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Messages - Creamy

#21
I like your slapstick adventures but - Like Postmodern Adventures - I think you handled the darker undertone of a police investigation well - especially given the time limit.
I also enjoyed the cinematic score of Arman Mkhitaryan which gives character to the game.

No complaints about the seamless detective work that primarily serves to move the story along. Our immersion in this utopian setting is the most interesting part IMO.

One has to wonder why so many people are paid to do nothing in Teleia (laugh)

Good job
#22
Completed Game Announcements / Re: Yip Quest
Wed 04/10/2023 23:59:50
Hi @Ramorama
Nice little game.
I'm stuck near the end but I didn't open a hint & tip thread because I suspect a bug:
Spoiler
I think I have everything to dress up as the princess: blond hair (straw), dress, purple hat, boobs (apples) but nothing happens when I go see the guard. Am I missing something?
[close]

Also, your save system doesn't seem to work.

Congratulations for making it in 2 weeks.
#23
What have I just played? (wtf)

Spoiler
I wonder if there's another ending that being devoured by the girl.
[close]
#24
Thank you for a very good read.

It scratches an itch that was tickling since Peder stopped MAGSAN and since Adventure Gamers no longer issues Following Freeware (this one wasn't only about AGS games).
#25
Thanks Heltonjon
Spoiler
At first I considered a frantic banjo music and a shorter timer (Wario Ware style) but I prefer it this way.
[close]

I played the delivery. A well-written little romp
Spoiler
The descriptions of the mayhem you cause are hilarious. The ending was pretty funny too.
A small bug: the mouse disappears after a game over.
[close]
#26
Thank you for bearing with me. Here's my hodgepodge:

LOST & FOUND


DOWNLOAD

Run the lost & found service of a big town in the absence of your boss.

Warning: contains cartoon violence.
#27
Can I get a couple of days please?

I'm nearly there but the game's not quite finished  :cry:

#28
Quote from: newwaveburritos on Tue 26/09/2023 02:08:32Congratulations Creamy! This was a fun one and I look forward to whatever you come up with for this month. The more ridiculous the better as I always say...
Thanks. Err... actually I don't have any idea right now and I'd rather focus on my belated MAGS attempt. Would you like to run the next Background Blitz?
#29
Quote from: Stupot on Sat 23/09/2023 02:48:29Anyone got anything in the works?

I've started something yesterday. Tapping into my pile of doodles to catch up. Result not guaranteed.
#30
Ah, I didn't think about that. My first thought was:

Spoiler
E.T. in the basket bike  (laugh)
[close]
#31
Thank you  :)

QuoteThe older woman/mother is clearly at home and thrives here, while the daughter looking out may give us the impression that she is the one longing to go out into the world, finding adventure.
Spot on. At first I wanted to show only their respective rooms but I did this instead for several reasons:
- laziness: it would have taken 2 rooms.
- relevance: it would have covered the cutaway part of the theme but not the building one.
- fun: drawing a room without people inside bores me.

QuotePerhaps this could end up by the mother telling about her exploits as a young woman, explaining along the way how she came into possession of the items found in the apartment. You could even make this room a sort of entryway to different game areas by clicking on an item and having the mother go "Oh, the violin? Did I ever tell you how I got the violin?". Then the player could swap back and forth from the apartment and various situations from the mother's past.
Feel free to do it  :-D
#32
Like the others said, it's like comparing oranges and apples.

The long August longing has classic puzzles and a light hearted mood going for it.

The simple story of The Distant Door feels genuine and compassionate.

Both good little games.
#33
I vote for @newwaveburritos
Subjective interpretation:
The framing of the building gives context. The small cutaway allows us to take a peek in a richly decorated room.
There seems to be some dichotomy of styles at play. An antique statue alongside portraits of Elvis and a Ninja Turtle? A medieval turret in front of a modernist building? See the old  corded phone too. It's probably home to some eccentric rich figure in Gotham City...
#34
There's nothing like a cat proudly offering a disgusting dead rodent to its owner  :=
#35
Quote
QuoteI don't even understand what she says.
It's the American-English Samantha voice somewhat distorted with Audacity's echo and frequency pass filters. Do others have this problem as well? I personally find the other message more difficult to understand. It's a Southern drawl I'm told. Anyways, this is what "Samantha" says.
Spoiler
Warning. A production incident has occured.
[close]
Ah yeah I hear it now.

QuoteHowever there's a thin line not to be crossed here where something becomes more annoying than it helps advancing the game. I will have to think about that. Maybe I'll decrease the volume of the message.
I'd suggest decreasing the volume over time.

Quote
QuoteWhy use so many verbs if you don't give feedback for most of them?
There's a theoretical and a rather simple technical aspect to that. As for the first, I try to make my games quite realistic (even if it's a sci-fi setting) so the obvious verbs will work mostly. I know that in other adventure games sometimes a verb has to be used which seems to make no sense but that's not the case in PD:M in general. And in the course of the game you will encounter different objects where you have to interact with different verbs. Naturally some verbs/ways of interactions will be used less than others. Just like with a toolbox where some tools are used daily others once a year.
The technical problem here is that the Tumbleweed template, PD:M is based on, gives its automated answers only with the "say"-command not with "saybubble".  Thus I had to disable auto-answers resulting in nothing when some verb-object/hotspot interactions are executed.

I also never liked the verb coin style. I admit that's personal preference but it is what it is. I'm sorry.

I prefer the BASS template (left click = interact / right click = look) but it's just a matter of taste.

I'm curious to see where this story will go.
#36
Hi Ccrane,

I filled your questionnaire. The presentation is neat. No performance issue.
The repetitive warning in the first room is very irritating  - I don't even understand what she says.
Why use so many verbs if you don't give feedback for most of them?
You ask for our opinion on the story but we barely scratch its surface in this demo, unless I missed something - I stopped playing after reaching the last room.

Keep up the good work.
#37
Don't pay attention to my silly ramblings. Here's my pic:

#38
QuoteLess than 2 weeks left!  :)  Anyone else thinking about making an entry?
My cake bakes. These things take time, y' know. I ain't no Midjourney.
#39
QuoteWhich speed effects were you wondering about? There were a couple different methods depending on which room.
The one on the roof is particularly cool.
#40
The game is technically solid and visually impressive - especially for being CGA.
The constant animation of the backgrounds make it more dynamic than your average point and click (incidentally, I wonder how the speed effect is done).

The story doesn't take itself more seriously than an old James Bond movie. Crashing a whole train to get a necklace? It's enough to drive the plot forward but won't stay with me for long.

The puzzles are challenging but the restrictive play area and low number of interactions keep it fair. As I dislike clicking in vain, I wish there was a hotspot indicator.

Quite typically for the genre, you're expected to solve the puzzles in a specific way. It's handled well for the most part, with a few nitpicks here and there.
Spoiler
Examples:
-the scaffold must be placed at a very specific spot.
- at the end, you need to add weight to the end of a rope to pull a lever. Ok, but why throw the weight out the window? You could simply tie the weight higher on the rope if it's too long.
[close]
But nothing more than I have been guilty of doing myslef  :P

Well done Rootbound.
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