Well, I don't think the tutorial should be mandatory. You should always be allowed to skip it, as it is pretty irrelevant for people who have played it for the N'th time, but just happened to reinstall the game today. It should just be readily available as an alternate option, or allow you to skip it after you know what topic it's about to teach you.
I love the looks of Invisible Inc. and I'm going to give this a go as soon as I can. Hits me as a game that I...
Hey, Lana! Better call Kenny Loggins.
I can't claim to be one of the fans of the art style, but it sure is unique. I think Don't Starve cropped up to become a pretty good game though, and the survival aspect is on a whole nother level than what we see in many other popular survival games.
I bet that on that fateful night in the wilderness, young Seth thought to himself: "One day, kids will not know what it's like in the wilderness. They'll be sitting in front of their computers, screaming at them while eating fully fledged dinners served by their parents. It is my mission to create a game for their own environment, that will show them exactly how it used to be. And as they play it they will come to love and hate it at the same time."
Eh, perh...
I'm happy to see this developer attributing the fans that talk about the game and make mods with some of the honour they deserve. They managed to make a great game, but are still humble enough to see that making a great game is not enough to make it the great success it has been. I commend them for that.
The expansion is already out on PC at 4.99 EUR. ): What's with the EUR = USD pricing. It's always so lazy. And there's no added tax, even.
Hopefully, the PS4 players will love the changes you've brought into the game as well!
I've had Don't Starve for a while,but this is the first I've heard of Invisible Inc. Sounds like a game I'd like to play. I love FTL and the XCOM series. It looks roguelike from the video provided. I'll be sure to check it out when it is available.
Looks like a confusing, but fun game. I wonder how it must be like to design puzzles for this. Limiting the ways the puzzles can be solved looks harder than running through the puzzles.
"Sometimes I'll program something because I know what the math is about, but I have no idea what it's actually going to look like until I program it and then try it in game. I know how this works, it's just math - and then you see it and wow, I don't even understand what's going on. So I have the same discovery as the player, initially."
This statement is rather mind blowing. Being able to create something and immediately see it live its own life...
I'm happy to see that the dev is taking this game seriously and wants to do it properly. If this game turns out as good as it sounds, having the level editor there will assure a huge fan following. I'm really excited!
Reading this interview, the 4D concept actually looks very well projected into a working engine. I think a puzzle game is the perfect use of such a feature. This might be even more advanced than thinking with portals. Eh.. portals in a 3D world, that is.
I love the looks of this game, but I think Echochrome beat you to the punch as far as 4D-like puzzling goes. Would love to play this though. Loved Echochrome.
SuperSelma-prosjektet is quite limited in its scope, only covering the Buskerud region of Norway. I think it could easily become saturated with attention of N4G magnitude. It's a great initiative though, and for game devs to support worthy charities is always a good thing.
I liked reading about the creative process. Taking a shower in complete darkness sounds a bit scary to me.
Sorry to be such a downer on the other Lumi post, but I'm just being honest with the community. I hope my comments aren't taken too badly by the dev team. I just don't think that these games were feature-worthy. This one was a great article overall, though. Stay strong!
Quite an in-depth look at what they did in PAX HD! Had a good time reading this. Pretty basic design, but still interesting to read about the thought process behind creating each part of the final product.
Good to hear that their spirits are up at least. Hopefully, they can make an interesting game in the future. I'm not too impressed by what they have dones so far, but they could get better at this if they stick to it.
Am I the only one here that doesn't think these guys seem very skilled at what they do? I mean, they seem to struggle with some pretty basic things is what I get out of this. It was fun to read, though.
They said they were two to three people on a given project. Making the charitable details a centerpiece in their interview is perhaps not the best way to advertise their games, though it's a nice effort on their part.
Why are so many of these interviews split? Why can't this just be contained in one article? I don't quite get it.
There are a few mobile games that I find interesting. Playing riichi and Wordfeud is quite fun on the go, in small dosages. Generic single player "flash" games don't tempt me though.
Too bad there's no Invisible Inc. keys to be handed out. I'll be getting my hands on that game one way or another. Guess I'll just have to cough up the dough.
I'll be investigating it a bit further though. With all the negativity, I am a bit skeptical to the Early Access "model". Depends on what that beta costs, I guess.