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Painted_Doll: Glad to see a developer in here .
Glad to be here. It's great to have input from players and people who are interested during development!
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ideamonster: Regarding the initial question of this topic. We've been in contact with GOG last year and they have been very interested in having Code 7 in the store when it releases. I'm optimistic that the game will be available here in the near future :)
Wait, you mean you didn't get the infamous "We're sorry, but your game is simply too niche." response? On a new game that actually looks good? Dang. Y'all must be something special.
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Fairfox: You should contact Judas or someone working at GOGie and get your forum user text changed to that perdy dev orange color <3
I don't think this is possible at the moment - I mean, isn't it supposed to get orange text only the devs that already have their game(s) on GOGie?
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Fairfox: You should contact Judas or someone working at GOGie and get your forum user text changed to that perdy dev orange color <3
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Vythonaut: I don't think this is possible at the moment - I mean, isn't it supposed to get orange text only the devs that already have their game(s) on GOGie?
That would be the coolest way to get a game's arrival "confirmed".
Text adventures are somewhat niche, but good ones ... well there used to be a lot of them in the old days.
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Yah, well... I'll see about that fancy color once Code 7 is up here! :D

Also, if you want to support the game without pledging on Kickstarter, you could support our current Thunderclap. This will help us spread the word and also unlocks the unique character "Linnea" and her side-story for the next episode: http://thndr.me/E0Y9pa

Thank you very much, friends!
Your game looks interesting. I voted on the wishlist and downloaded Episode 0 and hopefully will get a chance to play it this week. Best of luck with the kickstarter!
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llamas: Your game looks interesting. I voted on the wishlist and downloaded Episode 0 and hopefully will get a chance to play it this week. Best of luck with the kickstarter!
Thank you very much :)
I feel like all games are too niche for GOG at this point.
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ideamonster: @Vythonaut: Yeah, we're going for the "not-getting-sqaure-eyes"-approach with the game :D
It's mostly dialogue, texts are short and there are stealth and hacking mini-games for variation. The game will be episodic, so you have smaller chunks of chapters and you can play the game in smaller sessions if you feel like it.
Just finished the Episode 0. I couldn't get it to run on my Linux laptop (possibly my laptop can't cut it or it could be my fault somehow), so i played it on my Win7 PC. Anyway, let me start by saying how much i enjoyed the game - it's fantastic! Since i guess you'd like some feedback, i'll take the time to provide it to you:

** The flickering effect is great. At the start of the game it was too much and i thought about disabling it but things settled after some minutes. I think it would be better if the flickering could be disabled even before the player get into the main menu so as to prevent any problems with photosensitive players. I don't have any problems at all, but staring at the main menu was too much even for me. We have already at least one folk (gamesfreak64) on the forum who has some kind of photosensitivity. Maybe he could provide useful feedback.
** The audible feedback when typing is great. I played without any lights and hearing the clicks resulted in a nice atmosphere (and no, my keyboard is silent :P)
** Autocomplete is great, great for the newer generation of gamers but also i found it very useful when i needed to repeat a whole lot of commands at certain points.
** The voice acting is very good and the soundtrack is very fitting -- totally sci-fi feeling, congrats on that & since i saw in the credits that you're the person behind it, unless it's confidential, can you elaborate on the subject? I mean, details such as what program (DAW?) have you used, tools & instruments etc. --thanks!
** The gameplay is great; i really like how i gave orders and immediately saw the effect on the map. Generally is simple enough for anyone, although some minigames may prove difficult for certain players due to time pressure. Maybe you should consider offering at least an easy mode to make minigames easier (for example making the nodes move more slowly) for people who want to enjoy the story without any effort. (i can already see a lot of rage-quits to be honest)

Having said all that, i wish you the best working on the game -- i can't wait for it to be released & completed. Oh, and on a certain point i did got goosebumps, in case you wonder. I trust you know what i'm talking about. Good work! ;)
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Vythonaut: Just finished the Episode 0. I couldn't get it to run on my Linux laptop (possibly my laptop can't cut it or it could be my fault somehow), so i played it on my Win7 PC. Anyway, let me start by saying how much i enjoyed the game - it's fantastic! Since i guess you'd like some feedback, i'll take the time to provide it to you:
Hello Vythonaut. Thank you very much for playing and your detailed feedback. This is exactly what we need to improve the game and I'm delighted that you liked it! :)
It's weird that you couldn't get it to run on Linux. We tested it on two different Linux machines and it worked. What happened? Did it not start or crash?

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Vythonaut: ** The flickering effect is great. At the start of the game it was too much and i thought about disabling it but things settled after some minutes. I think it would be better if the flickering could be disabled even before the player get into the main menu so as to prevent any problems with photosensitive players. I don't have any problems at all, but staring at the main menu was too much even for me. We have already at least one folk (gamesfreak64) on the forum who has some kind of photosensitivity. Maybe he could provide useful feedback.
We've been getting this feedback from several people. We've uploaded a new version and removed the flickering from the intro. The effect in the menu can immediately be turned off with CTRL + F. Also, Kevin has implemented that you can adjust the strength of the glitch effect in the settings, with a value between 0 and 100. And yes, feedback from someone who actually is photosensitive would help us a lot!

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Vythonaut: ** The audible feedback when typing is great. I played without any lights and hearing the clicks resulted in a nice atmosphere (and no, my keyboard is silent :P)
That was the idea. Glad that it worked as intended :)


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Vythonaut: ** Autocomplete is great, great for the newer generation of gamers but also i found it very useful when i needed to repeat a whole lot of commands at certain points.
Happy to hear. There is also a function, that is a bit poorly advertised in the game: You can cycle through the last used commands with the left and right arrow keys.

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Vythonaut: ** The voice acting is very good and the soundtrack is very fitting -- totally sci-fi feeling, congrats on that & since i saw in the credits that you're the person behind it, unless it's confidential, can you elaborate on the subject? I mean, details such as what program (DAW?) have you used, tools & instruments etc. --thanks!
Thank you, means a lot to hear that :)
We're very happy with Jessica Carroll as Sam, she did an amazing job. Further down on our Kickstarter page there's a video of her talking a bit about her role, if you are interested in that.
And I'm very happy you liked the music. In fact, this is the first time I composed video game music. I've used Logic Pro and recorded the different virtual instruments through a midi keyboard. So I played the melodies live and after that adjusted them a bit, corrected and changed single notes if I didn't like them. I have to admit that I'm quite new to digital composing, I used to play in an orchestra for over 10 years and now try to apply my knowledge from there to the digital world :)

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Vythonaut: ** The gameplay is great; i really like how i gave orders and immediately saw the effect on the map. Generally is simple enough for anyone, although some minigames may prove difficult for certain players due to time pressure. Maybe you should consider offering at least an easy mode to make minigames easier (for example making the nodes move more slowly) for people who want to enjoy the story without any effort. (i can already see a lot of rage-quits to be honest)
We try to reduce the parts that are time-pressured or very hard as much as possible (the ship-challenge for example has no time pressure). The last hacking game already gets easier every time you die. It increases the time the security is stunned a little bit. Maybe we could increase this effect.
As for the later game, we want to have different paths for problems so that players can avoid situations they don't like. We're still discussing the gameplay, but there will probably be items you can find to make hacking easier. So if you're bad at hacking you can try to luck for those first.

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Vythonaut: Having said all that, i wish you the best working on the game -- i can't wait for it to be released & completed. Oh, and on a certain point i did got goosebumps, in case you wonder. I trust you know what i'm talking about. Good work! ;)
Thank you very much! And that you got goosebumps is the greatest feedback I could wish for :)
We always hope to move people with our story!

~Zein
Post edited October 04, 2016 by ideamonster
Hello again Zein!

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ideamonster: We tested it on two different Linux machines and it worked. What happened? Did it not start or crash?
When i'm launching it, the game window comes up for a millisecond and then it crashes. Honestly, I think the culprit is my laptop; i guess it doesn't meet the minimum requirements for Unity games.

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ideamonster: Happy to hear. There is also a function, that is a bit poorly advertised in the game: You can cycle through the last used commands with the left and right arrow keys.
If i recall correctly, there is some relevant in-game info about this function on the lower right corner of the screen, but I found it faster to type the initial letter of a command and just let the autocomplete do it's job.

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ideamonster: We're very happy with Jessica Carroll as Sam, she did an amazing job. Further down on our Kickstarter page there's a video of her talking a bit about her role, if you are interested in that.
Just checked it out, she looks like a lovely person and her voice is great. I hope the rest of the cast will be *that* good! Also thanks for the info about the creation of the soundtrack. :)

Good luck with the project!
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Hello, friends!

Unfortunately, GOG has rejected Code 7 for being too niche. So we will aim to release on Steam and Humble Store for now. We can still make it happen if we have enough votes on the wishlist:
https://www.gog.com/wishlist/games/code_7_a_nextgen_text_adventure

On another notice: To everyone who played Code 7 - Episode 0, could you do us a favor and fill out our feedback form? It would be much appreciated and helps us improving the next episode :)
Find the form here: https://goo.gl/forms/0TdnGNVFqsztflXl1

Thank you all and have a wonderful New Year's Eve,
may all your wishes come true :)

Zein
Post edited December 31, 2016 by ideamonster