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Felix unofficial repository
Joined: 04 Dec 2006 Location: vancouver
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Posted: Fri Sep 14, 2007 11:22 am |
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dess-
wonderful as always, though it took me about that long to remember (why) i don't like prince of persia.
i've played all of yours, plus all of nifflas' (except an underwater adventure, which i can't really make any headway in past the raising water levels), and the two others you recommended. can't get enough. |
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dessgeega damaged

Joined: 05 Dec 2006
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Posted: Sat Sep 15, 2007 8:07 pm |
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oh and hey someone told me that level has a pretty neat secret room _________________
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chevluh
Joined: 05 Dec 2006 Location: Switzerland
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Posted: Sat Sep 15, 2007 10:13 pm |
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| I was quite impressed with the walk at night, especially the fact that while I found an amusing secret area on the first play there's a second one I only stumbled upon on a subsequent playthrough and it was the best feeling ever. |
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Max Cola

Joined: 15 Dec 2006 Location: a shotgun shack
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Posted: Sun Sep 16, 2007 1:11 am |
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dess: that was a tricky one! Not sure how I liked it. There was one bit - where you have to hop a set of spikes while not hitting spikes on the ceiling, and then fall down a shaft lined with spikes. I think you should've stuck a save point after that, it was annoying the first time and worse the thirtieth. But maybe that's the point and I'm missing it!
I really loved "Torchlight", very clever. The bit near the end where you seem trapped is fantastic.
Everyone needs to try "It Waits", if they haven't already. Creepy! _________________
Everybody hurts sometimes |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Sun Sep 16, 2007 1:20 am |
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Torchlight, more like Zork. _________________
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Wall of Beef

Joined: 04 Dec 2006 Location: Fart Beach
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Posted: Sun Sep 16, 2007 4:44 am |
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Dess, both of those are great. Really loved Under The Crack, really nice setting. I wish Nifflas would retrain his use of so many environments like you did. _________________
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psiga saudade

Joined: 04 Dec 2006
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Posted: Mon Sep 17, 2007 2:20 am |
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| Max Cola wrote: |
| There was one bit - where you have to hop a set of spikes while not hitting spikes on the ceiling, and then fall down a shaft lined with spikes. I think you should've stuck a save point after that, it was annoying the first time and worse the thirtieth. But maybe that's the point and I'm missing it! |
Yeah, sudden fuck you to death difficulty spike. (No pun intended. The only other word that comes to mind is "jump" and that's just as bad. Oh lord.)
Hm. I've kinda made like maybe 9 screens on my goof-around map. I have ideas for more stuff to add that isn't biting off more than I can chew. I do hope to complete one whole thing, even if it's kinda short.
I could never complete anything back during the ZZT and MZX days. I'd like to pretend that I've matured since then. Cough. _________________
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wpham

Joined: 17 Mar 2007 Location: California
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Posted: Mon Sep 17, 2007 6:24 am |
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Dess, I love how Oubliette introduces and then builds upon themes. The sequence just after getting the hologram was especially well-paced. _________________
last.fm |
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dessgeega damaged

Joined: 05 Dec 2006
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Brooks

Joined: 08 Apr 2007 Location: peak caucasity
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Posted: Tue Sep 18, 2007 9:02 pm |
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Haddaway, ahahaha, super. I haven't heard that in well over a decade.
Cute little exercise. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Tue Sep 18, 2007 9:17 pm |
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That's great. _________________ JSNLV is frequently and intentionally wrong. |
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Lick Meth

Joined: 05 Dec 2006 Location: A constant state of flux
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Posted: Tue Sep 18, 2007 9:22 pm |
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| Anyone using this gizmo? A quick flick around with it sees it as awfully useful for me. |
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wpham

Joined: 17 Mar 2007 Location: California
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Posted: Wed Sep 19, 2007 5:33 am |
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| Lick Meth wrote: |
| Anyone using this gizmo? A quick flick around with it sees it as awfully useful for me. |
It's pretty cool, but on my computer, it crashes every time it tries to interact with Knytt Stories. _________________
last.fm |
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Menander
Joined: 04 Dec 2006
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Posted: Wed Sep 19, 2007 12:08 pm |
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| wpham wrote: |
| It's pretty cool, but on my computer, it crashes every time it tries to interact with Knytt Stories. |
| Knytt Stories Manager Thread wrote: |
| Also place this in Knytt Stories\3rd Party Tools\KSManager\. (you have to make the folders yourself) There's a little bug that makes it crash if you don't XD It's supposed to just give you a message, but it doesn't for some stupid reason. Ah well. |
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wpham

Joined: 17 Mar 2007 Location: California
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Posted: Wed Sep 19, 2007 12:24 pm |
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| Menander wrote: |
| wpham wrote: |
| It's pretty cool, but on my computer, it crashes every time it tries to interact with Knytt Stories. |
| Knytt Stories Manager Thread wrote: |
| Also place this in Knytt Stories\3rd Party Tools\KSManager\. (you have to make the folders yourself) There's a little bug that makes it crash if you don't XD It's supposed to just give you a message, but it doesn't for some stupid reason. Ah well. |
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| that thread also wrote: |
But anyways, the program still crashes, and it is in the correct directory.
Are there any other parts of the program that is reliable on Microsoft office?? |
| the author of the program wrote: |
| Hmm... none other I know of. Strange, it might not've been the Color Selector's fault at all =/ |
_________________
last.fm |
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L ⌐
Joined: 05 Dec 2006
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Posted: Fri Sep 21, 2007 12:37 pm |
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Say, could anyone with an adequate familiarity with German provide a rough translation of "Die Flügenictidentifierbartobjektiert"?
(It's the name of the Secret Ending tune from the Nifflas stories.) |
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Gin banned
Joined: 05 Dec 2006
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Posted: Sat Sep 22, 2007 5:34 pm |
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God dangit.
Guys where are the red and yellow keys in The Machine. (I found the other two really easily but these ones have eluded me)
Also the purple key in A Strange Dream.
Edit: found that red key.
Edit2: found the yellow!
Edit3: That was almost a let down. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Mon Oct 08, 2007 4:13 am |
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| A bump of encouragement to those who have works in progress -- don't forget to finish them! |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Mon Oct 08, 2007 4:48 am |
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| wpham wrote: |
I finally finished my first world, "Origami Unicorn." It's a linear platformer, and should take about 5-10 minutes to complete the first time. I basically made it to learn how to use the level editor, as well as to figure out the concrete mechanics of Knytt Stories' platforming.
Download here |
I'm getting a 1kb broken file from this link. =( Is the problem me or you? |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Mon Oct 08, 2007 5:00 am |
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I made Under the Crack my first level! (Yes, I only just now got around to Knytt Stories)
It was lovely! I loved the symmetry of your route and the simple two-color design of the landscape (sand and dark underground with black water). I'm quite pleased! |
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wpham

Joined: 17 Mar 2007 Location: California
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Posted: Mon Oct 08, 2007 5:04 am |
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The old link's broken now, the level should be downloadable from here if you're still interested. I've started work on another level, but with the school year started, I have no idea if/when I'll ever finish it. _________________
last.fm |
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professor_scissors
Joined: 04 Dec 2006 Location: West of House
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Posted: Mon Oct 08, 2007 7:03 am |
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| L wrote: |
Say, could anyone with an adequate familiarity with German provide a rough translation of "Die Flügenictidentifierbartobjektiert"?
(It's the name of the Secret Ending tune from the Nifflas stories.) |
According to my German-savvy friend, it's not a real word. The beginning, Flügen, means "flight," and the end, "objektiert," means "object", but the middle is just a bunch of random letters, arranged in ways that don't even occur in German. |
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dessgeega damaged

Joined: 05 Dec 2006
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Posted: Mon Oct 08, 2007 7:23 am |
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you only now got around to playing knytt stories, internal section? when you posted your "doubled levels" thread this is the first thing i thought of.
(hint: play the machine.) _________________
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L ⌐
Joined: 05 Dec 2006
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Posted: Mon Oct 08, 2007 9:12 am |
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| professor_scissors wrote: |
| L wrote: |
Say, could anyone with an adequate familiarity with German provide a rough translation of "Die Flügenictidentifierbartobjektiert"?
(It's the name of the Secret Ending tune from the Nifflas stories.) |
According to my German-savvy friend, it's not a real word. The beginning, Flügen, means "flight," and the end, "objektiert," means "object", but the middle is just a bunch of random letters, arranged in ways that don't even occur in German. |
Whatta ya mean, random?
"Die Flügen-nict-identifier-bart-objektiert"
"The Unidentified Flying Object" |
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chevluh
Joined: 05 Dec 2006 Location: Switzerland
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Posted: Mon Oct 08, 2007 12:38 pm |
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| L wrote: |
"Die Flügen-nict-identifier-bart-objektiert"
"The Unidentified Flying Object" |
Well, that's the thing. To be actual german it should be "Unidentifiziertes Flug-Objekt". "Nict" and "bart" don't even mean anything (well, Bart does mean beard, but that's useless in this case), though they're obviously typos for nicht and -bar. Nor does identifier, for that matter, forgot a syllable again. And Flügen means flights, not flying, and objektiert is third person singular of a verb, no the "Objekt" noun.
So while at heart it's an attempt to use german, the way it's horribly mangled makes it a bit hard to decipher. :P |
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Koji

Joined: 04 Dec 2006
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Posted: Mon Oct 08, 2007 6:23 pm |
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| Maybe that's the whole point of the title, given the song that it's for. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Mon Oct 08, 2007 8:11 pm |
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| They've started nominating levels for the next official expansion pack. |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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wpham

Joined: 17 Mar 2007 Location: California
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Posted: Tue Oct 09, 2007 6:57 am |
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vision, if that's where your inspiration is coming from, I can't wait to play the results. _________________
last.fm |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Tue Oct 09, 2007 8:28 am |
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| dessgeega wrote: |
you only now got around to playing knytt stories, internal section? when you posted your "doubled levels" thread this is the first thing i thought of.
(hint: play the machine.) |
Shit. That's a big, big ten-four.
I would take a fucking bullet for Nifflas.
I'm exhausted. I'll have plenty to write tomorrow. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Tue Oct 09, 2007 9:34 am |
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| internisus wrote: |
| They've started nominating levels for the next official expansion pack. |
Speaking of which, why HAVEN'T you posted any of your levels on the forums yet, dess? Or were those just practice for something still to come? _________________ JSNLV is frequently and intentionally wrong. |
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dessgeega damaged

Joined: 05 Dec 2006
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Posted: Tue Oct 09, 2007 9:47 am |
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it's really just that i can't bring myself to classify my levels in terms of difficulty or category. _________________
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Tue Oct 09, 2007 11:51 pm |
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Dess, I swear to god, if you don't wo-man the fuck up and do it, I'll categorize and post your levels for you. They're better than most of what's out there easily, as others have already said, and I want to see all of the people on Nifflas's forums say as much. They stand a damn good chance of being released in official third-party expansion packs, and that kind of recognition can only be good for you. I'm giving you a week to fix this.
Now, then.
I have played The Machine.
First, some thoughts about the Metroid approach to level design. I believe that the reason for its success is that it carefully controls the player's progress without damaging the impression of a world that simply exists on its own -- as opposed to having been created solely for the player to move through. I still think that this, in a game where the player gains new abilities, this is one of (if not the) best approaches to design and holds a great deal of untapped potential for games outside the 2D action/puzzle platforming genre. And even within that genre, I think it can still be pushed further with the aim of creating more organic-seeming worlds, as hinted at by the kind of visual language seen in Metroid games where doors are destroyed and larvae block passages only to shed their skins, move into small caverns, and evolve into bosses.
Now, The Machine is quite the excellent little nugget of Metroid level design. I played it on normal difficulty and found that to be just perfect for me. The distribution of power-ups and challenges was delightfully even yet felt transparent.
Knytt Stories's gameplay is a perfect marriage of Within a Deep Forest and Knytt. I've always preferred WaDF to Knytt. Knytt was broken in the same was that Shadow of the Colossus was. Both games are to some degree about aimless exploration, but they ask the player to seek particular locations and collect/fight goals. That's a little contrary, but I would probably be okay with it if not for the guiding light thing. That ability emphasizes the goal side of the game too much and undermines the open, non-linear environmental exploration.
So Knytt Stories returns to the Metroid design of WaDF but makes it less based upon physics (which many players found frustrating, though I liked it just fine) while retaining good old-fashioned abilities and challenges and action-puzzles.
It's a fine engine. The sense of speed when running and leaping about is just shy of breakneck, and little details like the sense of wind resistance while holding the umbrella make it even more solid, especially when coupled with the loud and well-timed sounds of Juni's foot-steps and scampering when she climbs walls. Strange, though, that these sounds do not move across the stereo field as they did in Knytt. But the ways in which The Machine challenges the player using what seems like a basic ability set are often surprisingly clever, although it never feels so much like a game as to undermine the beauty of its environment and music. It's Nifflas's most balanced game to date.
I am surprised that no one has yet pointed out that The Machine's ending offers a joyous comparison to Earthbound's. Edit: Wait, no, hyouko mentioned something about this. But not enough! I mean, this is basically the only game other than Earthbound that has you safely explore all of the now-friendly environments of the game after the final challenge as you travel back home, and with these visuals and music it's just....
If I were rich and had a big house and lots of money to spend decorating it, I would not purchase paintings to line my walls. Instead, I would embed framed monitors in my walls, each with an animated scene from from this game. I'm completely serious. I would do that.
You know, I somehow didn't realize what an appropriate leap it was when Nifflas moved to a widescreen aspect ratio in Knytt after the more square scenes of WaDF. I basically didn't notice, somehow. It's very, very clear to me here in Knytt Stories, however, that this was an important move. And his use of music has become increasingly diverse and lush, as well. Every game Nifflas has done has been a noticeable improvement in visual and sound design such that I have the same brand of pride at having watched him develop his talents as I get from listening to many albums by a much-changed band such as the Beatles or Radiohead in a single day, really seeing their growth. If you ask me, Nifflas is far more representative of an auteur view of videogames than someone like Kojima.
The Machine would be enough on its own. It is easily comparable in length and quality to Nifflas's past major releases, between which there have usually been 8 months or more. But for this to be a modular engine fitted with a level editor... I've already accumulated 21 pages of stories from browsing the forums. This includes some beta projects, but most are complete stories. And this is only a few months after Knytt Stories's initial release. For Nifflas to present an engine and editor freely to everyone in this manner -- an engine representative of his refined and distinctive visual and sound design -- is an act of unprecedented generosity. I think this may be one of the greatest things to happen for videogames in this entire decade.
And the new version released a few days ago is accompanied by a demo of sorts exhibiting its new features, which are strange and useful. So this wonderful gift just gets better and better. It's overwhelming.
oh i wanted to say how great it is to have that cyan glow near secret areas so i don't have to check every wall to see if it's false
but i didn't find the purple key goddamnit where is it |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Wed Oct 10, 2007 2:03 am |
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"You leave your shadow in your place and slip away."
Nice! Lovely line too. And the use of Toups piano bit, which fit nicely somehow, both at the beginning and when you escape was a good idea.
Not really my kind of thing overall, however. But I enjoyed it for what it is.
Torchlight is also good. I especially enjoyed the first appearance of a huge throng of red-eyes. That got a little gasp out of me. I experienced a little floor-swimming immediately after reaching the torch that turns light on after that stretch. |
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dessgeega damaged

Joined: 05 Dec 2006
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Posted: Wed Oct 10, 2007 2:16 am |
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i'm a little disappointed that noone seems to have found the secret room in the oubliette yet. _________________
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Wed Oct 10, 2007 2:24 am |
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I didn't think there would be any. I poked around at first, but gave it up when I had to focus on the challenges.
wpham, just got done with yours. I only died twice or so outside of the one jump where you have to drop from the left side of a block over water and double-jump to the right underneath the two moving spike rectangles. That one took a few tries. Some of the jumps impressed me because they didn't look possible at a glance, and the long sequence of invisible blocks was well-placed. That section was perfectly intuitive to me; I don't know if every player instinctively jumps to the right as far as possible when there are no other options, but that's what I did.
If you're working on a new level that's less of a test for you with the editor, I hope you find time to keep going at it.
I also played It Waits, which was pretty awesome. It kind of glitched at the part where you fall down and the light moves with you... it pauses everytime the light shifts. Otherwise, yeah, great Lovecraftian material. I always like the way black/white environments look in Nifflas's games, and the shapes and silhouettes in this game make really good use of that. Good showcase of a different type of ambient noise, too, though it could have been subtler. |
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L ⌐
Joined: 05 Dec 2006
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Posted: Wed Oct 10, 2007 5:31 am |
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| dessgeega wrote: |
| i'm a little disappointed that noone seems to have found the secret room in the oubliette yet. |
Why should it even have a secret room?
| internisus wrote: |
| Dess, I swear to god, if you don't wo-man the fuck up and do it, I'll categorize and post your levels for you. |
And another thing: write a cursory sentence description for your stories. They show up on the story select pages as textless holes compared to the adjacent stories.
| internisus wrote: |
| I am surprised that no one has yet pointed out that The Machine's ending offers a joyous comparison to Earthbound's. Edit: Wait, no, hyouko mentioned something about this. But not enough! I mean, this is basically the only game other than Earthbound that has you safely explore all of the now-friendly environments of the game after the final challenge as you travel back home, |
Well, uh, Dragon Quest.
Personally, I didn't think The Machine's ending went quite far enough. You only get to revisit the brief area in the vicinity of the Machine itself, and its nigh-spontaneous regeneration seems a little over-done to me. Far more compelling than trees in full bloom would be still-gnarled trees with a few tiny buds. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Wed Oct 10, 2007 8:10 am |
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| internisus wrote: |
| I have played The Machine. |
Very, very interesting.
I am not nearly as enamored of the various works within Knytt Stories as I still am of the original Knytt. I do find the potential Knytt Stories represents far more compelling, but. Well. This felt like a (maybe necessary) step back.
Knytt is not a metroidvania. Secret rooms aside, there are no locks. There are no screens which are inaccessible until you get an upgrade. This affords a refreshing change in world design: the world sprawls. There are very few choke-points; very few one-way passages--and these, only in some narrow caverns on the other side of the world. There is no consequence for diving down a mysterious hole, or climbing suddenly up a spire; if it doesn't lead in the direction you want to go, you can almost always get back with a minimum of fuss. Once I realized this, I pretty much forgot about Knytt's frame story: why rush to assemble my ride home, when I've got this whole vast landscape to explore?
It helps that Knytt's landscape is so coherent. Areas bleed into one another; in underwater tunnels, you can see the roots of the islands above. You can get an impression of this just from playing the game, but it really helps to see the big picture. (The BIGGEST picture is actually too big for photobucket. PM me with your e-mail address if you want it.)
Some of this carries over to Knytt Stories, yes. Coherent worlds are possible. Metroidvanias are also possible, with all of their strengths and weaknesses.
Let's look at the Machine, shall we? You have no map, so no way to know where you have and have not explored, short of just remembering. This is fine since the Machine is pretty small, but A Strange Dream was a lot worse in this regard, and I expect this to continue being an issue in the future. There's usually only one upgrade you're capable of getting at any time; once you find that one, you will then have the ability to get the next in the sequence. This is not a nonlinear adventure so much as a stage-based platformer that doesn't tell you where the stages are. This means lots of locks and choke-points, exploring (temporary) dead-ends and backtracking, with no idle wandering like in Knytt. Having a map would help; having some sort of warp system like in Symphony of the Night would be even better. Knytt Stories has the ability to do this, but I haven't seen any levels yet that do so.
"Say, my jumping abilities have improved! Where do I go next, again? I seem to remember seeing a place I couldn't get to, yet--which ones have I visited already, and which haven't I? And how do I get to each?"
At one point or another, each of those four spots was a place where I knew I'd have to return but didn't yet have the ability to pass. The more of these places you sprinkle into a game, the greater the capacity for frustration your game contains.
One day, someone's going to use Knytt Stories to make a game I like better than Knytt. One day. _________________ JSNLV is frequently and intentionally wrong.
Last edited by Intentionally Wrong on Wed Oct 10, 2007 9:08 am; edited 1 time in total |
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L ⌐
Joined: 05 Dec 2006
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Posted: Wed Oct 10, 2007 8:54 am |
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| Intentionally Wrong wrote: |
| Knytt is not a metroidvania. There are no locks. There are no screens which are inaccessible until you get an upgrade. |
Actually, um, yes there are. Bottom left and bottom right. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Wed Oct 10, 2007 9:07 am |
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Well, um, yes. I wasn't really thinking about secret rooms, so. I'll edit the post. _________________ JSNLV is frequently and intentionally wrong. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Wed Oct 10, 2007 4:31 pm |
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Jason, the thing is, you're absolutely right. As I mentioned, I really like metrovania design in principle because, ideally, obstructions to the player seem like natural growths within an organic world. However, it's true that the restrictive methods of a metrovania are cheap. A player who has been around the block a few times will immediately register what's going on and see the constructions of the designer.
This makes me sad, and I wonder if you would say that it's true for all metrovanias -- that their methods for immediate obstruction-until-you've-got-this-thing are cheap and that a really transparently-designed, organic world is not possible with this approach.
In any case. I felt that The Machine was of just the right size and that the distance between power-ups and obstacles -- as well as differently aestheticized areas -- was pretty much perfect.
I haven't played A Strange Dream yet, so I can't comment on the problems involving level size and having no map. If backtracking is involved -- I mean, if A Strange Dream is basically a metrovania -- then I imagine you're quite right.
About Knytt, once again, I agree with you in idea but not in reality. The thing is, I can't ignore the fact that there are goal-items to collect and a beam of guiding light to lead me to them. I just can't forget that it's in there. If someone were to hack Knytt to remove the items and the light ability, then I would absolutely fucking love it. Really. I badly want someone to do that. Hack Knytt, take out the items you can gather, take off the little mini-window that you can bring up to show what you've found so far, remove the light beam ability... take off the enemy-detecting red glow while you're at it. Now Knytt is perfect. Now it is a fantastic, unique, original delight and I love it.
But no one has done that for me yet.
Some of the points you made about Knytt hold over for Knytt Stories, though. Especially the transitions between environments. And, even if they didn't, they would in potential.
I've still played fairly few stories. Is it your suggestion that Knytt Stories, with its powerups, is necessarily an engine for metrovania-style design? Because if all stories were going to play like The Machine I would have a problem, certainly. But it seems clear to me that many things are possible here. There's no reason why Knytt itself couldn't be ported in.
| Intentionally Wrong wrote: |
| One day, someone's going to use Knytt Stories to make a game I like better than Knytt. One day. |
Yeah. And many other great and diverse things can be done here, I think. All of them very beautiful. And this is why I think Knytt Stories is such a momentous event. Some of that hit me while playing The Machine. The thought that Nifflas has made it possible for me to have made The Machine. I guess that made me like The Machine even more. But it's still very fine, either way, I think.
L: Yeah, you're right, the ending could have been subtler, but I didn't mind that at all given the exuberance of the rest of the game. |
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