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	<title>Comments on: 60 Seconds To Live (deeperbeige.com)</title>
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	<link>http://www.freeindiegam.es/2012/07/60-seconds-to-live-deeperbeige-com/</link>
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		<title>By: Matzerath</title>
		<link>http://www.freeindiegam.es/2012/07/60-seconds-to-live-deeperbeige-com/#comment-5473</link>
		<dc:creator><![CDATA[Matzerath]]></dc:creator>
		<pubDate>Tue, 03 Jul 2012 04:26:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=2178#comment-5473</guid>
		<description><![CDATA[The points where it seems like you have to click repeatedly are equally doable by holding the button down over the respective hot-spots.]]></description>
		<content:encoded><![CDATA[<p>The points where it seems like you have to click repeatedly are equally doable by holding the button down over the respective hot-spots.</p>
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		<title>By: nobody</title>
		<link>http://www.freeindiegam.es/2012/07/60-seconds-to-live-deeperbeige-com/#comment-5467</link>
		<dc:creator><![CDATA[nobody]]></dc:creator>
		<pubDate>Tue, 03 Jul 2012 02:45:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=2178#comment-5467</guid>
		<description><![CDATA[Oh, agreed. That pin interaction is a clear design flaw. Unfortunate to jump in to that so early in the game, especially after the intuitive elegance of the letter-handling at the very start.]]></description>
		<content:encoded><![CDATA[<p>Oh, agreed. That pin interaction is a clear design flaw. Unfortunate to jump in to that so early in the game, especially after the intuitive elegance of the letter-handling at the very start.</p>
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		<title>By: mcc</title>
		<link>http://www.freeindiegam.es/2012/07/60-seconds-to-live-deeperbeige-com/#comment-5465</link>
		<dc:creator><![CDATA[mcc]]></dc:creator>
		<pubDate>Tue, 03 Jul 2012 02:15:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=2178#comment-5465</guid>
		<description><![CDATA[SPOILERS

There&#039;s some quite fun stuff about this (I like the &quot;aw, crap&quot;), but the interface is weird -- my first 5-6 playthroughs consisted of failing to understand the basic mechanics of interacting with the pin (the game specifically tells me &quot;click and drag to play&quot;, then the first thing you interact with responds to something other than click and drag). After a few playthroughs this devolved into just repeatedly clicking the pin very rapidly in an attempt to create rhythmic music. I wound up with the kind of &quot;what are the buttons&quot; sense I usually get with experimental iOS or Wii games, and this didn&#039;t interact well with the time limit. It&#039;s one thing to solve a puzzle with a time limit of seconds, but it&#039;s another to have 2-3 seconds left and be having to worry about considerations like &quot;Am I supposed to click this thing, or maybe press and hold, or maybe drag but only in one particular direction?&quot;.

Ultimately, I figured out who killed me and how, but not why. Since the game implied I was going to die anyway, and the answer was probably something about Maria (I assume this due to Checkov&#039;s gun and process of elimination) it wasn&#039;t clear to me why it would be worth it to keep trying and learn the truth about a death I couldn&#039;t prevent. I AM BESET WITH FATALISTIC MALAISE.]]></description>
		<content:encoded><![CDATA[<p>SPOILERS</p>
<p>There&#8217;s some quite fun stuff about this (I like the &#8220;aw, crap&#8221;), but the interface is weird &#8212; my first 5-6 playthroughs consisted of failing to understand the basic mechanics of interacting with the pin (the game specifically tells me &#8220;click and drag to play&#8221;, then the first thing you interact with responds to something other than click and drag). After a few playthroughs this devolved into just repeatedly clicking the pin very rapidly in an attempt to create rhythmic music. I wound up with the kind of &#8220;what are the buttons&#8221; sense I usually get with experimental iOS or Wii games, and this didn&#8217;t interact well with the time limit. It&#8217;s one thing to solve a puzzle with a time limit of seconds, but it&#8217;s another to have 2-3 seconds left and be having to worry about considerations like &#8220;Am I supposed to click this thing, or maybe press and hold, or maybe drag but only in one particular direction?&#8221;.</p>
<p>Ultimately, I figured out who killed me and how, but not why. Since the game implied I was going to die anyway, and the answer was probably something about Maria (I assume this due to Checkov&#8217;s gun and process of elimination) it wasn&#8217;t clear to me why it would be worth it to keep trying and learn the truth about a death I couldn&#8217;t prevent. I AM BESET WITH FATALISTIC MALAISE.</p>
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		<title>By: nobody</title>
		<link>http://www.freeindiegam.es/2012/07/60-seconds-to-live-deeperbeige-com/#comment-5464</link>
		<dc:creator><![CDATA[nobody]]></dc:creator>
		<pubDate>Tue, 03 Jul 2012 01:52:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=2178#comment-5464</guid>
		<description><![CDATA[I should have known better than to do so, but I think I had pretty much written off the entire Escape The Room genre as being no longer worthy of one&#039;s time or attention (if I even thought it ever was?), so it&#039;s especially neat to see how this game reinvigorates things. The opening is especially clever.]]></description>
		<content:encoded><![CDATA[<p>I should have known better than to do so, but I think I had pretty much written off the entire Escape The Room genre as being no longer worthy of one&#8217;s time or attention (if I even thought it ever was?), so it&#8217;s especially neat to see how this game reinvigorates things. The opening is especially clever.</p>
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