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Little Briar Rose

It might be over the top and even too busy visually (just impressions without having played the game yet), but damn that graphical style is amazingly done. Gorgeous and imaginative.

Developer Blog #4: Get Drunk, Do Drugs, and Sober Up

It could be interesting if using too much drugs causes the character to develop an addiction: it would then cause negative consequences (like temporary stat losses) if you went on without using them atleast once in a while.

Developer Blog #2: Mining, Cameras, and the infamous HUD

Good news about the somewhat cluttered HUD going away, I think. I've played Infinity 3 for a good amount of time and I never liked it (the HUD). Will you also be thinking of applying a custom font this time? I dare say the bland fixed-width default has already served its purpose for the series at this point.

Sizing Up the Holy Triangle.

To add: The black sheep of the Holy Triangle family is the Support role, whose function in the group varies widely between games, but generally speaking they provide many useful buffs/debuffs and other utility that benefits the whole group. The Support(er) makes fewer appearances as its own distinct role though, because the kinds of abilities a Supporter would use are almost always baked into the other classes' rotations to make those roles more interesting and varied to play.

Canvas

It's almost criminal that a game this interesting has gotten so little attention or comments. That being said, I'm already stuck... in the second room, the one with the 4 switches. I'm sure I'm missing something obvious, but the door won't seem to open even though I seem to have got all the switches pressed.

Blue - moved the rock over it. Red - pushed rock on top of it. Green - just walked over it. Yellow - seems to activate when I stay on it. The puzzle may be more devious than it seems. What am I missing?


There's also a bug in that if you drop a bomb on a switch, it appears behind the switch graphic. Anyway, promising game but my ineptitude is keeping me from progressing further for now :)

Let's work on your game descriptions!

A short and simple summary, but a few sentences could be better joined together and some unnecessary punctuation culled etc. How does this look?

A simple, short platform game about a worm called Fishbate, who comes home one day to find his girl(worm)friend kidnapped, with only a note left in her place. He must now venture across the land to save her!

This game was created with the RPG-Toolkit. It is not a side-scrolling game due to the engine's limitations. Instead, as Fishbate approaches the end of an area and touches the screen's edge, the following area is loaded, and Fishbate's grand adventure continues!

Programming by Grindalf
Graphics and Music by Lotus

She (DEMO) Beta Review

Yeah, this reviewer might well benefit from playing a few other (good) horror games to get some perspective what can be considered good gameplay and what's not, but I'm also agreeing with many of the points brought up here. Although I didn't finish the whole demo, and there were some things hampering my enjoyment of the game, there's potential for this game to be above the par overall among the RM horror genre.

And five stars is an excessive rating to give for a demo, I think, when no stars need to be given for demos in the first place. It needlessly inflates what this game can realistically achieve to gain, but only when it's worked on some more.

Whatchu Workin' On? Tell us!

I'm working on a simulation/trade/diplomacy/politics-RPG that for once in the longest time I can actually say with confidence will see some sort of a release in the horizon! Mostly thinking of backstories and ideas for its characters at the moment. No random battles here, all enemies you encounter are unique guys and gals with different strengths and weaknesses, and your goal isn't necessarily to beat em all up, but maybe to get as many of them on your side as you can: and it might be necessary, because they might also team up and hunt you down together if you piss them off too much. I settled to have about 35% of the rivals you meet to be assigned random factions/strengths/weaknesses to make things more interesting.

Having a blast with simply eventing and writing dialogue, perhaps just for the fact that this time I decided not to map any towns, which I always hate making, and forcing myself to endure them just grinds my projects to full stop. Here cities are represented simply by "here's a list of locations, where'd you like to go?".