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Messages - HemingwayGames

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1
Pangolin Games / Re: Exile Princes Closed Beta Testing
« on: January 21, 2019, 01:31:27 PM »
Nice work with this game, Jubal.  A few things came to mind while playing the game:

I missed a number of blue messages while travelling. I would often move quickly accross the terrain, and once I noticed the message, it was too late to determine where it occurred. Would it be possible to highlight these events on the map? Leaving behind a question mark icon on the square would allow the player to go back if missed. Another option would be to interrupt the game and showing the quote (with possibly an image). Example: "You hear tell of local rumours that suggest that interesting things may be searched for in this place"

I found I needed to use a number of moves to determine where the end of the map was. I would move over to the edge and test whether I could move across. Even if I couldn't move across, it wasn't clear whether I was blocked by the end or a obstacle on the adjacent page. To confirm, I would then test each cell on the edge. I think it's possible to determine this by the message; for example, "The terrain is impassable" means end of map, whereas "The terrain is high and impassable mountains that way" means otherwise. Is there a way to make the edge of the map more clear, so that the player doesn't need to use up turns?

I ended up failing a quest because I needed to deliver a letter to another city. I didn't know where the city was, so I ended up randomly searching and arriving late. It would have been a nice touch if I received the direction of the city (e.g. East) while listening to rumours in the city.

Also, is it possible to highlight the last message in the text? When doing the tutorial, I found myself skimming backwards through the lines of text to find the start of the message.

A couple of typos in the text:
- In the factions section: They have 1 cities.
- In the tutorial: Now, move away from the city anduse the X key...


2
LIFE / Re: Beta testing signups & feedback
« on: July 08, 2017, 03:59:43 AM »
Hi Jubal, I've retested the loading of games and everything works fine.  I was loading the wrong save.

Test results:

>>> INV
You are a HUMAN named X4. Your inventory contains:
PADBOOK
KEYCARD
You have 33 mazumas, the local form of currency.
>>> SAVE
Game Saved!
...
Game loaded!
You are in your newly acquired DORM, number 8973/92, situated alongside others in a large concrete tube in the cave wall. There is a BED here, and a DRAWER. The exit is SOUTH.
>>> INV
You are a HUMAN named X4. Your inventory contains:
PADBOOK
KEYCARD
You have 33 mazumas, the local form of currency.

3
LIFE / Re: Beta testing signups & feedback
« on: July 06, 2017, 08:13:25 AM »
Nice work, Jubal. This looks really good. Love the soundtrack.

I came across some issues with the log. Sometimes it added old text to the end of the latest entry. This occurs when clicking on the log which move's the log's cursor.

Example:
>>> LOOK BAR
It's a bar, with lots of drinks cabinets and strange bottles set into it. Despite this fact, this place only seems to serve one variety of incredibly bland tasting beer.
It is a BLANKET. Definitely a BLANKET.

Inventory doesn't seem to be restored when the game is loaded. I noticed this when I reloaded and lost my keycard and couldn't enter the starship. EDIT: I've retested and this is not an issue. I was loading the wrong save game.

Is a keycard awarded for completing the simulator? Keycards are not awarded for new games once the achievement was unlocked.

The following are some suggestions for improving usability:

- Move gifs and assets to child folders so LIFE.exe is more easily found
- Improve the input for the simulator. Is it possible to just accept A and D without the enter key? Arrow support would also be handy.

4
Game Reviews / Re: Postbug
« on: January 24, 2017, 12:16:43 PM »
Hi Jubal, FYI I've added Room Titles to the Level Editor. The World/PostRun title is at the top left and the Room Title is at the top right of the Level Editor page. Just click the text to edit. Cheers.

5
Game Reviews / Re: Postbug
« on: January 19, 2017, 07:57:21 AM »
Hi Jubal, the plan is to allow sharing in the next release. I'm thinking of having a publish button and supplying a URL that can be shared for each published level. I also plan on having a featured area within the game. I'm more than happy to put your level up as Postbug's first feature level :)


I'll also look into room name edits. I'll need to consider how I'm going to moderate the content.

6
Game Reviews / Re: Postbug
« on: December 14, 2016, 02:37:11 PM »
Hi everyone, I've just released the level editor for Postbug. Click on the Level Editor link from the game's title screen and sign in with your Google account to create your own levels.


http://postbug.hemingwaygames.com/







7
My vote is anything that involves game dev :) (eg Adventures of Soros). I'm curious to know what your favourites in the list are, Jubal..

8
Game Reviews / Re: Postbug
« on: August 20, 2015, 08:00:56 AM »
World of Postbug.. I like it :) All of the objects in the game are data driven so there's potential for a high level game editor. Next step will be the level editor and I'll authenticate users user the Kongregate platform to store the data.


9
Game Reviews / Re: Postbug
« on: August 15, 2015, 04:25:42 AM »
Good point, Jubal. The orange bug is based on the crab (armour and gills) - which I think you've pointed out with the shields. Btw I've taken the shields out of the game to reduce the number of powerups you can collect in the game. There was a bit of confusion on how they worked, so I decided to consolidate the options.

I've tried a number of new features over last 3 months. They included a rework of the levels (so that there were 3 smaller levels with varying difficulty) and giant spiders. I've pulled this work out because I feel I need to simplify the game instead of making it more complex. I've even pulled out the canvas for now. Btw, I have mixed feelings about the levels atm.

I think the aim now is to lock down Postbug and release it on a number of platforms. If I get enough interest, I'll then look at extending it. Your suggestion of different bug types to play is at the top of my list of new features.

10
Tellers' Stories / Re: The Greatest Story Ever Told
« on: August 15, 2015, 04:06:53 AM »
Sorry mate, didn't realise I had repeated myself.

11
Tellers' Stories / Re: The Greatest Story Ever Told
« on: August 14, 2015, 10:31:22 PM »
The title reminded me of Tenacious D's "Greatest Song in the World...tribute" :)

12
Tellers' Stories / Re: The Greatest Story Ever Told
« on: August 14, 2015, 02:57:41 PM »
Thanks for the story, Jubal. I'm wondering whether the greatest story that was told that day in the wilderness was actually the story in this thread.. The heading actually reminded me of Tenacious D's "The Best Song In The World...tribute"

13
Game Reviews / Re: Postbug
« on: August 14, 2015, 02:32:26 PM »
Hi Exilian team, thought I'd let you know that I've just published Postbug on Kongregate.

http://www.kongregate.com/games/HemingwayGames/postbug

This new version includes a Premium mode which includes new bugs to play:


14
Game Reviews / Re: Postbug
« on: May 11, 2015, 02:33:44 PM »
My new blog post on the Freeplay Independent Games Festival and exhibiting Postbug at the Freeplay Fete ‪

http://hemingwaygames.com/blog/postbug-freeplay-fete


15
Game Reviews / Re: Postbug
« on: April 12, 2015, 06:24:44 AM »
That's amazing that Exilian has its own Convention. Good luck organising the next one, and please keep me updated on the news :-)

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