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Runner: a (sort of) postmortem  photo

A little while ago, I released Runner, a game I made alongside Jonathan Holmes and Ashley Davis. In the original release post I promised I'd write a postmortem detailing the ideas and work that went into the game.

This is that postmortem. Sort of. It's more about what I do and don't like about the game rather than how it was made, but you get the basic idea.

If you haven't played the game yet, you can download the game files here (Windows only, and make sure to extract everything into the same folder). The following series of unconnected ramblings doesn't necessarily require prior knowledge of the game, but it certainly wouldn't hurt you to have tried it.

Anyway, hit the jump if you're at all interested in how and why Runner was made, as well as what I think it succeeded and failed at. It's pretty long, though.

If you're not interested in that, I've at least attached hi-res versions of the art Ashley Davis did for the game.

Making the game

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Fuck Matt Korba.

He's the Lead Designer of The Misadventures of PB Winterbottom, and meeting him at GDC 2008 was pretty much what caused me to want to make a game in the first place.

As GDC was more or less my first big gaming event ever, I went into it with a pretty specific, if subconscious set of expectations. I'd always wanted to secretly make games, but I also knew that game designers were either old, insane, douchey, or some combination of the three. Only one of those adjectives applied to me, and thus I felt wholly incapable of becoming a game designer.

A couple days into the conference, Chad and I talked to the Winterbottom team and found out Korba -- who is only a few years older than me -- had basically taught himself Flash in order to create a prototype of his head-explodingly cool time travel game. Given that he and the rest of the team were still insanely cool and friendly people to boot, Chad and I became morose.

As we stood on the escalators leading from the show floor to the street, Chad and I lamented the fact that these college kids were creating downright incredible stuff that, even if it ended up sucking, would still be something real, and artistic, and completely theirs. As game critics, we just bitch about the stuff they make -- which is fun and all -- while they make actual stuff, without having to sell their souls or act like dickheads to do it.

We tried to comfort ourselves by referencing the end of Ratatouille and assuring ourselves that a decent critic can defend the new and increase public awareness of great things and all that other wonderful stuff, but I still felt like I was making excuses. The Winterbottom team's existence proved that there was really no excuse -- not money, nor expertise, nor old age and experience -- to not create something on your own if you really wanted to. 

After I got home, I came up with an idea for a game, worked my way through one or two quick Game Maker tutorials, and pitched my ideas to Rod Humble and Jason Rohrer. When both of them responded positively, I started programming the game with shitty, geometric shape-based prototype art (which Humble suggested I use in lieu of actual sprites, becuase he is Rod Humble). After that, one thing more or less led to another.

 

Stuff I like about Runner:

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Unintentionally meaningful stuff found by players

One of my biggest initial irritations with Runner was that its linearity, I assumed, would not lend itself well to multiple interpretations. I was afraid Runner would either be a game you "get," or one you don't. It still is that, to a degree (more on that later), but a few players came up with some really cool interpretations of stuff I'd never really thought of. 

The way the papers fly backward from the typewriter, for instance, was just supposed to be a neat visual thing, but a couple of people thought of those flying white sheets as projectiles that the Runner is effectively firing at his memories to keep them at bay. Now that I think about it, I kind of wish I'd actually programmed something in to this effect.

 

People avoiding the New Girl

I wasn't sure if people would actually avoid the blonde girl once she appears in front of you, but I really wanted this to be a sort of subconscious choice the player makes -- like, she looks friendly, but every other woman in the game is out to hurt you, so do you choose to go out on a limb and meet her or avoid her just as you have all the rest?

I'm sure the player's "choice" regarding whether or not to avoid her ends up being nowhere near as deep as that in the actual game -- you're scared of touching other characters and losing, so you avoid her, or you've already avoided her once and were surprised by the abrupt ending so you restarted and touched her just to see what else the game had to offer -- but I'm still sort of pleased that the game makes you actively frightened of really friendly-looking characters like the New Girl. Sort of.

 

The art, and the people who made it

Individually, Ashley Davis and Jonathan Holmes are literally the two nicest people I've ever met. They are also remarkably good at illustrating. Working with them was pretty much the easiest, if most guilt-inducing process in the world; I'd ask them to do something for free, they'd do it, and then I'd ask them to make eighty changes. This went on for up to six months, and neither of them complained for a second. And Jon still refuses to accept any sort of payment. 

The game's overall look was my biggest worry during the planning stages, but I'm absolutely ecstatic with how everything turned out.

 

It got done

For better or worse, I made a game, and I can say I made it the way I wanted to, and if anybody asks I can say that I'm technically a game designer. This makes me happy.

The most useful piece of advice I got concerning the game's production came from Rod Humble:

"The most important bit is getting a work process you feel comfortable with and that leads to actual code being written EVERY DAY. I cannot emphasise enough how important this is. Your work process should lead to you coding every day, it can be 5 minuites, it doesnt matter just do something, move the ball a little bit more up the hill. if you dont then you will wake up 6 months from now with a game idea and still no game."

If I hadn't followed this rule, I'm almost positive the game would have never reached completion. I'm incredibly grateful for this suggestion.

 

The visual obstruction mechanic

The idea of the speech bubbles obscuring the road is literally the only original thing in all of Runner, and without it the game would be a complete waste of time. It seems to frustrate a lot of players, which I think I'm okay with, considering that's sort of the point.

Granted, it no longer becomes the point of the game if you get so frustrated that you stop playing altogether and delete the thing off your hard drive after a few minutes of playing it (I guess that would [poorly] symbolize suicide, or something?), but the whole idea of an already-difficult task made downright unfair by the speech bubbles was pretty much the first idea I ever had with Runner, and the fact that it successfully frustrated people is, in a way, a success. It's supposed to feel unfair, because that's what the game is about.

The mechanic also made the less helpful critiques easy to ignore; if a player didn't want to put forth the mental effort to understand the obfuscation mechanic but still jumped onto their soapbox to angrily decry the game, it became exceedingly easy to ignore said criticism. Considering it's an artgame, I initially had a lot of trouble distinguishing between legitimate critique and rantings from people who just didn't "get it." As unimaginably douchey as I'm sure this sounds, the obfuscation mechanic ended up being the litmus test by which I'd decide how much attention I'd pay to player critique.

 

Stuff in Runner that I'm not sure how I feel about:

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If you get good at the game, what does that mean?

When Jonathan playtested the game with some of his friends, he told me he was surprised by how "fun" it was. Initially, I thought this was great. Hey, my game is fun! Now people will actually want to replay it, which they so seldom do with artgames!

In reality, though, the idea of Runner being "fun" -- of the player being so good at the game that it becomes breezy and entertaining -- sort of runs counter to the point of the game. It's not really fun to find yourself plagued by memories of past relationships, even if you're really good at ignoring them. 

Luckily, I don't think too many players ever ended up getting so good at the game that it became actively entertaining.

 

Most people didn't enjoy it very much

I enjoy the game and it intrinsically feels like the game I wanted to make, but I may be relatively alone in that. I initially thought that so long as I was happy with the game, I'd be fine. As it turns out, though, finding that people like your game tends to make you feel good, while finding out they don't tends to result in the opposite reaction.

Jonathan thinks the reason our game didn't get too much press stems from the fact that since a bunch of videogame bloggers made it, other sites might not want to give their competition more hits. He may have a point, but I think the more pressing reason may be the fact that most of the people I showed the game to just didn't like it that much. They either didn't get it and admitted as much, or seemed to understand it but didn't respond with anything after I sent them the link (which would imply they didn't enjoy it and didn't want to hurt my feelings by teling me so).

This led directly to the fact that

 

Nobody played the goddamned thing

Seeing my game on TIGSource was really goddamn cool, but only about three thousand people have played Runner in total. Perhaps I shouldn't be complaining, as there are tons of quality indie games out there that don't attract half that many players, but I was surprised to find myself bummed out when more people weren't downloading Runner, and that after the first two days of release no other sites wanted to report on it.

I know -- boo hoo, poor me, whatever. It shouldn't bother me at all, but does, which in turn bothers me even more.

 

Some people didn't know there was an ending, or when they'd reached it

Since the game tells you not to pay attention to the speech bubbles, and since the speech bubbles are pretty much the only thing that change (and thus denote progress) for the first minute and a half of the game, more than a few players thought the game just went on forever. A friend suggested that I could change up the obstacle colors every 30 seconds or so in order to show progress, but I didn't like how this changed the metaphor and kept everything as it is. Still, the lack of visual progression can be a real problem for players who don't have the fastest reflexes in the world, and I'm sure a hell of a lot of people didn't end up finishing the game simply because they didn't think it was possible. 

Even if they did reach one of the endings, I found, about half the players I talked to weren't positive that they hadn't experienced a game-ending bug. I initially thought the sudden cut to the credits would be a conclusive and sufficiently artsy-fartsy way to end the game, but its abruptness confused a lot of players. I should have had the game fade slowly to black.

 

Stuff I don't like about Runner:

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It's insanely derivative

The gameplay is ripped straight from Battletoads, the side scrolling feels reminiscent of Passage to me for some reason, and the art style difference between the game world and the speech bubble sequences evidently reminded a lot of people of Braid. None of these little (or huge) similarities were actually intentional save for the Battletoads stuff, but about half the comments I've read about Runner point out that it feels as if it's trying to be like Braid.

Even before releasing it, however, I felt weird about the fact that, apart from the obfuscation mechanic, there's literally nothing new in Runner (and even the obfuscation thing has been played around with by Space Giraffe and Wrath of Transparentor, by that dick Matt Korba and some of his friends).

Since I know very little programming, most of my ideas seem to be borne out of games I've already played. I take the existing gameplay, I tweak it in my head so that it means something else, and during production I try to comfort myself by calling whatever I'm doing an "artgame recontextualization of a classic game" rather than "a complete ripoff."

When I had the idea for Runner after GDC 08, indie artgames were a relatively new fad. Today they're pretty much everywhere you look, made with varying degrees of competency. On an artgame mailing list, Chris Hecker stated:

I think "pixel art + pleasant folksy music" is to art games what "normal maps + real time ambient occlusion" is for AAA games.  You just sprinkle some on, and sit back and wait for the magic to happen.  It's a lot easier than really figuring something out!"

And, really, he's got a point. Pixel art allows the player to superimpose their own emotions and physical details onto the minimalist characters, piano music allows the designer to seem "deep" without actually having to do any work, and asking the player to wring a bunch of hamhanded metaphors from the gameplay mechanics is a sort of cowardly way of foisting all the thematic responsibility on the audience, so that the creator can blame them if they don't end up enjoying it. I still adore Runner's art and music, and would not change them for the world, but my choice to use them was a fairly uninspired one.

A year ago, there wasn't really any such thing as a derivative artgame. Today, Runner may be the best example of one.

 

The game is borne out of an inherent contradiction

Runner derives meaning from two main places: the metaphor of its mechanics, and the loose narrative it tells throughout its four minute running time. This would be great, if these two things hadn't ended up being at odds with one another.

Since the game initially presents a lot of confusing stuff to the player -- who are these women, what are they saying, and what is the Runner's relationship to him? -- the player is initially locked into this mode of decyphering visual and mechanical metaphors. At the end of the game, these metaphors are put to the test when the Runner meets a New Girl, and all the vague questions from the beginning of the game are quasi-explicitly answered by what happens when you meet her. The game has a definite, intentional arc of player emotion that goes from mild confusion at the beginning of the game, to general understanding at its end.

But what if you can't beat the game? 

The game is meant to be difficult because of the subject matter, but what if the difficulty is so great that you just pereptually remain in this state of  metaphor-decyphering confusion? What does that mean? In theory, one could say that a player constantly losing represents their inability to get over the memories of old relationships, but the player doesn't know that. They don't even know the game is about the memories of old relationships until they get to the end and meet the New Girl.

Failure, in this scenario, is meaningless unless the player makes it all the way to the end of the game -- and considering the lack of progression feedback mentioned above, a lot of players may not have bothered to finish at all. Such players were left in an awkward interpretational limbo, where they have just enough information to be confused and pissed off, but not enough to have a full understanding of what they're actually pissed off about.  

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The player has little interpretational freedom

Since much of the game's meaning comes from the aforementioned loose narrative, the player doesn't really have the ability to interpret their play experience with the degree to which one might with a game like Passage. In Passage, each different way you might choose to play tells you something different about life and death. Depending on whether or not you picked up the spouse, and how many points you scored, you get totally separate but equally meaningful statements about the human condition.

In Runner, you either get through the story or you don't. There's a little bit of interpretational wiggle room with the really vague stuff (like the aforementioned typewriter thing) and a few subtle, binary choices you can make throughout the game (both the New Girl and typewriter can be intentionally avoided), but there's no real sense that your method of play determines what themes you get out of it. At least, not to the degree that Rohrer or Humble's games afford.

 

The ninja thought bubble

There should have been a frame with the Runner, the redhead, and the ninja all in the same shot.

 

The code is crap

Runner's "code," if it can be even be called that, is a mess of weird alarms and needlessly complex object relationships and a bunch of interlocking drag-and-drop stuff that was not only time consuming and inelegant to implement, but made debugging way more difficult than it should have been.

Before Runner, I knew next to nothing about programming. Everytime I got confused while trying to implement something mildly difficult (like, say, variable sprite depths depending on where they are in the foreground or background), I'd go running to the Game Maker Community forums, where I got incredibly helpful advice in a matter of hours. This worked like a charm in the short term, but I also didn't end up learning anything new throughout the game's production (apart from the revelation that, rather than being simply bad at programming, I am really bad at programming). 

Again, I'm glad the game got done and all, but I don't feel even remotely confident about programming my next game. I'd like to pretend that I would somehow be a smarter and more intelligent coder, but my knowledge of Game Maker is still restricted to drag-and-drop commands. In terms of sheer coding ability, finishing Runner taught me almost nothing. That's as terrifying as it is saddening.

 

The controls would probably make more sense mapped to an NES or SNES controller than a keyboard

I mean, you can use Joy2Key or Xpadder or whatever, but I would have loved to put in some real gamepad support. It's a game based on a retro level that had to be played with a controller, so it'd be only fair that the game is best played on a joypad of some sort.

 

It took a year to make, and I don't know if my next game will be completed any quicker, or be any better

Since I cannot program, I will slowly write crappy, derivative, difficult-to-debug code; since I cannot do art, I will have to wait on other people who work for nothing during their free time, whose every generous creation I will criticize and complain about and ask for revisions on. This is an awful way of going about things, but it is the only way at my disposal.

It took me a goddamned year to make four minutes of gameplay, and there's no excuse for that whatsoever. Well, maybe you could excuse it by pointing out that this was my First Game I've Ever Tried to Program Ever, but still -- most peoples' first games take a few weeks or months to put together. Not a frigging year. But I really don't see any better way to go about things, short of outright hiring a programmer and an artist (which I can't afford).

And since I am moderately happy with the final product despite the fact that most people didn't really enjoy it, how can I improve? The ideas I have for my next game are almost completely different than Runner, but how do I know they won't be received in exactly the same way? Should I even care if people don't like them?

I dunno. Either way, Runner doesn't feel like my last game.

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52 comments | showing # 1 to 50
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Wintersocks's Avatar - Comment posted on 05/23/2009 13:18
Wintersocks
don't let it be your last. Then the podcastle couldn't do another "in depth analysis"
Insd's Avatar - Comment posted on 05/23/2009 13:20
Insd
Good Job.
Dimly's Avatar - Comment posted on 05/23/2009 13:26
Dimly
I can't wait for Runner 2: The Runnening.

Seriously, I enjoyed this game for what it was, and think that a year to create something such as Runner when you are busy writing for several websites, traveling, and trying to have a personal life is huge, Anthony.

Bravo, man.
falinter's Avatar - Comment posted on 05/23/2009 13:31
falinter
keep at it Rev
randombullseye's Avatar - Comment posted on 05/23/2009 13:33
randombullseye
You made a video game?
Qraze's Avatar - Comment posted on 05/23/2009 13:34
Qraze
i still have yet to play it. one of these days i will.
kalidanthepalidan's Avatar - Comment posted on 05/23/2009 13:34
kalidanthepalidan
I think you should make another. I enjoyed Runner and would be disappointed if it is your last.
ProperlyParanoid's Avatar - Comment posted on 05/23/2009 13:39
ProperlyParanoid
"They don't even know the game is about the memories of old relationships until they get to the end and meet the New Girl. "

Well, I actually thought it was about past relationships near the beggining of the game. Which actually made the encounter with the New Girl more interesting.

Also, is it possible to dodge every obstacle with the New Girl. Probably not, but I know I tried a lot.
ProperlyParanoid's Avatar - Comment posted on 05/23/2009 13:41
ProperlyParanoid
Oops, forgot the question mark!

"Also, is it possible to dodge every obstacle with the New Girl?"
4knuckleshuffle's Avatar - Comment posted on 05/23/2009 13:49
4knuckleshuffle
Can we get Aaron Linde's RunnerQuest any time soon?
Drewcifer000's Avatar - Comment posted on 05/23/2009 13:50
Drewcifer000
Wow. A year? I would have killed someone by then.

Programming is a bitch. For your first game, you did well enough. This next project better kick ass though.
pixelpunx's Avatar - Comment posted on 05/23/2009 14:06
pixelpunx
Great Job!
Niero's Avatar - Comment posted on 05/23/2009 14:18
Niero
amazing and fascinating read. I hope to follow in your footsteps someday
Anthony Burch's Avatar - Comment posted on 05/23/2009 14:26
Anthony Burch
Mirax:
Nah, it's impossible to dodge the obstacles after meeting the New Girl.

A statement about how relationships feel inevitably doomed, or total laziness? You decide.
HarassmentPanda's Avatar - Comment posted on 05/23/2009 14:28
HarassmentPanda
When making a game it's easy enough to figure out what makes you happy, but appeasing others is something you only get better at with time. Particularly with an artgame, where the focus tends to be more heavily weighted toward conveying a message than "having fun."
HarassmentPanda's Avatar - Comment posted on 05/23/2009 14:31
HarassmentPanda
Also, I agree with Mirax--it was apparent to me that the girls were from a past relationship very early in the game. So, I may have missed out on the whole journey from confusion to understanding.
Anthony Burch's Avatar - Comment posted on 05/23/2009 14:33
Anthony Burch
Wait -- did the Podcastle analyze my game?
Phalanxxx's Avatar - Comment posted on 05/23/2009 14:39
Phalanxxx
I think you've done really well with runner. You've shown that effort makes product even if you don't feel like you learned anything, you've made some strong points, in the game and out of it about what people can do.

Besides, aren't you always criticising poeple for screaming 'innovation' at things? Getting back-to-basics, sticking with what people know, nowadays, that's practically an original idea in itself.
JynxShot's Avatar - Comment posted on 05/23/2009 14:57
JynxShot
I liked it. At times I felt like it tried a little too hard to strike out and be original (that quote about pixel art + piano music = normal mapping and shading hits the nail on the head), but I enjoyed analyzing all the elements of the game and thinking critically about it. Running from memories and having them cloud your view of the present and future was cool, and the new girl was something I didn't expect, though if I have to ask anything, why does the typewriter make you fly? I could understand keeping the memories back but it was odd when all of a sudden I took off.

Also, for what it's worth, I didn't know you made a game until I saw this post. When you do your next one, put it on the site's sidebar or something.

This was way more than I- or many others I'd imagine- would have expected for a first attempt. Keep going.
Technophile's Avatar - Comment posted on 05/23/2009 14:59
Technophile
Like I said when I gave my two cents on it, it's a damn good first effort.

My advice is to ditch gamemaker and try to learn flash (and from there c++ or visualstudio) You will have more freedom, your bugs will be relatively easy to fix, your code should be cleaner and you will learn something that may end up being more useful then just making games.

You need tools that aren't going to stifle or limit your creativity.
XanderSan's Avatar - Comment posted on 05/23/2009 15:45
XanderSan
I think Technophile is onto something. There's the idea of choosing the right tool for the job, but even if you have a target at 500 yards away and you're using a high-powered rifle.. if you're giving it to a pilot that sort of defeats the point. Maybe finding something to suit your own style and strengths more than the project could be a better idea? I'm not sure as I haven't coded anything beyond an IF before.

As a real response though I'll put this up on TIG later today and try to construct a more well thought out reply. So look out for that.
themizarkshow's Avatar - Comment posted on 05/23/2009 16:33
themizarkshow
I thought it was pretty sweet considering it was your first effort, you were the one programmer, and your buddies did the art for you. Not only that, but you didn't have any sort of marketing campaign or anything and still got 3000+ downloads/plays. I've had a few fairly simple game ideas floating around in my head for a while now, and Runner has pushed me to start exploring what game making tools I should learn to get something actually made.

I look forward to your next game, whatever it may be. It's always awesome to see gamers making games... and hopefully I'll be joining that group within the next year or so.
Drewcifer000's Avatar - Comment posted on 05/23/2009 16:36
Drewcifer000
Anthony Burch is teh man.
Johnny Justice's Avatar - Comment posted on 05/23/2009 16:38
Johnny Justice
"There should have been a frame with the Runner, the redhead, and the ninja all in the same shot."

I thought the ninja was meant to be the Runner in costume. It gave me the impression that the redhead lacked a playful personally and thus didn't appreciate the Runner goofing around (filming her, dressing up). Anyway, after having a better look it's obivous they're different people.

"Wait -- did the Podcastle analyze my game?"

Haha, not really.
Eschatos's Avatar - Comment posted on 05/23/2009 17:00
Eschatos
I kinda liked it, though I didn't find it amazing. Tell me, what does the ninja represent?
DaedHead8's Avatar - Comment posted on 05/23/2009 17:21
DaedHead8
I thought Runner was a success, like Mirax, I too understood the basic message very early into the game. You can also count me among the people who think the game is fun. In fact, it's so fun that I've shown it off to a couple of retro gaming buddies I have who aren't really online ever. They had a blast with it. So even though only 3000 people downloaded it (so far), I'm willing to bet a far greater number have actually played it. One last thing, I too am terrible at art and coding, so don't let that get you down. Coding can be learned and there are more than enough artists out there. Besides, there is nothing wrong with focusing on the design aspects of game development. I look forward to your next effort.
woodPecker's Avatar - Comment posted on 05/23/2009 17:37
woodPecker
Congratulations on finishing a game. seriously.
Wedge's Avatar - Comment posted on 05/23/2009 17:39
Wedge
I never even figured out how to play the game, and then got bored and quit...
Jack Maverick's Avatar - Comment posted on 05/23/2009 23:35
Jack Maverick
You got to do what you wanted to do rather than hold inside you all this time, be satisfied that you got to see your vision come true.

Pep talk aside, I still can't manage to get too much further after you get the first typewriter. But I'm pressing onward because I want to know where this road leads me.
Master Leaf's Avatar - Comment posted on 05/23/2009 23:49
Master Leaf
I lost pretty quickly on the first try, but on my second go through it dawned on me what the game was symbolizing.

Three things. One, I applaud your first effort into game making. I was moved by this piece, thankfully not to the depression that Passage put me through. Two, for some reason, I laughed out loud in front of my computer when New Girl's bubbles came up, and they just showed her running into the door time and time again. Three, I don't know if I was seeing things or you designed it that way, but the Runner's face when New Girl left him really let me, I dunno, connect with him.
Gangles's Avatar - Comment posted on 05/23/2009 23:55
Gangles
Terrific postmortem, looking into the game design process is especially interesting when there's a strong sense of personal authorship in its creation. I look forward to playing your next game!
Luigi takes over's Avatar - Comment posted on 05/24/2009 00:01
Luigi takes over
I dunno. I think it sucked. But that's probably because it's the battletoads bike level but somehow MORE ANNOYING.

The art is cute and the story is neat, but goddamnit man; I really hated that god awful battletoads level and I dont know anyone who like it. Why in gods name would you base an entire game around it?
AgentMOO's Avatar - Comment posted on 05/24/2009 00:27
AgentMOO
Anthony, it's cool to read all the details about the intended and unintended meanings and mechanics in the game. The project came out great, especially for a first game - keep going man!
Zagieman's Avatar - Comment posted on 05/24/2009 00:42
Zagieman
Awesome stuff Anthony, people like you are what keep me interested in working on my game when it gets the better of me. I should really befriend some artists to make my life easier.
Hermitwise's Avatar - Comment posted on 05/24/2009 00:47
Hermitwise
The only thing that separates an artist from anyone else is their ability to actually do it, do it until it's finished and then even if no one pays attention or thinks anything you did was good or original do it again. I think it's a very expressive game and I think game developing is an exceptionally difficult form of art because you have to spend so much time making one, I can sketch something in five minutes but if it took me a year to sketch one thing I don't know if I could have stuck with it at all. Good job
goodgamer77's Avatar - Comment posted on 05/24/2009 00:51
goodgamer77
Now, just get picked up by Valve and go make art games that include Jonathan Coulton songs at the end.
Ballistic's Avatar - Comment posted on 05/24/2009 01:17
Ballistic
You pretty much got all the things I had to say about your game in this post except one, Anthony. You really should have found a better way to communicate to the player to AVOID the girls other than writing AVOID over their heads. Some kind of raincloud or other menacing thing in their area of the screen would do the trick to give the player the idea to run in the other damn direction. Otherwise it was handled pretty decently for someone's first game, I would say.
RonBurgandy2010's Avatar - Comment posted on 05/24/2009 08:36
RonBurgandy2010
Make one where we have to give all the Dtoid employees hugs.
UglyDuck's Avatar - Comment posted on 05/24/2009 11:35
UglyDuck
Well, I thought it was pretty good.
Darren Nakamura's Avatar - Comment posted on 05/24/2009 13:56
Darren Nakamura
As a budding indie designer, this was all very interesting and relevant. Can I start a slow clap?
perri's Avatar - Comment posted on 05/24/2009 15:38
perri
Dexter, consider that slow clap quickened.

A great follow up, refreshingly honest and really insightful. Very valuable text- thanks for writing- I'm sure it was pretty cathartic for you.
oberoi's Avatar - Comment posted on 05/24/2009 16:29
oberoi
why didnt you attach my poster? :( it was awesome!

I'll post it again just in case someone missed that THIS IS THE OFFICIAL COVER FOR THIS GAME.

GunSlap's Avatar - Comment posted on 05/24/2009 17:40
GunSlap
When will you sell the rights to make a movie version of the game? That's all this game is really missing from being a AAA title, a poorly made film adaptation!
CblogRecaps's Avatar - Comment posted on 05/24/2009 17:42
CblogRecaps
A few random things...

You can avoid the typewriter? I tried to avoid it during a play through and found that I couldn't.

People actually found the game hard? Jesus...

tbh if it was playtested better and didn't require a solid few days of constant fixes and rereleases I think people might have received it better. I know the first time I actually beat it without it crashing the abruptness of the ending made me think the game fucked up again. I think I missed out on some of the meaning because of that. :(

A bit disappointed that you didn't talk about the story and meaning you had in mind when you created the various aspects of the game (unless you already did). I suppose that's part of what makes it an art game, but that's just lazy and is what usually bugs me about art games.
dipnlik's Avatar - Comment posted on 05/24/2009 18:30
dipnlik
I haven't played the game, it fails to run on my VirtualBox, but I really liked what I read here, it's like develoerp comentary :D Congratulations because you managed to finish the project and stop comparing yourself with people who took less time doing whatever thing they've done, this is bullshit.
Excel-2011's Avatar - Comment posted on 05/24/2009 19:15
Excel-2011
I'd get a lot farther with my own Game Maker project if I personally knew someone who was good at making sprites within driving distance.
Chronic Logic's Avatar - Comment posted on 05/25/2009 00:11
Chronic Logic
I forget everything I read when I got to the part about Battletoads. I shall never look at this game the same way ever again.
e-roder's Avatar - Comment posted on 05/25/2009 07:07
e-roder
Hey Anthony,
It's not easy to contact you on this site, but if you're interested in making another game please get in touch with me. I got too frustrated with this one and gave up, but I liked the style. Keep it up.
geekbot's Avatar - Comment posted on 05/25/2009 11:52
geekbot
I'm sad to say I only got around to playing this game today when I saw the postmortem go up, so it's largely because of people like me that you probably didn't get as many hits as you should have received, because this was indeed a lovely game.

The method in which you incorporated the narrative within the game's actual play mechanics was truly well thought-out.

I also understand why you might think that fading the screen to black might have been more indicative of the game coming to a close, but honestly, the abruptness of the ending is in large part why I believe it works so well.

In any case, I hope many more people take the time to check out what you've done, and I for one, hope that you continue to make more games in the future.
doctorzizmore's Avatar - Comment posted on 05/25/2009 14:32
doctorzizmore
I really wanted to play this game, but I only have a mac. I could probably get a hold of a PC laptop...but i guess i don't care enough.

Any plans to make your next game an online flash game?

Anyway good luck with the next game, hope you keep it up.
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