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chrissie

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Space Quest Prequel “Decisions of the Elders” RELEASED

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Joined 2014-05-02

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Dear friends of the good old Sierra Adventures!

Yesterday the unofficial Space Quest Prequel “Decisions of the Elders” has been released in its full version (2012 was just a short pre-release).

The game is retro stylish (EGA graphics) with challenging puzzles, fun and a story that is related to the SQ series.

Hours of fun are guaranteed!

The game is in the AGS-database, and can be directly downloaded at:
“Decisions of the Elders” Download Link
A few screenshots:



     
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Total Posts: 270

Joined 2003-09-11

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thanks for the German puzzle Wink

     

Max: Right! We’ll travel through this dimensional portal on the top of the bar!
Sam: That’s spilled beer, rockhead.
Max: Oh in that case ...

Total Posts: 3

Joined 2014-05-02

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jaap - 02 May 2014 02:41 AM

thanks for the German puzzle Wink

Thanks for the hint, Jaap.  Laughing

     
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Total Posts: 131

Joined 2014-04-11

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I want to play this! Is there an iPad version?

     

Total Posts: 3

Joined 2014-05-02

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OrionO - 02 May 2014 03:15 AM

I want to play this! Is there an iPad version?

Hi Orion0,
when I started to script that game back in 2011 AGS was definitely not ready for IOS. I believe there exist efforts to make AGS games playable with IOS. I fear that it will not be simple to convert existing AGS game. But I am not an expert on AGS.

     
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Total Posts: 134

Joined 2013-04-13

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this looks fantastic! love the screens. will check it out soon (:

     

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Joined 2005-08-06

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Looks awesome Smile

     

Total Posts: 127

Joined 2012-02-10

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I just finished playing, and I enjoyed myself, for the most part! I recommend it to anyone who:

1) Enjoys Space Quest
2) Wants to play something that’s jam-packed with inventory puzzles
3) Cares about graphical consistency more than graphical glitz
4) Is willing to put up with pixel-hunting
5) Is patient enough to play through the boring opening segments to get to the better parts.

As the endgame approaches, the plot thickens, the design gets stronger, the pixel hunts diminish, and the puzzle logic improves somewhat. Also, for some reason, the score increments seem to become less generous after the opening, making the game longer than it seemed at first. The game doesn’t plan enough responses to alternate solutions and guesses, so another round of polish after initial comments and reviews come out would be recommended.

The design decision not to emulate the constant player deaths of the original games is a mixed bag; I’d have preferred if you’d allowed Wilco to die more often for comic effect, but put a “retry” button in. But I understand that this would require quite a few graphical assets, and this was obviously a labor of love.

Some notes:

The heart leaf took me far too long to find for a few reasons:

* It’s on the edge of the field of view.
* It’s next to other leaves that do nothing
* No other leaves do anything
* It doesn’t look that much like a heart, or stand out in any particular way
* There’s no reason to think it will help me get the stick. The fishhook is entirely arbitrary.

I would recommend:

* Coloring it to stand out more.
* Making it even more heart-shaped.

or

* Replacing it with a heart mark somewhere else, where the fishing line is found.

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Even when I clicked all over the gold maples, I didn’t see the drill bit the first time around. I recommend outlining it more strongly.

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* The game should recognize an attempt to catch the squirrel by putting the nut on the fork and the black hole unit underneath. Something like, “We’d let you suck the squirrel into a black hole, but the animal rights groups made us promise not to.”

——-

Thanks for the game!

     

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