I'm really not in the mood to install a strange app for games in my PC , it's already slow enough by visiting 99chan staight shotacon section ...
Dyson: There are interpreters for Linux, Mac, and other Unixes (I'd VERY loosely count Mac as one of those platforms) so it shouldn't be a problem for anyone to run it.
HyperTADS is compiled for OS7 but should run in compatibility mode or whatever. I'd try it out for you but I have this annoying habit of liking window managers that aren't a complete hassle to use.
HyperTADS is compiled for OS7 but should run in compatibility mode or whatever. I'd try it out for you but I have this annoying habit of liking window managers that aren't a complete hassle to use.
@HolyETheLine
Hahah, no worries here dude, like I said in the blog, it's pretty rough and hard to call a true game. I don't hold it against anybody who doesn't play it. I'll give you the exclusive tip though, I have two news games in development. One is as of yet unnamed and the other is a side scrolling platform/shooter (kind of) called Head full of Smoke. You heard it here first. =D
Hahah, no worries here dude, like I said in the blog, it's pretty rough and hard to call a true game. I don't hold it against anybody who doesn't play it. I'll give you the exclusive tip though, I have two news games in development. One is as of yet unnamed and the other is a side scrolling platform/shooter (kind of) called Head full of Smoke. You heard it here first. =D
Wow I just played your game... All I have to say is that I thought it was absolutely great. The story is wonderful on my first try I got the "good" ending (at least I think it's good) though I can see how it might be hard to get on a first play through. The story was great and I felt kind of sad at the ending. Overall a rather great text based game.
Wow, someone played my game? And actually liked it? Damn.... Thanks SPNKr! The story was the games strong point IMO, the gameplay is pretty terrible. My goal is to take the story and transplant it into a 3d adventure game, similar to Myst.
Yo, I just played your game yesterday, having unfortunately missed it before. Here are my thoughts.
- I'm totally cool with the text based adventure. I grew up on MUDs, so this is my bread and butter. However, the tool/system you used left a little to be desired. The immersion of the world could have gone deeper even with simple tweaks like being able to say "look painting" instead of "go west to look at the painting". It gives the player the illusion of more freedom, even if you haven't implemented a lot of things for them to do.
- There seemed maybe to be a bug in the Great Hall (I think?) where the exits were always S,E,W, regardless of what part of the room you were in. That confused me for a bit. Am I in a maze? The descriptions in the room didn't shed light on it either, so it just came across as confusing.
- The writing was solid, and actually the highlight of the game for me was The Squeeze. You did a good job capturing the helplessness of being trapped with no room to move and uncertainty about whether you'll get out. I've been caving once, and this particular fear is horrific.
- Maybe I didn't explore the right paths, but the game ended too abruptly. You could have heightened the tension and sense of impending doom when down in the bowels of the cave by making it, well, pending, rather than sudden. One moment I'm there, next moment I'm gone. Maybe give the player the chance to backtrack or something, even if their ultimate doom is assured.
- After the dramatic moment of The Squeeze, the question left in my mind was "how the heck am I going to get back out of this cave?" But you skipped over it. By the end you just magically make it back to the start. If the user engages in a risky choice like going through The Squeeze, it should at least be mentioned on the way back, too.
- I noticed a few times you mentioned things about how your buddy could probably fit through a crack easier. It gave me the sense of having a significant weight difference. Well, not only that, but I also picked up a subtle feeling of lack of self confidence too. When it came to the squeeze, I really had to have the guy suck it up and try to do something hard for once in his life! Yes, I unconsciously inserted those feelings into him as I played. I don't know if you wrote it this way on purpose, but if you did, it was kind of genius.
- I'm totally cool with the text based adventure. I grew up on MUDs, so this is my bread and butter. However, the tool/system you used left a little to be desired. The immersion of the world could have gone deeper even with simple tweaks like being able to say "look painting" instead of "go west to look at the painting". It gives the player the illusion of more freedom, even if you haven't implemented a lot of things for them to do.
- There seemed maybe to be a bug in the Great Hall (I think?) where the exits were always S,E,W, regardless of what part of the room you were in. That confused me for a bit. Am I in a maze? The descriptions in the room didn't shed light on it either, so it just came across as confusing.
- The writing was solid, and actually the highlight of the game for me was The Squeeze. You did a good job capturing the helplessness of being trapped with no room to move and uncertainty about whether you'll get out. I've been caving once, and this particular fear is horrific.
- Maybe I didn't explore the right paths, but the game ended too abruptly. You could have heightened the tension and sense of impending doom when down in the bowels of the cave by making it, well, pending, rather than sudden. One moment I'm there, next moment I'm gone. Maybe give the player the chance to backtrack or something, even if their ultimate doom is assured.
- After the dramatic moment of The Squeeze, the question left in my mind was "how the heck am I going to get back out of this cave?" But you skipped over it. By the end you just magically make it back to the start. If the user engages in a risky choice like going through The Squeeze, it should at least be mentioned on the way back, too.
- I noticed a few times you mentioned things about how your buddy could probably fit through a crack easier. It gave me the sense of having a significant weight difference. Well, not only that, but I also picked up a subtle feeling of lack of self confidence too. When it came to the squeeze, I really had to have the guy suck it up and try to do something hard for once in his life! Yes, I unconsciously inserted those feelings into him as I played. I don't know if you wrote it this way on purpose, but if you did, it was kind of genius.
Thanks for playing knutaf! Your criticisms echo my own criticisms about the game. I wish I had enlisted the help of a talented coder when I was creating this game, that way we could have really fleshed it out into a full text adventure. Let me respond to each of your points in turn:
-As far as the great hall goes, that was just an oversight on my part when writing the game. If I ever go back and redo this as a text adventure, I'll be sure to clear that part up. That's unlikely to happen though, as I'd rather redo this game as a 3D adventure game similar to Amnesia, I'm even considering just doing a mod for amnesia, using this story.
-There is some side area sort of stuff I put into the game, did you find the camp and the diary? It would have been nice to give the player free reign to backtrack, it just would have been too much work in the time I was given.
-Thanks for complimenting the squeeze, that is my personal favorite part of the game. I guess I never did reconcile how Floyd got back through though, it's another thing I'll have to fix when I redo this story. Perhaps the monster can catch up with Floyd and smash him clear through the squeeze, making the hole much bigger. I'll have to think about that.
Anyway, thanks again for playing.
-As far as the great hall goes, that was just an oversight on my part when writing the game. If I ever go back and redo this as a text adventure, I'll be sure to clear that part up. That's unlikely to happen though, as I'd rather redo this game as a 3D adventure game similar to Amnesia, I'm even considering just doing a mod for amnesia, using this story.
-There is some side area sort of stuff I put into the game, did you find the camp and the diary? It would have been nice to give the player free reign to backtrack, it just would have been too much work in the time I was given.
-Thanks for complimenting the squeeze, that is my personal favorite part of the game. I guess I never did reconcile how Floyd got back through though, it's another thing I'll have to fix when I redo this story. Perhaps the monster can catch up with Floyd and smash him clear through the squeeze, making the hole much bigger. I'll have to think about that.
Anyway, thanks again for playing.
I forgot to respond to your last point. Yes I was trying to get that lack of self confidence across in Floyd, I'm glad you picked up on that. I like characters who are nearly perfect in stories, but I prefer to see them through the eyes of normal flawed characters. In this game Ted acts as that nearly perfect figure, whereas Floyd is my everyman. Here is a link to the original character profiles I created for the game early in the dev cycle. There is a lot of information on both Floyd and Ted that didn't make it into the final game, as well as a bit about the cave itself towards the end. I hope to include some of that extra info in whatever direction I take this story in next.

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