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Tarienn
I make games, raise farm animals, vape weed and fix computers from the 80's.

Joshua Lambrose @Tarienn

Age 34, Male

lowly fuckwit

West Valley City, Utah

Joined on 10/20/05

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10
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Supporter:
1y 3m 26d

Comments

Thats coooooool and all. But are there TITS?

Yes, didn't you find them? If you encounter difficulties finding tits, we advise that you remain calm and check in your shirt. In the event that you are man tit free, please consult a cheeseburger.

I am so excited!!

After ONE cheeseburger I can now see a tit. The world is saved!
On a relevant note I remember playing that demo of Salem you uploaded a while ago. Maybe now I can actually run it!

Doubt it, Salem can't run on anything but the worlds most powerful supercomputers. Better ask IBM if you can borrow Watson.

Ngh... I can't beat Nocxis...

Hey there! I just wanted to say that I thought your game was amazingly well done! I really look forward to the next installment! Keep it up!

I read your postmortem, and I think you're wrong to consider 40-60 minutes of gameplay too short. I would actually try to avoid making something bigger than that unless all it required was a simple addition like adding a few more mechanics in a launch game or something.

You should, instead, try to make a game that will leave the player feeling satisfied after about 40 mins and want to click on the sponsor's ad.

********

As for the game, it's nice but I think, like you said, it's better to focus on getting into the game more quickly. With flash it's all about gameplay, really. If you want to make something narrative, it's better to focus on a narrative atmosphere rather than lots of text no one will ever read. Start the game by getting the player in as quickly as possible, then make them curious as to what's going on. Any story you give them after that, they'll want to read it (if it's short :3). With flash I think you have to prove yourself to the player before they'll want to invest themselves in a story, since there's so much crap out there...

Another thing; a pattern I've noticed in the more successful flash games is that they are broken up into small pieces (i.e. short levels) and they tend to be linear. You seem to have done this in your game, but I didn't make it past the first boss fight. It took quite a few hits to kill anything, and the boss was very grindy. I almost beat it, and I might have kept playing if I did, but when I died I didn't really feel like continuing. It would probably be better to have more zombies with one hit each. Then the player feels like somethig is happening, even if it takes the same amount of time to get through an area.

Last thing; the control scheme was very strange. I don't think the lantern mechanic added to the game at all. It seemed to make the blue dudes dissapear sometimes, but the shrinking circle and lack of any confirmation that I hit anything made it feel pretty wonky and confusing. Stick to the simplest control scheme you can next time.

A good rule of thumb, if adding a mechanic requires a new dedicated button or control scheme, it's probably not a good mechanic.

I read your postmortem, and I think you're wrong to consider 40-60 minutes of gameplay too short. I would actually try to avoid making something bigger than that unless all it required was a simple addition like adding a few more mechanics in a launch game or something.

You should, instead, try to make a game that will leave the player feeling satisfied after about 40 mins and want to click on the sponsor's ad.

********

As for the game, it's nice but I think, like you said, it's better to focus on getting into the game more quickly. With flash it's all about gameplay, really. If you want to make something narrative, it's better to focus on a narrative atmosphere rather than lots of text no one will ever read. Start the game by getting the player in as quickly as possible, then make them curious as to what's going on. Any story you give them after that, they'll want to read it (if it's short :3). With flash I think you have to prove yourself to the player before they'll want to invest themselves in a story, since there's so much crap out there...

Another thing; a pattern I've noticed in the more successful flash games is that they are broken up into small pieces (i.e. short levels) and they tend to be linear. You seem to have done this in your game, but I didn't make it past the first boss fight. It took quite a few hits to kill anything, and the boss was very grindy. I almost beat it, and I might have kept playing if I did, but when I died I didn't really feel like continuing. It would probably be better to have more zombies with one hit each. Then the player feels like somethig is happening, even if it takes the same amount of time to get through an area.

Last thing; the control scheme was very strange. I don't think the lantern mechanic added to the game at all. It seemed to make the blue dudes dissapear sometimes, but the shrinking circle and lack of any confirmation that I hit anything made it feel pretty wonky and confusing. Stick to the simplest control scheme you can next time.

A good rule of thumb, if adding a mechanic requires a new dedicated button or control scheme, it's probably not a good mechanic.

Just to bring these points home, your game felt more like a modern Xbox or PS game in the way you laid out pacing and story and controls. with flash, you want to make SNES style games.

I know it's kind of heartbreaking to hear someone say they only gave your 8 months of work one small chance, but hey, that's flash I suppose. C'est la flash, lol. ^^

If you ever want help testing things in the future, or just general design help, let me know! I won't pretend to be an expert, but I've made quite a lot of mistakes that I could steer you away from. ^^

(sry triple pozt! LOL)

i can't get the 1st row last medal
can someone help me pls

Mess up all three times when Zipp tries to teach you to use the lantern in the first level. (Just don't use it at all and let the little demons attack you)