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	<title>Comments on: You Must Escape (GertJohnny)</title>
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	<link>http://www.freeindiegam.es/2013/05/you-must-escape-gertjohnny/</link>
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		<title>By: Somemountainman</title>
		<link>http://www.freeindiegam.es/2013/05/you-must-escape-gertjohnny/#comment-58537</link>
		<dc:creator><![CDATA[Somemountainman]]></dc:creator>
		<pubDate>Sun, 12 May 2013 10:25:05 +0000</pubDate>
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		<description><![CDATA[I LOVED this game very cool vibe awesome look to the &quot;sound&quot; waves and it even had a lot of the elements I am looking to put into a game I have been planning on making. Last level was great I had been waiting for the game to force me to embrace the blindness aspect completely. Honestly I would have &quot;highly recommended&quot; this game!]]></description>
		<content:encoded><![CDATA[<p>I LOVED this game very cool vibe awesome look to the &#8220;sound&#8221; waves and it even had a lot of the elements I am looking to put into a game I have been planning on making. Last level was great I had been waiting for the game to force me to embrace the blindness aspect completely. Honestly I would have &#8220;highly recommended&#8221; this game!</p>
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		<title>By: nobody</title>
		<link>http://www.freeindiegam.es/2013/05/you-must-escape-gertjohnny/#comment-57817</link>
		<dc:creator><![CDATA[nobody]]></dc:creator>
		<pubDate>Wed, 08 May 2013 22:05:13 +0000</pubDate>
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		<description><![CDATA[But I love the raytracing sound echoes! I want to play with that idea!]]></description>
		<content:encoded><![CDATA[<p>But I love the raytracing sound echoes! I want to play with that idea!</p>
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		<title>By: nobody</title>
		<link>http://www.freeindiegam.es/2013/05/you-must-escape-gertjohnny/#comment-57816</link>
		<dc:creator><![CDATA[nobody]]></dc:creator>
		<pubDate>Wed, 08 May 2013 22:04:11 +0000</pubDate>
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		<description><![CDATA[It might break the purity of the every-sound-you-hear-is-represented-on-screen structure, but an easy solution that would let the player know when they&#039;re stalled against a wall without also letting them hug walls while moving silently and reveal their location would be to just play a sound. Or -- without breaking the purity at all, have the edges of the screen glow to indicate physical contact with something (unsure if that would be best as a uniform glow or with each edge of the screen representing touch in that direction).

But, yeah, as-is that the player is both blind &lt;i&gt;and&lt;/i&gt; lacks a sense of touch feels like one frustration too far for those later levels. (I stopped after three or so of them.)]]></description>
		<content:encoded><![CDATA[<p>It might break the purity of the every-sound-you-hear-is-represented-on-screen structure, but an easy solution that would let the player know when they&#8217;re stalled against a wall without also letting them hug walls while moving silently and reveal their location would be to just play a sound. Or &#8212; without breaking the purity at all, have the edges of the screen glow to indicate physical contact with something (unsure if that would be best as a uniform glow or with each edge of the screen representing touch in that direction).</p>
<p>But, yeah, as-is that the player is both blind <i>and</i> lacks a sense of touch feels like one frustration too far for those later levels. (I stopped after three or so of them.)</p>
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		<title>By: Packbat</title>
		<link>http://www.freeindiegam.es/2013/05/you-must-escape-gertjohnny/#comment-57654</link>
		<dc:creator><![CDATA[Packbat]]></dc:creator>
		<pubDate>Wed, 08 May 2013 16:57:03 +0000</pubDate>
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		<description><![CDATA[This is clever, but frustratingly lacking in feedback for silent movement -- I wish they had some indication of touching walls, at least.]]></description>
		<content:encoded><![CDATA[<p>This is clever, but frustratingly lacking in feedback for silent movement &#8212; I wish they had some indication of touching walls, at least.</p>
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