by Two Guys From Andromeda
Jun 4, 2012
PLEASE READ EVERYTHING ON THE LINKED WEBSITE CAREFULLY
Like it! And thanks for making it run in Firefox!
i can also verify that in firefox the demo locks up with the death sequence dialog ... however being able to play it directly on firefox is soooo much better than dealing with chrome store.
I check these posts so often that I was not "phased" by Chris' lightning fast updates, but I agree with Jared. The latest Living Concept Art should be displayed somewhere on the main page. As to the Living Concept Art itself, looking very good. Not a lot of changes from Phase 2, but the changes that are present are nice ones. New puzzle, more dialogues, and background music. Also, I don't notice the lag in Chrome that I did with the last one. Looking forward to Phase 4 and 5. Hopefully, one of the next ones has inventory manipulation.
This should be posted somewhere on the front page. Chris updates so often this slipped me by at first...
Wow, this interactive "living" concept art is great! Thanks for adding functionality for other browsers, as I couldn't get #2 to work in Chromium (though #1 did).
"This seems to be some kind of miracle film with adhesive backing. How clever." :)
Yeah, looks like it. This is the best prototy... er... "Living Concept Art" so far!
did the $$$ just jump up like crazy?!?!
''Haven't you played enough adventure games by now to know not to go sticking your hands in random slots? Imagine what could happen!''
Hey, Guys; I finally got to play prototype II through phase 3 because there's a glitch for me and it's unplayable downloading it through Chrome (for me) & I had a lot of fun. It's very simple & basic but phase III actually had humor AND nostalgia & I loved it. If you guys are willing to bend the rules like that with such throwbacks & including things like buckazoids, this is going to be damn amazing & not too far off the mark of what your fans REALLY want ;)
I enjoyed this. It has that distinct TGFA brand of humor that I cherish since those oh so ancient days. Now try to get Volhaul to genetically engineer 5000 more backers and we're on the right track.
Guys just played this again and was it still fun to play again, right on the browser! Thanks so much.
It feels like you're really pushing it forward with every stride. I know only too well about your earlier problems, but can't help thinking if we started like this we'd have twice the pledged money now, easy.
Awesome comments Yaron!! Though, these minigames are actually concept art demos, specifically to demonstrate the art direction, narrative style, and feel of gameplay. Specific game mechanics are most likely going to evolve during game development (which anyone can have a hand in via the private game designer chat room access at the $150 pledge level!). It's really great that everyone is so excited... I can't wait to escape this damn conference to sneak off and play the minigame myself...
A few comments, in no particular order:
*. Funny loading into. Not sure anything similar would be appropriate for a final game, but very amusing for this prototype, similar to the quit screen from the previous prototype.
*. Minor, but the look/eye action should work without automatically walking to the relevant objects first.
*. Minor, unless for some reason it gets carried over to the actual game, the walk action should have the relevant point at the bottom (where the foot of the icon are) and not the top. Similarly the focus of the look/eye icon should be at the center.
*. The death dialog seems partially broken in Firefox (haven't tested other browsers yet). I pressed Restore, which gave the proper message, but then when the dialog reappeared it wasn't responsive and none of the buttons worked. Clicking some other things on the screen did work, though, which shouldn't have at this point, and caused the death dialog to disappear.
* Important - I'd really (really really) prefer, for the actual game, a somewhat more modern Retry/Restore/Quit over this classic Restore/Restart/Quick. Really. 95+% of the time the next action is going to be a Retry anyway (or the frustration of "why the f**k didn't I save before doing that?!"). And after about one minutes of play nobody will have a serious real need to Restart (I was sure it was a joke the first time I saw these in the past, but then they just kept staying there game after game, making me confused about whether it's just a running gag or if everyone is missing the punch).
* Also minor, and probably not relevant for the full game, but best to be sure. When a message is on the screen clicking on anything in the play area clears the message, but clicking on anything outside the play area (the tape, eraser, stylus) immediately performs the action (i.e. replaces the message to the new one). The proper behavior, I strongly think, is the one from the play area, a click when a message is on the screen should clear the message, or transfer to the next message if it's a sequence, and should never automatically act on what is bellow the mouse cursor.
* Regarding the scrollable areas - In general it works very well here, and they're perfectly fine to use. But I'd recommend to limit those to cases where the scrolling/expansion is just one dimensional, similar to the prototype. That is, from each "scrolled" section it should be possible to scroll back/forward in some way, but not in any more directions than that. If it's possible to go to more different directions, and all will just partially scroll the screen, the feeling becomes one of an "open" area, and personally I just start to look for the zoom-out button, which doesn't really fit with this style of adventure games.
* Timed events shouldn't break on-screen messages. Actually unless it's a part of some intentional action/arcade sequence, when there's a message on screen nothing else should happen. Specifically in the prototype after inserting the keycard the first Guy scrolled into view, I've clicked the eye icon on him and got the description message, and about a second later it was automatically replaced by the timed/scripted notification about the Guys being on the other side of the bridge.
I'm a happy investor! Great stuff. I really hope we can reach the 500k mark in time!
I got a kick out of the "Insert disk 2" screen. That was a fun gag.
On another note, seeing Roberta really put a smile on my face. :)
I really liked the pre-game loader. A beautiful call-back. But it was what you're greeted with after the game ends that REALLY blew my mind.
Awesome work Guys. Thanks for letting us participate.
Not bad. :) Pathing could still use some serious work, though.
Thanks for the bug reports guys, I just fixed the $300,000 reference and the icon. You can update the Web Store icon by restarting Chrome or by removing the app and adding it again. The reference in the hosted version will take a while to propagate. Keep trying if you don't see it yet. Thanks!
That was nice. Nice surprise in the end :D
For the next I'd love to see some inventory action as well.
oh great. think I need a Sierra Hint Book. :) Can I use the Buckazoid?
Love the audio. Really adds atmosphere.
Woops, I should have read the comments before writing. Sorry about that, PCJ.
Hehe, help you get to $300,000, huh Mark?
The first screen has me laughing. That's hard to do this early in the morning.
For some reason, the icon shows up as the same icon as for phase 2 when I've added the app in Chrome; it shows a new icon correctly in the web store, though ...
Great ending too, but I was hoping for THAT other photo... ;-)
A prototype that works on something other than Chrome? I love you guys so much right now! Upped my pledge.
WOW.. JUST WOW GUYS. I don't usually type with Caps Lock, but this is AMAZING.
You've just made browser gaming cool in my book.
It still says "get us to $300,000". Don't want to give anybody the wrong idea there!