A game designer raised on a diet of Studio Ghibli films and point-and-click adventures. I also contribute to You Have Been Playing.
Hack Slash Loot? Me too man, that game looks AWESOME.
It actually reminds me quite a lot of Custom Robo Arena on the DS in terms of the visuals, so that's awesome.
Cool, and I don't think the scores are unfair, in fact given that they're comparing you to AAA survival horror titles I'd say those were scores to be proud of.
Cool. Love the visuals and the sound design. How well does it handle? The video makes it look like the controls might be a little squirrelly, but I don't want to judge it purely on that.
Cool, enjoy! :D
There should be a downloadable ZIP in the purchased downloads section over on the right. :)
Nice visuals, shall try this out when I get a chance.
Thanks man. :)
Awesome to see things coming along so quickly, and I love both pieces of music, the second one especially.
Keep up the awesome work my friend. ^__^
The burning barrel and swinging light looked totally out of wack, apart from that epic.
About bloody time. :L
Looking forward to this, I had a lot of fun with the demo. :D
This looks pretty cool. Sadly the lack of a Linux build means that I can't play it. :(
Thanks so much. ^__^
And yeah, I love the text input mechanic in the classics as well, but it seems like if the genre is to be taken seriously by anyone outside of that niche audience then it needs to adopt some more user-friendly mechanics from other existing game types.
I'd love to do a game that uses the old-style mechanic, but we really wanted this title to be something that just about anyone could pick up and enjoy, so it didn't seem like it was the right mechanic to use.
Absolutely gorgeous. ^__^
Yeah, I meant the computer. and very true. :)
To be fair, I don't like catergorizing it that much. All I know is that it feels pretty faithful to the classic text-based adventures, but also incorporates some compatible elements from modern games, hence it's being billed as a "new-age tex-based adventure".
Hope that helps.
If there's anything you'd especially like to see in it by the way, be sure to email us or drop a tweet with the #IncursionGame hash-tag. The whole point of the open beta is to incorporate as many good suggestions as possible, so if you feel like it needs some additional mechanics, or the existing ones need tweaked, please don't hesitate to say so. :)
It actually borrows elements from each. Initially the player performed actions in the game in a more classic text-based adventure style (i.e. typing things word for word for them to happen), but we changed it after deciding that that element of the classics was more a limitation and quirk of the time than something fundamental to the genre. What we have now is probably closer to a Choose-Your-Own-Adventure game, but it incorporates the classic style and sensibility of text-based adventures, as well as having ridiculously crytpic secrets that can be unlocked through key phrases in the dialogue.
What didn't you get? and hopefully, the rest of the game will feature a lot less explaining of things, more actual gameplay and story. :)
Specifically it reminded me of these: Img.photobucket.com
Looks good, and that's a very smart way of saving progress.
That is a whole lot nicer, good job. :D
How very Cave Story-esque. I love it. ^__^
I just meant if this gun shoots conventional bullets (like it appears to) then why not make it possible to carve the bullet tip, since presumably proper hollow-point ammo (and other ammo types) would be hard to come by, whereas all you need to make your own DIY hollow-points is a combat knife.
Gruesome, I like it.
I'm not sure. I think if the indoor sections are muted enough then this could be a great way to communicate the high-radiation of the outside world.
If it is ALL like this though, then yes, ******* tone it down.
See before/after: Funreviews.net