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Old 10-26-2010, 11:21 PM   #3
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Word.
 
Join Date: May 2008
Location: Santa Rosa, CA
Posts: 15
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I played the demo the other night. It wasn't large enough for me to really get a concrete feel of how engaging the story will be, but the premise does seem pretty cool.

The only thing I wasn't fond of was the way using items from your inventory was handled. Dragging the same item into the game world from the top inventory bar each time you want to try said item with something new seems like it could be done differently. Maybe an extra key to fixate an item to my cursor. This is probably just a personal preference but I think it would start to feel monotonous to me after playing for a while.

Quote:
Originally Posted by Isak View Post
"In the interest of full disclosure, we have a system running discreetly in the background, that registers statistics for how many players actually solve any given puzzle in the game. If we note that we have a significant drop anywhere, we can add clues or re-think the problem entirely".

"We also have different interactions the player attempts, that we didn't think of. If enough people try to use, say, the baby oil with the apartment key, we go in and write a response for that. Our hope is that, in the end, every possible interaction will have a proper response, instead of the boring default 'That doesn't seem to work'.
This is an interesting strategy. I assume they will have a beta team of some sorts so they can test the entire game this way.
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