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Exeunt Omnes
A game of strategic sophistry. Convince or crush the teenage girl who wants to end your reign of evil.

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All Quiet on the Western Blog

I'm very much into the idea of not being the hero (insert quick prayer for similarly-named long-agonizing project), and really want to see what you'll do with it. Obviously scope creep is something to be wary of, but the real bottom line is: have fun and do share such cool news from time to time ;)

This is just awful.

Normally, this level of raging against God is when your father-turned-nemesis oozes out of the shadows asking "Dost thou seek power?", then grants you the Omegablade thus prompting your final battle against True Seraph Thousand-Eye Metatron, while Gregorian choirs harmonize over a second hand Japanese-to-Aramaic mistranslation of Bohemian Rhapsody.

On the other hand, I feel that, by continuing this project, you're kinda wrestling God into making more and more awesome things happen in your life in hope of forcing you to give up, since clearly bad things are just not cutting it anymore. So congrats on being tough enough that your increasingly desperate local demiurge must inflict upon you a boyfriend, first-class job, presidential career and unexpected inheritance of a fully staffed manor in the Bahamas.

500 hours

20 times more and you can be a Malcolm Gladwell statistic!

Any feedback for our game?

Hey, Fidchell and Gibmaker. Finally got around to playing it, for a bit more than one hour.

This is very impressive work and it's an utter shame that you haven't been getting more feedback (and I say that despite not being fond of horror at all, but I've grown used to the issue of great games in a genre I don't like with Gibmaker).

I'll write a review one of these days, because there's a lot of good things to say, but for now I'll focus on a few very concrete things.

Two suggestions:
- make transitions faster (e.g. between rooms, between menu screens), the game controls already feels a bit sluggish in some ways, and that's not helped by having to wait for a few seconds every time you go through a door.
- don't shift the camera as soon as you turn around, that made me super dizzy all the time; see Super Mario for reference, when you turn around the camera will stay put until you walk a couple of steps in the new direction.

Sidenote: I spent quite a lot of time backtracking at the start to figure out where I had dropped random objects because I kept finding more stuff to pick up and wasn't lucky with those I chose to grab first (I got the wire last). It was a bit grating to have to walk around at a fairly slow pace just to try and retrieve random objects. It got better afterward. Not sure if there's a way to deal with that, but I'd suggest perhaps not giving access to the whole research area (and therefore to tons of objects to carry) before the first few become useful. On the other hand, implementing that might require one more key, and there are enough of those.

Anyway, don't let this nitpicking get you down, this is really great in a ton of ways that I'll try to express soon!

Chapter 2 is done.

Hurray!
And glad to know you'll be nanowriming too. Have funs~