What does this have to do with April Fool's? This is a solid game demo. How was I fooled?
What does this have to do with April Fool's? This is a solid game demo. How was I fooled?
It puts the lotion in the basket or else it gets the hose. I wonder how many people can guess what 1990 movie that references. Silence of the Lambs!
God, I love these guys.
I got the drill without solving the tree puzzle. I just clicked in between the cracks.
When you use the drill on a grave it says "Deface the gravel?"
"Walk into the dark passage" is used as the caption for walking out of the dark passage.
There doesn't seem to be a point to the slender red button that shows you what number each symbol represents, since all the symbols are in sequence anyway even if they weren't you could tell which vial of green liquid they were connected to by simply trying each one out.
Ha ha, are you gonna eat John Carter in the next game?
I remember testing like an alpha version a while back and it's good to see you took some of the advice to heart, but there are still many big problems. I always think it's funny how with so many big budget professional games they manage to include all manner of ingenious gameplay mechanics but fail when it comes to readable font. Likewise, you've done very well with the animation and many aspects of the coding but the controls fall flat on their face. I like that you've added the ability to interact with enter instead of just clicking. That's one improvement. But here are some simple problems to fix that are vital to a game's playability.
There's no reason to have to choose between arrow keys and WASD. The game should respond to both simultaneously. That's even easier to code. I have a class that handles it automatically and I use it in every game.
If you are using the mouse instead of enter to interact, you click on a person and then have to click all the way down in the corner to progress the dialogue. That's nuts. You should be able to just click anywhere.
Space should do the same thing as enter. M should mute.
Why are there no hotkeys in battle? Battles are when you would want hotkeys the most. You don't want to have to move the mouse around to click every option. Random enemy encounters should be as expedited as possible and that means having the option to use the keyboard.
Apart from the control problems, battles seem a little slow by making you wait for a character's options to come up. Maybe there's some kind of Final Fantasy real time combat thing going on, but it looks like it's just making you wait for no reason. And this might be a little much because you clearly put a lot of work into your battle animations but sometimes it's nice to be able to skip or turn off the animations or something to make the battles go faster.
Also, what's up with the level ups? It doesn't seem to say how many attribute points you have to distribute and there's no way to undo the points you've spent.
I'm actually a big fan of your work and I know this is something new for you and I'm really impressed. I don't mean to sound pompous or anything but if you'd like I can help you out by giving you code for some things like a simple quality button etc.
And is it just me or is the opening dialogue exactly like Crystal Story?
Very well done. It would be nice if the level didn't move after you already shot. There's a glitch where your ball can actually get pushed beyond the side boundary if it hits right as the level is shifting.
If it's from a real girl, why is it written to sound like a prank? I was expecting the end to be "Copy this letter and give it to 5 other people or you will be murdered tonight!"
There needs to be a level select or at least a continue game option. When I accidentally clicked back to title after dying I had to start the whole game over.
Here's a hint, guys. You can hold down the mouse button and fly off the screen. That way you can regenerate without worrying about getting hurt.
Nyaarg.
Age 36, Male
I r pogammur :3
USA
Joined on 7/1/09