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Stranger than Fiction

No-one Has to Die was in Construct 2 as well though, right? That works fine for me. I'm using Chrome and I've tried on both Vista and Windows 7.

Edit: Nevermind, tried it in (*shudder*) Internet Explorer and it worked. Maybe it's an HTML5 thing? Interesting game, regardless. Is the ending supposed to imply that

the aliens' new homeworld was Earth, and they're prototypical humans? Or am I barking up the wrong tree and they're just somewhere else in the cosmos?

Stranger than Fiction

I can't get this to work at all. I can see the title screen, but I can't click on anything except the mute button - and when I do, I can't seem to umute it. I also don't seem to be able to "select" the window - after I click on it, the arrow keys still scroll the screen, as if the game window is just being ignored.

Q&A: The Moral of Dreaming Mary

Perhaps... I think your stated intent would have come across more clearly if we understood Mary a bit better. Does she think it's safe and enjoyable? She doesn't seem to; her portrait looks pained as she loses lily petals, which is required for the "safe" ending, especially if you don't explore the dark world at all. If she seemed more okay with things, I may have had more of a motive to do what she personally thought was best, even if I thought there was a better option. Making Boaris less obviously evil might have also helped (and could have made the differences between the two endings more significant - as-is, he's obviously a creep even without the final voice clip so it doesn't add much).

Design principles vol. 1: RPGs and strategy

author=Pokemaniac
One solution is to have battles be asymmetrical; the enemies have all the advantages and special powers, and are stronger than the player, while the player has the advantage of strategic thought, finding counters to each of the powerful forces on the AI's side. Some of the most satisfying enemies are ones who destroy you easily or prove a drain on your resources until you figure out a succinct way to defeat them. Personally, it's a real kick in the guts when the enemy then counters my solution, and can make a game quickly feel unsatisfying. But then again, there is definitely a market for deviously hard games.


I think you'd like Bonfire. I can't believe it took me this long to bring it up, actually, it's a good contributor to any discussion of strategic RPGs.

Q&A: The Moral of Dreaming Mary

Hm.

I'm not sure if you executed those ideas perfectly, because your stated intention of how the player's experience should be guided didn't match mine at all. The way the game was described and marketed made it obvious that there was a darker side to things, so I had my guard up from the beginning. And I never considered leaving Mary in the dream world (the Boaris ending?) to be good or safe, since Boaris is a creep. I went for the dark side in my first run simply because I was certain that path would actually be safer than Boaris; his being surrounded by light and cheerfulness just made him look even more sinister and dangerous. The way I saw it, the dream world was just as dangerous and twisted as the real world if not more, so I might as well face reality instead of staying in a not-so-happy delusion.

I suppose such an experience is hard to control, though. Player experience and interpretation is such a diverse, unknowable thing. I suppose that's why using games as artform can be tricky.

Dreaming Mary

Just popping in to report that this game got a glowing review on infamous media critique blog Dragon Quill. Congratulations!

The Logomancer

Okay, more hints:


The picture is code for a base-5 number. Decoding it can be tricky because the "test chest" only allows four digits and the code is 5 digits. You can get a close approximation of the number that should allow you to extrapolate, however; do simple numbers first, and pay attention to how place values are represented. Also remember that the digits are in reverse order.


If you're really stumped, the first number (flipped) is

41023

which can be converted to the final passcode, which is

2638


...I think. I might have reversed the first number, my notes are a bit hard to follow.

Goblin Noir: Cement Shoes are Highly Unfashionable

universe has been in developement for years for a webcomic


That sounds excellent. Do you have a link?

did you use it on the cop by the way? I have no idea if anyone has actually seen what happens to Sheila when you do that


Haha, I was sensible enough to realize that would probably be a bad idea. Now I want to go back and try it, though. :D (I did use it on Benny and was highly amused by the result.)

The Logomancer

http://en.wikipedia.org/wiki/Quinary

I don't think a full walkthrough would be necessary, but some of the puzzles are pretty esoteric, yeah. There are a few hints (including actual solutions) under "That One Sidequest" here.

Goblin Noir: Cement Shoes are Highly Unfashionable

Ooh, nice to see this here. I found this from Exeunt Omnes; the creator made a post recommending various discourse-based games and this was one of them.

I think this was quite nice, even though it was closer to a puzzle game than an RPG and the mechanics were a bit simple. The setting is utterly fascinating and I'd love to see more of it. It seems like a natural, modern evolution of a typical fantasy setting; urban fantasy in every sense of the term. The writing was light and funny as well. Quite enjoyable, overall. (Is the gun ever useful, by the way? I only used it a few times and I loved how it's always a terrible idea.)

There are a metric ton of typos, though. Dunno if that was due to the contest time crunch, but you should proofread more carefully.

Have you seen The Logomancer by any chance? It's...sort of what this game would be like if it was a full RPG and low fantasy rather than noir, possibly.