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SWEET SIXTEEN
author=Vaccariaauthor=grimurexPretty much understandable. Even Libby pointed that out how the game is designed in such a way. Still a bold move to go for it, though I would give it a shot (or not, I may just end up becoming Libby with her casette rant xd).author=VaccariaI knew what made it navigable, but I didn't want to copy it verbatim. We took more inspiration from games akin to Yume Nikki and LSD Dream Emulator, hence the more confusing and nonsensical layout. You're meant to get lost and not have a clear direction to go, slowly losing your confidence in your sense of direction before gaining it back once you understand the "rules" of the layout. It's meant to mimic the experience of a lucid dream (think "wait, this room doesn't lead to where I thought it would" being similar to the experience of realizing "wait, I'm dreaming?"), I think we achieved that quite well, but of course is not for everyone, which is more than understandable.author=MarrendYep, someone tried to do a MyHouse.wad clone the moment you spoke up about the field of clouds part (as well as the maze). Also, I came from watching Libby stream and I am 100% sure they took notes from it. HOWEVER, they completely forgot about what made MyHouse.wad's maze-like structure navigatable (same room layout, different design, and easy-to-point room transportation), hence the literal confusion.
Dead Velvet by grimurex and Raganoxer
Walking can definitely be faster.
As soon as I went from a long hall of bathroom stalls into to walking among a field of clouds, I lost all sense of direction. Maybe before that. It was certainly the moment that defined my loss of interest to continue playing. I suppose part of the challenge is to make sense of the teleport maze, and I have to give a few props to theGun of Blastinggun mechanic. Still, I don't think this game is for me. I don't doubt there are fans of this kind of game, though.
Also, thanks for the review as well! We'll definitely look on to those aspects.
EDIT: If I had used another RPG Maker besides 2003 I would have likely included features like a run-button to make navigation easier. But due to me having limited button usage it would have been too much effort in the week allotted to find a way to let the player run as well. The only buttons available to you are Interact, Menu, Shift, and Number keys 1-0, hence why healing had to be on your '1' key.
I might remake it one day and expand on it.
Speaking of which, do you think there's footage available of the play-through and chat during it? I ended up falling asleep before it was played and was disappointed to not see the stream available on Twitch.
Anyhow, the VOD's right here. Enjoy!
https://www.twitch.tv/videos/1853630922
Thank you friend!
SWEET SIXTEEN
author=Vaccariaauthor=MarrendYep, someone tried to do a MyHouse.wad clone the moment you spoke up about the field of clouds part (as well as the maze). Also, I came from watching Libby stream and I am 100% sure they took notes from it. HOWEVER, they completely forgot about what made MyHouse.wad's maze-like structure navigatable (same room layout, different design, and easy-to-point room transportation), hence the literal confusion.
Dead Velvet by grimurex and Raganoxer
Walking can definitely be faster.
As soon as I went from a long hall of bathroom stalls into to walking among a field of clouds, I lost all sense of direction. Maybe before that. It was certainly the moment that defined my loss of interest to continue playing. I suppose part of the challenge is to make sense of the teleport maze, and I have to give a few props to theGun of Blastinggun mechanic. Still, I don't think this game is for me. I don't doubt there are fans of this kind of game, though.
Also, thanks for the review as well! We'll definitely look on to those aspects.
I knew what made it navigable, but I didn't want to copy it verbatim. We took more inspiration from games akin to Yume Nikki and LSD Dream Emulator, hence the more confusing and nonsensical layout. You're meant to get lost and not have a clear direction to go, slowly losing your confidence in your sense of direction before gaining it back once you understand the "rules" of the layout. It's meant to mimic the experience of a lucid dream (think "wait, this room doesn't lead to where I thought it would" being similar to the experience of realizing "wait, I'm dreaming?"), I think we achieved that quite well, but of course is not for everyone, which is more than understandable.
EDIT: If I had used another RPG Maker besides 2003 I would have likely included features like a run-button to make navigation easier. But due to me having limited button usage it would have been too much effort in the week allotted to find a way to let the player run as well. The only buttons available to you are Interact, Menu, Shift, and Number keys 1-0, hence why healing had to be on your '1' key.
I might remake it one day and expand on it.
Speaking of which, do you think there's footage available of the play-through and chat during it? I ended up falling asleep before it was played and was disappointed to not see the stream available on Twitch.
SWEET SIXTEEN
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