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BRADY'S PROFILE

Brady
Was Built From Pixels Up
3134
Eclipse
Concept Game: Comic meets "Choose your own Adventure" in game format!

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Skinwalker

You'll always have folk who are just interested in reading visual novels, so don't worry about that.

Problem is that trying to please both people is what creates the issue; those who just want to read a scary visual novel will be put off by having to run back and forward to collect wood, while the people who want to interact will be put off by the lengthy ending cutscene.

Not that I'm saying no one will be happy with the game, just that it's generally better to select your demographic and focus on catering to that genre and what you specifically want to include in the game. Adding in or taking away features to suit others outside your primary target audience won't likely do much good in the long run.

Personally, I'd prefer it with more gameplay elements, but if that's not the kind of game you want to create, then fuck me; it's your game, at the end of the day, you're the only person that needs to be happy with it, so do what feels right to you :)

Skinwalker

^ Is a better way to describe what I tried to say earlier in the blog post.

Just felt like pointing that out, as it more clearly states the issue without sounding like it detracts any support for the game itself.

Wee Hero

I've no idea what that is at all; I've not experienced it at all. I presume your machine runs fine and that this doesn't happen with other RPGM games?

Skinwalker

One thing that hasn't been acknowledged yet is the SFX.

Closest thing I have to a complaint with that is the quarter-second breaek when it loops, but that's easily let go. The SFX all sounds fantastic and adds a great atmosphere.

Skinwalker

One thing that hasn't been acknowledged yet is the SFX.

Closest thing I have to a complaint with that is the quarter-second breaek when it loops, but that's easily let go. The SFX all sounds fantastic and adds a great atmosphere.

Main story complete

I don't find that inevitability scary, purely because it's inevitable. There's no risk of failure (that I saw in game?) and you can't control the outcome, so it actually reduces the fear factor imho.
Given even one or two small choices and suddenly it becomes tense, because you know that if shit goes down now, it's your fault. You have to make a decision, and making decisions is more nerve-wracking than just being told what's going to happen whether you like it or not.

Not that I'm complaining, but I think the game could be improved with just very small things; it doesn't need a big branching segment or anything. The time in the cabin is the best bit because it's up to you to wander around and find out what to do next, to check outside the windows and see how the others are doing. Even though nothing changes the end result, that bit of control creates more atmosphere than just reading a description.

But then again, I'm just a visual/kinetic person, so I'll always go with that choice.

Either way; looks good so far. The atmosphere is done well and the visual management is good. Bit fast-paced, but it doesn't detract from it. Keep it up~

The Screenshot Topic Returns

Aye; as good as the map looks, all I can focus on is the fact that the bridge's shadow is smaller than the bridge D:

Questions about submissions!

I don't think I remember a single line of dialogue from Bulletstorm...all I really mind is booting guys off of things, shooting explosive things into bad guys' things and directing sniper bullet-shaped things across a map into one of the head-shaped things...

Guess that's probably your point, to be fair.

Why your name?

Am I just boring, then?

1sentence

I cheated on my project's short description and made it two sentences!! D:

Anyhoo:
FF6
Amnesiac, weight-lifter and boy of the wolves conspire to overthrow lunatic clown