A game designer raised on a diet of Studio Ghibli films and point-and-click adventures. I also contribute to You Have Been Playing.
This looks like fantastic fun, can't wait to try it out.
I don't know. Ren'Py isn't our technology, and it's never cropped up before. I'll do some research and get back to you.
We were changing some things behind the scenes. Try it again now and if it still isn't working we'll take it up with Desura support. :)
A few people have said that it was similar to an idea they had, which is encouraging, because it shows that we're playing off an idea that people want to see realised. :D
He's making a Hitchhiker's Guide To The Galaxy reference, it was also one of the first text-based adventure games. :)
Could do, although I'm actually thinking that I will just add info to the end of the demo soon, rather than forcing people to yank themselves out of the application and onto a seperate web page.
Desura is a good distribution platform, but it's still just a platform, so why on earth would we base our game's design around the average Desura user's expectations? Besides, I don't see many text-based adventure games on here, do you?
Thanks, hopefully we can continue to impress you. ^__^
Well it's been changed now anyways, but it is a good feature, since not everyone has a nickname, and smartasses don't get the pleasure of being called "No" for the rest of the game, haha.
Umm, it is basically played like this. It's a text-based adventure, haha.
That's what gameplay in text-based adventure games is like.
It's just the tutorial level in the beta demo, since showing any more than that would reveal important parts of the story, but we're figuring out how to show a little bit more to people, perhaps we'll add two more levels to the beta later on.
It's not a marketing strategy, we just want to bring back a forgotten genre, but change it into something that audiences of today will appreciate. There is some nostalgia within the game for homage and fan service, but the whole game doesn't revolve around it.
I didn't originally think it was a big deal, but I shall probably fix that soon and update it since so many people have pointed it out. xD
You guys are doing some really amazing stuff with FPSC, few people push it quite so far.
and don't get me wrong, I would never jump on anyone for having criticisms of the game. We really encourage people to give us feedback on whatever they feel the game is lacking or whatever needs to be changed, that's how we can make it better. We can't please everyone of course, but we'll try and make it as good as we can within the boundaries of the concept. :)
Desura's classification system; all non-final games have to be filed under alphafunding, even if they're free.
That makes sense, and I guess we're kind of hoping that even if it doesn't appeal to people as a game, it'll appeal to them as a story. I'm currently thinking that in a few months time we'll update the public beta with some new areas, so people can get a better sense of how their input affects things in the story.
Thanks man, we knew from the start that the game won't appeal to a lot of people, and we're cool with that, but thanks for sticking up for us anyhow. :) With regards to the easter egg, make sure you call him his full name a la Adventure Time's opening credits. ;)
Thanks, really glad you liked it. We may update the public beta some time between now and then to give people a little more to play with. Can't make any promises though.
Well I suppose that to appeal to "New Age" audiences it has had to be simplified and streamlined rather a lot, and you're quite right, it does involve a lot more reading and blank filling, but when the focus is on storytelling and non-linearity, we're hoping this will work.
Thanks, the full thing should be quite a bit longer than that. ^__^ and yes, haha. Our artist is a big fan.
Would a cat do? We already had plans for a cat. ;)
Thanks, and just that it's something Adventure Time! fans will really like. :)
Aiming for December/January, and planning to charge $6/£4.
Thanks, and glad to hear it, that's what I was hoping to do for a lot of people. ^__^
Right now just the former, but there's still a lot of time to add other things if it's beneficial. Right now my gut is telling me to keep it strictly dialogue-focused, and leave point & click elements to another game, since it wouldn't be must of a text-based adventure otherwise.
Thanks! Glad it's appealing to you. :)
Thanks, and neither can we. ;D