03-11-2012, 02:31 PM | #1 |
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[Our project] The Island of Earthly Delights [Puzzle Point & Click]
Hi everyone, I'm Santiago from Antennaria Games, I've been working on this game for a while and I'd like all of you to test it.
It's the first chapter of the game, and is still on beta phase. So here is the link: http://www.antennariagames.com/indie...rthly-delights Storyline: After experiencing shipwreck, an old fisherman finds himself stranded on an unknown island. Looking for a way home, he will have to deal with its mysteries... Fell free to tell me what you think. And if you want you can answer me these questions How long did it take you to complete it? Did you find any bug? Is it too difficult or too easy? Any other comments are welcome! Thank you very much! @antennariagames |
03-12-2012, 02:19 AM | #2 |
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I really like this game , the style of it reminds me of Machinarium and Samorost. Very unique world. I got stuck fairly quick
Spoiler: The music/sound effects are really nice and fit well. Spoiler: Last edited by Squirlygirl; 03-12-2012 at 02:35 AM. |
03-12-2012, 04:08 AM | #3 |
Iä! Iä! Cthulhu fhtagn!
Join Date: Mar 2004
Posts: 225
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Santiago de Matos Lima?? Or another Santiago?
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03-12-2012, 09:00 AM | #4 |
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Thanks! we love Amanita too, we still want to make something different thought.
Spoiler: (I'm not Santiago de Matos Lima) |
03-12-2012, 10:04 AM | #5 |
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The atmosphere, the music and the animations were really nice.
However I didn't like the randomness of the puzzles. Trying different things with my inventory items until something works is not my idea of enjoyable puzzles. I much prefer solving puzzles by thought. Also I think when a game takes place in a wacky world some effort should be put into explaining the rules of this world's wackiness. Subtle hints should be integrated into the gameplay that would give clues as to what we should do in each situation and why. It would also make the world feel more organic and more alive than just an excuse for solving puzzles. |
03-13-2012, 10:15 AM | #6 |
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@Castledoque: yes you're right. When it comes the time to write the walkthrough those things go around in your head. But is the experience that make them work in the game. We don't have experience, so...we're paying for that. Thanks for trying the game an comment.
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03-17-2012, 05:58 AM | #7 |
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I kind of agree with Castledoque, but at the same time I think the random puzzles are mostly fine. They are usually funny, and since you don't have too many alternatives you can usually get by on guessing. What the game really needs is some feedback over hot spots, such as the cursor turning into a hand or something when it's over a clickable area.
The game looks and sounds very nice and I look forward to seeing more of it. I'm currently stuck with Spoiler: |
03-17-2012, 07:31 AM | #8 |
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@harald: that's exactly what we're working now. And we agree with the randomness of the puzzles. We intended to make it not so easy, but trying it here with 'real players' we suddenly noticed the randomness. So we're going to put a cursor of what you can click on, we're going to put more clues, dialogs, etc.
Thanks for playing! Spoiler: |
03-18-2012, 10:32 AM | #9 |
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Cute game but I may have hit a bug.
Spoiler: |
03-21-2012, 03:17 AM | #10 |
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Dara100, it's not a bug. He just can't fit the tools in his pocket.
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03-26-2012, 06:56 AM | #11 |
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@Dara100, @harald: that's right, isn't the animation clear? looks like he 's scratching himself?
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03-26-2012, 07:49 AM | #12 |
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Maybe it's not immediately clear what he's trying to do. I think I had to think about it for a few minutes before it came to me.
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03-26-2012, 09:56 AM | #13 |
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@harald: ok, thank you! I put on the list...(the huge list of changes )
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04-01-2012, 08:21 AM | #14 |
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i liked it!
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04-01-2012, 08:25 AM | #15 |
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Spoiler: |
04-01-2012, 02:35 PM | #16 |
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@smellysally: I'm glad you liked it.
Spoiler: |
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