s a neat limitation.

(To Aquin, I only noticed clipping issues in one level so far, the one called something like &#039;the purpose of color&#039;.)

(A last side note, I wonder if this might be more or less interesting without the yellow diagonal pattern and its illusion of vertical motion)

Oh, one more thought: I wonder if this might be improved by having the sound change as you get closer or further from the goal point. I could see how such a system might trivialize some of what&#039;s interesting about the disorientation here, but as-is the least fun aspect is the aimless wandering (if you&#039;re not bearing down and systematically checking all avenues). The level I felt this in the most (and possibly exclusively) was &quot;panic room,&quot; in which I had intuited the structure but was never sure if I was reentering the same chamber or a different one. (Obviously I could have just been more careful.)

Again, so very, very good. I adore this.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;ve had to stop at the beginning of level 10 for now, but wanted to chime in and say this is so great! Such a good idea!</p>
<p>I didn&#8217;t understand the win-condition until level 5 or so, having until that point I guess stumbled into the exits moving backwards or while strafing. (I&#8217;ve been heavily relying on both to get my bearings.)</p>
<p>This might be obvious to most, but was interesting for me to think through (though totally possible there&#8217;s a mistake in my reasoning): at first I thought the novel thing here was the lack of depth perception, but in fact by moving forward and backwards, you definitely do have a sense of depth based on the speed at which isolated pattern areas &#8216;move&#8217; toward the edges of the screen. And strafing you can get a bit of a sense of depth (assuming you can determine figure from ground, but you can switch to the previous trick to determine that in many cases). The most novel aspect, I think, in terms of affecting one&#8217;s ability to comprehend the space and thus navigate it, is that you cannot determine if a solid section of pattern represents a single wall or multiple walls at different depths. That&#8217;s a neat limitation.</p>
<p>(To Aquin, I only noticed clipping issues in one level so far, the one called something like &#8216;the purpose of color&#8217;.)</p>
<p>(A last side note, I wonder if this might be more or less interesting without the yellow diagonal pattern and its illusion of vertical motion)</p>
<p>Oh, one more thought: I wonder if this might be improved by having the sound change as you get closer or further from the goal point. I could see how such a system might trivialize some of what&#8217;s interesting about the disorientation here, but as-is the least fun aspect is the aimless wandering (if you&#8217;re not bearing down and systematically checking all avenues). The level I felt this in the most (and possibly exclusively) was &#8220;panic room,&#8221; in which I had intuited the structure but was never sure if I was reentering the same chamber or a different one. (Obviously I could have just been more careful.)</p>
<p>Again, so very, very good. I adore this.</p>
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		<title>By: Aquin</title>
		<link>http://www.freeindiegam.es/2012/06/thirteen-gates-ian-snyder/#comment-4705</link>
		<dc:creator><![CDATA[Aquin]]></dc:creator>
		<pubDate>Sat, 16 Jun 2012 01:22:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=1707#comment-4705</guid>
		<description><![CDATA[I&#039;m pretty sure there are unintentional clipping issues (I noticed the exit was clipping in Level 5 when approached from the wrong wall).  

Also, for those stuck, the exits are the animated textures.  I spent a lot of time wandering off into noman&#039;s land til I got that sorted out.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m pretty sure there are unintentional clipping issues (I noticed the exit was clipping in Level 5 when approached from the wrong wall).  </p>
<p>Also, for those stuck, the exits are the animated textures.  I spent a lot of time wandering off into noman&#8217;s land til I got that sorted out.</p>
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	<item>
		<title>By: Aquin</title>
		<link>http://www.freeindiegam.es/2012/06/thirteen-gates-ian-snyder/#comment-4680</link>
		<dc:creator><![CDATA[Aquin]]></dc:creator>
		<pubDate>Sat, 16 Jun 2012 00:06:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=1707#comment-4680</guid>
		<description><![CDATA[Damn, and I thought Feign was a headtrip. What just happened to my brain?  :shock:]]></description>
		<content:encoded><![CDATA[<p>Damn, and I thought Feign was a headtrip. What just happened to my brain?  <img src="http://www.freeindiegam.es/wp-includes/images/smilies/icon_eek.gif" alt=":shock:" class="wp-smiley" /> </p>
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