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spindown: I tried talking to the gamblers, but the hero says that they're too busy with their dice game.

Edit: Oh... I just got it. There are three gamblers, but you can only talk to one of them. If you try to talk to the other ones the game tells you that they're too busy with their game. I'd actually consider that a minor bug. I just got to the execution scene, thank you very much!
woo coool i was right about to suggest that.
Looks awful so far, but it's good to know adventure games are not dead!
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keeveek: Looks awful so far, but it's good to know adventure games are not dead!
I like the atmosphere. And i like how you "select" a class. But yeah, it not only has a retro feel but it has some of the more frustrating aspects of retro games :P
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spindown: I just got to the execution scene, thank you very much!
Did the demo end with the execution scene? I tried the demo just for a few minutes last night. I too had this feeling of not being sure what to do in the game. Also, I found quite a few times I actually clicked outside of the game window when I want to move on to the next *room*.
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tarangwydion: Did the demo end with the execution scene? I tried the demo just for a few minutes last night. I too had this feeling of not being sure what to do in the game. Also, I found quite a few times I actually clicked outside of the game window when I want to move on to the next *room*.
You can run the game in fullscreen using the setup util in the folder. and...
*spoilers*
after the execution you select a mentor by talking to one of 3 npcs, and that becomes your class. Then you do a little quest for them and fight one battle (the battle mechanics seem bad so far....lots of room for improvement)
I see. Thanks. Will try the demo again tonight.
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tarangwydion: Did the demo end with the execution scene? I tried the demo just for a few minutes last night. I too had this feeling of not being sure what to do in the game. Also, I found quite a few times I actually clicked outside of the game window when I want to move on to the next *room*.
The demo continues after the execution scene. And it should, because so far I haven't had to solve a single puzzle. I agree that the transition areas between the different screens could definitely use some work. The town layout is also pretty confusing since the different areas are connected in some rather weird ways.
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spindown: The town layout is also pretty confusing since the different areas are connected in some rather weird ways.
The devs have since drawn an easy to follow map (i think its on the kickstarter somewhere). But yeah, they definitely need to include it in the game... the directions are all weird.
Hey Guys,

Sorry I haven't been back in a few days. I'm one of the Devs on the project - yeah - you can adjust the resolutions with the setup utility in the game folder.

We've been listening to suggestions about it - we've already added several new screens to make navigating the town a bit easier, and made the exit pixels easier to access, so you don't have to click so close to the edge of the window.

And yes - the battle engine is very basic in the demo so far - we've actually already improved the mechanics and added several features to combat. It's looking pretty cool.

Glad some of you liked it, sorry some didn't - but we're dedicated to making a great game for everyone to play, with that classic retro Adventure game feel. Feel free to ask me any questions.

Bt
Some feedback, typing this as I'm playing. Sorry if it's been mentioned before! :)

- I like the narrator's voice. As I always do with Sierra adventure games, I find myself examining and trying to interact with everything just to see what kind of responses I get. The narrator's responses don't disappoint. Two thumbs up here. (edit: actually, scratch that, five hundred thousand thumbs up. I lol'd so hard when I examined the gravestones.)

- Roehm's voice is sort of weak in the beginning. It gets better later, but he's just sort of indifferent, or bored.

- Udo just sounds disinterested. I like that he's a cross-dressing little weirdo, but the VO doesn't display any personality that one would expect from him.

- Voices and lip syncing don't match, though you probably know this already.

- The crows' cawing sound makes me jump. Everytime. Maybe reduce the volume on that? It's come to the point where it's annoying lol.

- Is it possible to have the walk cursor change to an exit cursor in a scene, when placed over an exit point? It's not a big issue, but I find myself walking around possible exit points just to see if they really are. Most are, but some aren't.

- Seriously, give the narrator an Oscar.

- Kurdt's VO could be better. It sounds like he's talking across the room. Same with Brattle.

- Kit's alright, but she sounds like she's talking through a hollow. Could add more personality to her voice too.

More to come as I continue playing. I'm liking the overall feel of it so far! If I'm critiquing the VO too much, it's because that's the only thing I have to critique lol.

Also, did anyone try breaking down Rayford's door? That was a very nice touch :)

If this project doesn't get funded, I'll make sure heads roll in the Public Square.
Post edited June 17, 2012 by lowyhong
Haha!

Thank you sir!

Yes, many of the voices were recorded hastily, as we had no budget for 'em - so many will be re-recorded for the final game.

You'll find out more about Udo in the final game, for sure - his method is calculated, for sure.

Yeah - the lipsync is utterly incomplete in this. We didn't have anyone to really work it up, though we have someone on team now!

Crow's Caw - volume already reduced! Heh... he does spook ya a bit, doesn't he?

We've also increased the pixels on the exits - having an exit cursor might be an idea we could try.

Thanks for all the love for the demo, and the good crits! We'll keep working to make a better game!


Bt
No problem. I think it's a lovely game, though I haven't gotten to the battle yet. It's late and I want to watch a movie tonight before I turn in, but I just want to say the scripts are very well-written. At $10, this will be a steal if you guys can perfect the VO.

Btw I noticed you guys have a $35 tier for the physical copy. I have upped my pledge after trying the demo, but out of curiosity, is the DVD box art going to be the same as the one you're releasing at $10? Will there be a manual included?
Post edited June 17, 2012 by lowyhong
In case anyone is interested, this project has now been funded and there are some pretty good looking stretch goals.

At this stage they need $8k more for big boxes, $5k on top of that for a printed game manual and map, $10k on top of that for FIGS translation and a further $10k for more content.

Nobody cares about mobile platform development, do they?

:)
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htown1980: In case anyone is interested, this project has now been funded and there are some pretty good looking stretch goals.

At this stage they need $8k more for big boxes, $5k on top of that for a printed game manual and map, $10k on top of that for FIGS translation and a further $10k for more content.

Nobody cares about mobile platform development, do they?

:)
Heh heh. I prefer PC myself, but hey - there's people out there that love their mobile devices!

We're actually less than $4000 from our first stretch goal!


Bt
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Blackthorne519: Heh heh. I prefer PC myself, but hey - there's people out there that love their mobile devices!

We're actually less than $4000 from our first stretch goal!

Bt
Well your other stretch goals are pretty good. I personally don't care about big boxes or printed manuals (save the treeeees!!!) but I know others do. I do love the idea of a map though (I am still sad when I think about how I somehow lost my Ultima VII cloth map - I still sometimes check the box to see if it is in there somewhere), and porting to other languages is great for those lazy europeans... :)