Hi, I'm Sean, or seagaia on the internet. I design, program, and make music for games. I'm also a student right now. My current project is Anodyne - check it out!
thank you! it's the work of twitter.com/jonkittaka .
I keep following up with no response - for now, if you want one just e-mail me at email@example.com and I'll send you a key!
mon or tue i cant make them yet.
with the center BBCODE tags (square brackets) around the html
Wasn't sure myself - happened automagically with the image button - HTML is
Ohy eah the standalone went up a day or so ago! shoul dwork
Yeah it seems to be broken, idk why. I uploaded the patched swf a few days ago and I'm still waiting for admin approval, then it will go live.
If it's Android, maybe, if it runs fast enough! havne't release it on android yet, though.
hey, that is normal!
Okay I fixed this and it will be in 1.505 .
I have it on my to-do list to attempt to do!! Thanks!
You can download the full installer as a standalone.
Okay, I am uploading a build now. I will send it to you, could you test it? If the following don't crash the game:
-Trying to mess with window config in menu
-Quitting from menu
then we should be good to go.
Okay, thanks for bringing that up, I'll try to get a plain swf out in a bit.
It's possible - Jon did most of that area's level design and he has a lot of tributes to LA.
also if you cant get it to run at all let me know and i'll probably upload a SWF with no air api calls so it doesn't crash the game, you can run that in a browser or flash projecotr (not ideal but better than nothing!)
Whoops thought I replied to this: I use AIR 2.6 which is the last one that supports linux - if you can get AIR 2.6 to work on linux then Anodyne should be able to run
It's out now!
hooray! soooon! like, very soooon! like less than 36 hours! ahh
Well, there are some puzzles, but I wouldn't say the game is a puzzle game per se...I don't think I designed any of the rooms to keep you stumped for minutes...a lot of the game is about the aesthetic experience of exploring and overcoming these things, as it relates to the character, Young.
Yes, It's fun to have many items, but it's also fun to stick to a small set of two items and see what arises out of them, design-wise (which is one of the reasons I picked fewer items). While many items are fun, it can feel a bit shallow at times with the level design if I just throw lots of things in and don't let the two things be explored to their fullest. The difficulty of the dungeons arises in different ways than strictly harder dungeon puzzles.
Well, you do get one new thing near the end of the game...perhaps you will like it :)
You can't kill those monsters in the game, sorry!
Thanks for deciding to buy it! It would definitely be nice to get on Steam, but that is entirely in the hands of people who decide to make reviews of it or make videos of it. In any case this is only my first commercial release so I have time to make it to Steam still :)
There are more NPCs now and the non-dungeon areas have been fleshed out a lot in the past few months, so the video interview is a bit outdated. The minimalist/emptiness feeling of the world is definitely important to what we wanted to convey.
I talked a bit about the items in my below comment- mostly just I wanted to look at design in Zelda-like games from a more minimal standpoint, plus it was tough to make lots of items and still keep myself satisfied with the level design.
Jon thanks you for the art compliments! Yes, we hope we will get some press - many people enjoyed the demo we made a press push with in September, so I hope they will like the finished game!
no problem :) glad to motivate you!
Thank you! We'll need all the luck we can get with release...
rad, which one?
hey fib: I use camstudio recorder to get an AVI and then I use virtual dub to open the AVI and export to GIF. All for freee!
Thanks! Let me know if you do!
Thanks! Yes, we wanted to keep the game not super large (it is about 6-9 hours I'd say at the moment, though no one has played through it entirely yet), and I think we are doing an okay job in that regard! Didn't want to be hung up on one project for a very long time.
yeah, logically you can press in the top half to hit them. i'll probably move the graphics down to make it appear that way!
Whoops, if someone could change the link to /games/anodyne that would be great (I can't do it)
I figured releasing the current demo for free is a good idea to get all the resolution bugs out of the way and see how it plays. The input lags slightly because of all the layers of software, I'm hoping it won't detract too much.
Yeah :) that was a funny question. She was a nice older woman. And thanks!
Hoorah, glad to see the game here.
that's an assload of bullets.pretty cool enemy.
Holy ****, the super amazing wagon adventure IndieDB page. also I'm "tracking" you, which sounds creepy
thanks! I'm looking forward to buck & miles too!
Thanks! It is influenced by that wonderful game, and I hope that it will be a fun exploration as well.
Jon thanks you! It looks quite nice in game!
Hey, cool game, I played the first 6 levels. I like the design choice in giving the golden apples - what do the golden apples do? Also, the way the player smiles when she jumps reminds me of Rayman's jumping animation, which is a pleasant thing!
I didn't check but are there keyboard-only controls (to avoid having to use the mouse when clicking around)?