This is a small game I did in five days or so, I wanted to try and tell a story that didn’t rely on text or words. – [Author’s Description]
cloakydude’s canon becomes increasingly more tangled
The music is phenomenal. I didn’t know 8bit tracks could sound like a haunted church organ. It creates the perfect atmosphere for this game.
This is good (and, for what it’s worth, much easier than his previous games).
I wonder if there’s something inherently satisfying about a game structure that switches up halfway through. (And I hope naming this as a thing isn’t enough to turn it into a cliche. It seems like a really fruitful design strategy!)
Too late, you just made it happen. Tomorrow we’ll be hearing things like “when implemented, the gameplay turned out to be much more boring than we expected. But we’re confident a little halfway-switching will make it work. GAME DESIGN!”
I didn’t feel it in NONDEVICER and still don’t feel it. You need more points of comparison!
Actually I did enjoy the puzzle-switch in Corrypt for instance, but that was a case where the change built on what existed (both scenery and gameplay) instead of creating what amounts to a different game entirely.
That’s definitely a fair distinction. But I wonder where you’d then place something like “Don’t Look Back”? (I also wonder if you’d not mind NONDEVICER’s less grounded midpoint shift if the open-world half felt more directed/intentionally-structured?)
I would Highly Recommend this game.
Also, speculation: vf gur cynlre pbzvat onpx gb yvsr gb erhavgr jvgu ybire? Ybbxf yvxr ur yvgrenyyl tbrf gb uryy naq onpx, erpbiref/erohvyqf uvf fbhy/urneg(?), naq pyvzof n fgnvejnl-gb-urnira (gubfr fgnef). Naq jul qbrf gur tvey ghea ure onpx gb uvz ng gur ortvaavat? Vf vg fubj fur qbrfa’g frr uvz, be vf fur nfunzrq bs uvz sbe fbzrguvat ur qvq? Znlor ur vfa’g qrnq naq erohvyqvat gur urneg vf fbzr xvaq bs erqrzcgvba.
Great game. Notice that it uses the sprites from NONDEVICER?
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