I kinda hate how games with artsy graphics like this one get judged by a completely different set of standards (ie: extremely lenient). If this game had the exact same gameplay, but looked like Cloning Clyde, no one would give a shit about it.
Which, I guess, is understandable. But I have no problem chalking it up to an act of charity for a small developer.
ya exactly, I mean it's fine, it took me the advertised 3 hours, I had a fun time with it but I've played free flash games that had a similar vibe and similar amount of production value.
I'm not pissed i spent the 15 bucks on it per se, it just should have cost 10.
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PaperLuigi44My amazement is at maximum capacity.Registered Userregular
edited July 2010
Hmm, does the developer get to set the price or is it Microsoft in this instance? All of the Summer of Arcade games are $15, so that's either a coincidence or pricing based on the success of last year's SoA.
I kinda hate how games with artsy graphics like this one get judged by a completely different set of standards (ie: extremely lenient). If this game had the exact same gameplay, but looked like Cloning Clyde, no one would give a shit about it.
Effort put into building a good style and atmosphere pays off by making the game more enjoyable?
In the ending you see his sister beside a rope ladder to a treehouse. Fade out, credits, okay... Fade back in to the title screen. It's the same place, only the ladder is broken and flies float over some dead bodies. He's reuniting with sister at the spot where they died
that bit where the spider goes down a pit the first time (with at least a few legs left) it did that awful thing that insects do where they flail as they realise they are falling off. ditto wrapping you up in silk and, well, pretty much everything. they really must have studied the movements of spiders, because it's freaking me out.
and i actually felt sorry for it in the end. i could barely stand to touch it, it was so gross, and then i pushed it into a spike pit, helpless and squirming. hurrgrghhhh
Got home from work at 3:40, downloaded this, and just now finished up. 4 hours of awesome. The art style/sound/silence/everything just hit all the right buttons for me. I kept having Ico flashbacks. Shit I love this game.
I kinda hate how games with artsy graphics like this one get judged by a completely different set of standards (ie: extremely lenient). If this game had the exact same gameplay, but looked like Cloning Clyde, no one would give a shit about it.
Effort put into building a good style and atmosphere pays off by making the game more enjoyable?
WHOULDA THUNK IT??
I agree style and atmosphere are important, but it seems like you can can have average-to-good gameplay, throw on a cool art style, and it starts getting praised as "one of the best games all year". I personally think that gameplay should be able to stand on its own, and it annoys me that "artistic" games often get a pass on that.
Dirty on
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CheesecakeRecipe"Should not be allowed to post in the Steam Thread" - IsornSqualor Victoria, Squalor Victoria!Registered Userregular
I kinda hate how games with artsy graphics like this one get judged by a completely different set of standards (ie: extremely lenient). If this game had the exact same gameplay, but looked like Cloning Clyde, no one would give a shit about it.
Effort put into building a good style and atmosphere pays off by making the game more enjoyable?
WHOULDA THUNK IT??
I agree style and atmosphere are important, but it seems like you can can have average-to-good gameplay, throw on a cool art style, and it starts getting praised as "one of the best games all year". I personally think that gameplay should be able to stand on its own, and it annoys me that "artistic" games often get a pass on that.
the gameplay is great for what it tries to accomplish
it's a tight, creative little game with a unique aesthetic, and that deserves praise
Do you know what date it is on this coin on my desk? 1983. It's been traveling twenty-seven years to get here. And now it's here. And it's either heads or tails. And he has to say. Call it.
that bit where the spider goes down a pit the first time (with at least a few legs left) it did that awful thing that insects do where they flail as they realise they are falling off. ditto wrapping you up in silk and, well, pretty much everything. they really must have studied the movements of spiders, because it's freaking me out.
and i actually felt sorry for it in the end. i could barely stand to touch it, it was so gross, and then i pushed it into a spike pit, helpless and squirming. hurrgrghhhh
I kinda hate how games with artsy graphics like this one get judged by a completely different set of standards (ie: extremely lenient). If this game had the exact same gameplay, but looked like Cloning Clyde, no one would give a shit about it.
Effort put into building a good style and atmosphere pays off by making the game more enjoyable?
WHOULDA THUNK IT??
I agree style and atmosphere are important, but it seems like you can can have average-to-good gameplay, throw on a cool art style, and it starts getting praised as "one of the best games all year". I personally think that gameplay should be able to stand on its own, and it annoys me that "artistic" games often get a pass on that.
Case in point - Lumi. Won this year's DBP competition. Looks gorgeous, but gameplay is strictly average.
my one complaint with this was the most common one, seems like
the scenery and puzzles mesh really well for the forest, but once you get to the factory a tons of the tension goes out of the game and you're left with a bunch of well-made physics puzzles but little else
i understand that the developers pretty much had to go hi-tech for more complicated puzzles, since they'd kind of exhausted all the permutations of "rope, tree trunk, bear trap, tripwire"
but you can't really feel threatened by sawblades and the sense of loneliness is gone because everything's so damned noisy
my complaint is that the checkpoints are perfectly placed so that every time you die you have to do the last annoying thing you just finished. every single time.
my one complaint with this was the most common one, seems like
the scenery and puzzles mesh really well for the forest, but once you get to the factory a tons of the tension goes out of the game and you're left with a bunch of well-made physics puzzles but little else
i understand that the developers pretty much had to go hi-tech for more complicated puzzles, since they'd kind of exhausted all the permutations of "rope, tree trunk, bear trap, tripwire"
but you can't really feel threatened by sawblades and the sense of loneliness is gone because everything's so damned noisy
I know what your talking about, but I'm interpreting the lack of a threat a different way:
The Scmhuck Bait is completely gone in the second half of the game. (All those bear trap deaths in the forest. Those are gone.) I feel those are just cheap shots to keep you on your toes and set the mood for paranoia in the forest. Once you get out of the forest, the game still feels lonely and scary to me, but I can move around with confidence a little more, because those cheap sucker punches are gone.
That fucking camel spider video is NOT HELPING ME since I popped an Ambien shortly before I checked this thread. I felt like a character in a Lovecraft story, staring at something I couldn't comprehend and slowly losing my mind.
Leaderboard says I'm at 80% right now...right where I've been for almost an hour now. Helpz?
I have two Gravity Signs and a rope on a trestle that I can bring up to me with gravity, and then send it back down with me on it, and then a slanty roof I can drop down to at speed. But no matter what speed or angle I take off the roof, I fall on to a buzzsaw. Am I totally missing a crate or a ladder or something?
Nm got it. This game is very nearly almost perfect. Just a couple places where cues were not as obvious as I need. Getting soft in my old age.
I'm going to get a friend with a high quality camera to get me a good shot of this for a desktop background, unlesss anyone else has a really high res screenshot of this same character pose/place. I love it. Just snapped this from my camera phone. Looks like title screen material. (guesssing I'm like halfway through the game, spoilered both for that and for size)
I'm going to get a friend with a high quality camera to get me a good shot of this for a desktop background, unlesss anyone else has a really high res screenshot of this same character pose/place. I love it. Just snapped this from my camera phone. Looks like title screen material. (guesssing I'm like halfway through the game, spoilered both for that and for size)
why hello there, new background
i think i'm going to replay this later in the week
especially because there are a few details in the end that i missed
I did finish this a little bit ago, very cool. Definitely missed some secrets here and there, and man the 'timing' puzzles near the end get kind of vicious.
Cannon GooseI need some GAGS!If only I had my gag book!Registered Userregular
edited July 2010
Wow, just beat it. What a fantastic little game that was!
Ending spoilers up in here:
I thought it was pretty cool how the main menu screen is the ending screen too. From the rotting rope ladder and the box-like structure on the branch, I think the boy and girl were playing in a tree house and they both fell out, killing themselves in the fall.
Then the boy is stuck in limboooooooooooooooooo looking for his sister.
Another theory I heard was that they both died in a car crash and that final puzzle where you get smashed through what appears to be glass is a recreation of the boy flying through a windshield.
PaperLuigi44My amazement is at maximum capacity.Registered Userregular
edited July 2010
So it was mentioned in the industry thread that this game has over 50,000 people on the leaderboards. I don't know if this counts people playing the demo, but that's pretty good news regardless.
The more I play this game the more I fall in love with it. (roughly halfway spoilers)
I was wrong about finally being to the factory, the game's longer than I thought. Just finished the town and now I'm doing the construction site with the brain parasite.
I loved the game overall, and I only got two achievements (the wrong way at the start, and completing the game), so there's plenty for me to do again.
I wasn't so impressed with the ending, it felt a little too open to me, but I guess that was the point.
Great game, but nothing topped the spider in scaryness for me.
My arachnophobia probably helped that along.
Posts
Yeah, I only have two, so it'll be interesting to see how well I did on my first run.
ya exactly, I mean it's fine, it took me the advertised 3 hours, I had a fun time with it but I've played free flash games that had a similar vibe and similar amount of production value.
I'm not pissed i spent the 15 bucks on it per se, it just should have cost 10.
Effort put into building a good style and atmosphere pays off by making the game more enjoyable?
WHOULDA THUNK IT??
http://www.ustream.tv/channel/vidya-game-test
I don't know what to do.
I don't know what to do.
Yes, you do.
The only person you're lying to is yourself.
I agree style and atmosphere are important, but it seems like you can can have average-to-good gameplay, throw on a cool art style, and it starts getting praised as "one of the best games all year". I personally think that gameplay should be able to stand on its own, and it annoys me that "artistic" games often get a pass on that.
Call it.
the gameplay is great for what it tries to accomplish
it's a tight, creative little game with a unique aesthetic, and that deserves praise
praise that it got
hugs and medals all around
Josh doesn't need to know, he needs to call it.
Do you know what date it is on this coin on my desk? 1983. It's been traveling twenty-seven years to get here. And now it's here. And it's either heads or tails. And he has to say. Call it.
Mother Nature just made you piss your pantsuit!
you could spear a child on the hairs on the back of my neck right now
Case in point - Lumi. Won this year's DBP competition. Looks gorgeous, but gameplay is strictly average.
Steam ID : rwb36, Twitter : Werezompire,
Early spoilers
i understand that the developers pretty much had to go hi-tech for more complicated puzzles, since they'd kind of exhausted all the permutations of "rope, tree trunk, bear trap, tripwire"
but you can't really feel threatened by sawblades and the sense of loneliness is gone because everything's so damned noisy
I know what your talking about, but I'm interpreting the lack of a threat a different way:
I am at a friend's house and he has a projector with an awesome soundsystem. I was showing off Limbo and it was fucking. Epic.
Anyway, there's like 10 people here and I got to that part... right as
Nm got it. This game is very nearly almost perfect. Just a couple places where cues were not as obvious as I need. Getting soft in my old age.
Just finished the game a few hours ago, and talked about the story with my cousin.
I began to type a post here, but it was waaaay too long, so I wrote my thoughts here:
http://bit.ly/ddBSzY
Lemme know what you think! (in my comments section would be fine)
This game is intense.
why hello there, new background
i think i'm going to replay this later in the week
especially because there are a few details in the end that i missed
Wasn't too bad though.
It's basically a scrolling Another World/Heart of Darkness.
This is a GOOD thing.
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
Ending spoilers up in here:
Then the boy is stuck in limboooooooooooooooooo looking for his sister.
Another theory I heard was that they both died in a car crash and that final puzzle where you get smashed through what appears to be glass is a recreation of the boy flying through a windshield.
Really interesting stuff!
xbox live | playstation network | steam | last.fm | flickr
I wasn't so impressed with the ending, it felt a little too open to me, but I guess that was the point.
Great game, but nothing topped the spider in scaryness for me.
My arachnophobia probably helped that along.