Post-mortem or things You didin't know.

A big thanks for all the people who run and rated my game, especially those on non-windows systems that Panda3D dislikes. It's a bit funny (and sad) as procrastimancer and I, who both used Panda3D got 12 scores and 36% DNW

Anyway I'm happy with what I've done in a weeks time, even if most people didn't find my game much fun. I'd say it was more fun (for me) then my entry last time and I'll call that a successes.

The innovations as far as gameplay or genre are almost non-existent, it's a beat'em-up game. The only thing is the way the time-pressure works in my game. There is no timer or countdown but the time of the day and lighting changes - it's not that apparent on the default difficulty setting but on 'hard' the level is longer, there are more monsters and they are much tougher - it's hard to get to the fire before nightfall and at night without a fire it is next to impossible to spot and avoid traps... but if someone only played on the 'normal' setting and not long, one might miss that lighting changes at all.

The innovations where on the technical side. It is a modern 3D game that mimics a old 2D games that in turn tried to mimic 3D. The level is also random, or random-ish, composed each time from 7 (or more) out of 11 available tiles.

I feel that the innovation score was lowered because my game had more then 8-bits. For those I can only say - set the color count to 5 and pixel size to 4, if that's still not 8-bit enough you're masochistic.

The easter eggs.

On one of the tiles there's a crashed spaceship from my last entry:

qfa easteregg

There's also a 'monolith' like in 'Space Odyssey' (it's hard to tell) and Stonehenge.

In the readme I mentioned a 'nude-patch' configuration option... and it actually works if someone was bold enough to set it to '1'. But I'm not gonna post screenshots of that ;)

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Nice Easter Egg with the spaceship!