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Designer, producer, cool dude
Master of the Wind
An episodic superhero role-playing game

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Suzy and freedom Review

author=calunio
After you tested, I not only added the catching block on the left side, but also a top block that eliminated the one part of the puzzle in which interaction between the two was REQUIRED, since it made that final part more difficult, and someone got stuck there while testing.


Ah I was wondering about that. I thought the minigame was a great metaphor for how you can only reach certain emotional heights with another person you love. But then I realized you could clear the puzzle without interacting with the other person which sort of lessened the impact.

All Hallows' Review Event 2013 - Winners Announced!

Submitted a review for Subject.

So far I've enjoyed all the games I've played. God of Crawling Eyes, Rust n Blood, Lunacity, Death Wish, Suzy & Freedom...

I still got a few more I'd like to check out though. Might write some more reviews.

Suzy and freedom

I'm hesitant to say this as it's often a label for "pretentious" games but I think of this game as art. It was deftly executed the entire way through. While most of the game was told through cutscenes, the gameplay mechanics were not throwaway minigames. They were used as metaphors for what each character was experiencing and so the player can experience it too without just being shown it.


The serenity Dan felt flying the plane
The invincibility Chris felt taking on the hoards of gangsters
The tedium of working on an essay when all Suzy wanted was to break free
The futility of the father trying to defend himself from his attackers


It wasn't always fun but it was a compelling experience.

Suzy and freedom Review

Great review! I was going to write up something too but this basically summed up most of my feelings.

What Type of Developer Are You?

Well I think my tastes have changed as well as my design philosophy over the years. But one thing I was always good at was level design and puzzles. That was the primary focus of my last project - Labyrinthine Dreams - and that's partially why I think it turned out so well. Custom resources has always been a weakness for projects Volrath and I worked on (although we hope to remedy that now that we have $$) so we've always tried to make up for it with good content which I think we've been able to achieve.

It's helpful to know your limitations and while some people seem to be good at almost everything it helps to surround yourself with real creative friends that can fill in the gaps.

Lunacity

Wow I love this title screen and music. Doesn't give off much of a horror vibe but it does get me pumped at 4am. I'll edit this post with first impressions soon.

Ok I finished it. I really liked the tech-noir atmosphere. The tilesets and character portrait for Jia were awesome. Music was real good. The hover bike combat was cool. It took a little getting used to but by the end I was a pro. The controls could have been a little more responsive though.

I liked the stat system. Reminded me of Deus Ex. Felt like it was designed for a larger game though. And I wasn't able to figure out how to get my repair above 4 to complete that sidequest. There also didn't seem to be enough reason to experiment with the different ammo types but I Liked that they were there.

All in all I liked it a lot. It didn't really do much with the horror theme but it's a solid game on its own.

Few bugs:

-The tree on the 2nd floor in the office building is cutoff.
-The "!" appears often above chests that you already opened.
-You can repeat the dialogue with the psychic to get infinite energy capsules.



Rust and Blood

Very immersive experience. I liked the intro. What little text there was well written and those pictures were helluva creepy.

But what I really liked was the mechanics. It created a strong sense of dread whenever you were too far out from your steel shack. Whether you were low on food or night was approaching. It was also fun cooking food and seeing how much health each one generated and loading up for supplies before attempting certain areas (particularly room 801).

About the ending:
It reminded me a lot of Darren Aronofsky's movie "The Fountain". Actually there are a few similarities with the terminal illness and seeking the the tree of life. Was that an inspiration? If so, good movie to be inspired by. I always thought it was underrated.

The God of Crawling Eyes

Played this game based on a friend's recommendation. I enjoyed it for the most part. The aesthetics were great and the use of color was clever. The sound was used real well and added to the creep factor. Liked the simple story and the dialog choices. Got both the good endings.

I wish I could have saved more often. I felt real nervous after my first death which forced me to backtrack a bit. I guess it did create a sense of tension but I ended up asking my friend for help to avoid further death which I usually don't like to do.

I might write a short review later. All in all a good horror experience.

The Labyrinthine Dreams Kickstarter is on!

author=edchuy
Artbane and Volrath, congrats on getting your Kickstarter funded! That was a close call. I'm pretty sure you guys are relieved that is all over.


Thanks man! It was pretty stressful. But exciting as well. There are good things to come.

The Labyrinthine Dreams Kickstarter is on!

author=edchuy
Sorry to ask, but you guys aren't planning to set stretch goals? I know that would be getting ahead of yourselves, but other kickstarters that I've seen have set them.


We were talking to another developer about possibly porting the game to another engine and then having it on other platforms. It's something we're considering as a stretch goal. I guess dev kits can be pretty expensive.

author=mawk
e: that said, six thousand seems kind of sparse for a game's worth of graphics. it depends on what kind of scale you're going for with this overhaul, but with what I've seen quoted in the past I'd say you're definitely angling more for "an artist" than "artists". you've probably already taken some quotes, though, right?


We have a resident artist who is also a friend so that makes things a bit easier. He's onboard for handling illustrations and pixel art but it's possible we might have to hire a second artist to help out. We have a rough estimate of how much it will all cost right now. If it does spill over though we'll figure something out.