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About Twoflower

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  1. Go ahead and release it. We got our value already by having early access; I think it'd help if the world could see inside the development process. Granted, I don't think this is a panacea for the image problems. People who have decided to loathe Broken Age, DoubleFine, or Tim in general because of various agendas are always going to loathe. But maybe it'll help some folks on the fence, or hey, at least be entertaining.
  2. Weird thing is, I didn't get a traitor. Maybe because I wasn't investigating my cabinet enough; my game was focused more on a journalist and some counter-revolutinaries. My ending told me things were okay but we went to war with a neighbor, which was devastating. I think I need a few more playthroughs. I haven't quite got the hang of how to pick alternative options to what the ministers are suggesting I do yet.
  3. Feedback, feedback... I'm kind of torn. I WANT to like this, it's an insane idea with a lot of potential. But the execution of that idea is pretty much a mess; overly ambitious and under-delivering on things like the chat system. I've no doubt that given years of development this could become something smooth and fun to play, but the "open ended chat AIs" and "linear narrative cutscenes" are crashing head-on into each other here. I didn't even know I COULD escape the house without getting killed because I thought I was stuck in a cutscene, etc. I'm going to take another run at this prototype but given the way its two mentalities (open world vs. critical path) don't inform each other I may wait until there's a walkthrough available, to make sure I'm not missing anything.
  4. It's very pretty, but... there just wasn't much to this. A very basic brawler, even if you were brawling as a horse. The story also didn't really grab me; the book page idea is neat, but why is the library in a mill? Why did it catch on fire? How is it that the kid can cast spells just by reading a book? It felt a bit contrived. I think what I missed the most from the original pitch that got my vote was the idea of "Crazy Taxi as a horse." Delivering standard heroic fantasy heroes to their quests, despite their bumbling idiocy. Bucking a knight off your back to toss him into enemies, bucking to make an archer fire arrows, running missions and trying to keep the guy on your back on task... that really appealed to me. When all of that was chucked in favor of having the kid and no clear quest beyond "Get a book? Don't die?" it was a bit disappointing. Still, I think as thin as this experience is, it COULD be fleshed out in a full game. More combat variety, more mission variety, various heroes, things like that. Clearly you have a good look going for you with the art and good fundamentals on which to hang a larger and more robust game experience.
  5. While the interface was a bit puzzling I felt Dear Leader had a LOT! of promise. Given a full iterative development cycle to improve the UI and clarify anything vague in the prototype I think this could become a simply amazing game. Some points that confused me while playing the prototype: * When a minister suggests we arrest a guy, I have the option to say "I'll deal with this my own way" but I'm not sure what those ways are. All I can find are edicts to arrest them or such. * I wasn't sure how time progressed forward, or how many actions I could really take in a day. Likewise how many days I had until the game was over. * Often I'd be sitting there with no incoming calls and no idea what I needed to do next. If I was trying to be lenient and not sign death warrants etc. the game would just stop and wait for me to sign a death warrant, apparently. Despite some clunkiness -- which is to be expected, given hey, it's a prototype -- I feel this is off to an amazing start!
  6. Of the four games, Dear Leader had the most complete game experience. It's something you can easily play multiple times, especially if events are randomized and you have multiple ways of dealing with each event that pops up. (I'm still fuzzy on what the alternatives are when my ministers ask me to arrest a guy, etc.) The art is amazing, the sound is amazing, and it has a LOT of promise as a $15-$25 downloadable game. Could even work on mobile tablets, given the simple interface. Mnemonic really, really impressed me with a very intriguing narrative that unfolded at a good pace. The art style was also quite excellent. I could also play this one if it was made until a full game, but I worry that it'd be a fairly short and unreplayable experience, one which would cost a LOT of money to develop. Given bang-for-buck from a game developer and game player perspective Dear Leader probably still wins. Steed is... just sorta there. It's charming, it's nicely designed, but it's still just a basic 3D brawler game. LPBB is a complete mess, in a charming and wonderful way, but still a bit of a mess and would need serious rethinking and lots of development time before it's something playable.
  7. Wow! I was NOT expecting this prototype to have the most complete and intriguing narrative of the bunch, especially considering the troubled early days of its development (at least according to the footage editing room). But it's definitely a well-thought out story which unfolds at a good pace, and has some interesting puzzle mechanics. Excellent stuff!
  8. Seconded on the bumbling heroes. Maybe a bit open-worldy with them as side quest and job fodder, but I think they're important. If it's JUST the main story of the kid and the horse fighting bad guys, what separates it from any other action brawler other than doing it as a horse? What sold me on the original pitch was the "crazy taxi with horses" idea, that you have a variety of heroes to deliver to their quests, and each would have a different utility. (bucking the fighter off your back into a group of enemies, getting the mage to cast a fireball, etc.) Especially if they were uncooperative / drunk / etc. Oh, and grazing would be a nice way to implement regenerating health outside of combat.
  9. Steed has a nice twist on standard fantasy RPG tropes, with the supporting character being the true hero of the story, unsung in his victories. That appealed to me, as I only like traditional fantasy when it gets bent a bit. Mnemonic has a VERY nice art deco surrealist art style and has great potential for interesting puzzles. That's what sold me on it.
  10. Maiden's feast. The item exchanges were a bit confusing, I wasn't sure how to get the items away from the girls and in some cases WHY I needed them. Adventure games tend to dangle a puzzle-solving item in front of you long before you have seen the puzzle it solves, so I knew what would be important, even if I couldn't grasp the reason. But the entire puzzle as a whole was confusing. Mog Chothra was also a stumper. I admit to looking on the forums to find out I had to shoot off the tentacles. After that I had it; I think the way shooting it in the eye made the mouth open was a bit of a red herring that kept throwing me off. I was wondering if it was an issue of timing. Other than that, I didn't get deadlocked very often. It was quite easy. And I don't really care, because it was such a beautiful and well-written experience that I enjoyed every minute I played.
  11. They've already promised a DRM-free version once Act II is done. This is just a way to get the early version out to backers and get some revenue going ahead of that.
  12. zomg. I'll admit, I played through Shay first, so I ended up very confused as to how it all tied together... until I saw this thread and got the A-HA! moment in hindsight. My mind = blown. The art was just fantastic; exactly as promised, it was like walking through paintings. The decision to use hybrid 2-D and 3-D allowed for EXTREMELY expressive characters, well beyond any simple sprites would have been capable of. The seamless aesthetic between characters and backgrounds, all of it feeling like part of the same painting... just... wow. As for value propositions, I got 3 hours according to Steam. And frankly, $25 for a very satisfying 6 hour game? I'll take it. There are AAA blockbusters with less gameplay time and more money than that. I value a tightly focused and incredibly high quality short experience more than something padded to hell and back with same-y filler. (Lookin' at you, Bioshock Infinite.) GREAT work, Double Fine. Looking forward to Act II!
  13. Dang, that's a heck of a base there! I've been using the life support bay as a temporary social hub, which I later replace with my pub. Good to know the garden should come first though, I hadn't thought the garden was of any real use without a pub. I think that last playthrough was just bad luck; I got a LOT of asteroid strikes, fires, destroyed equipment, and finally raiders knocking off half my crew. That run I had maybe 6 people before everything went to hell. I restarted and morale didn't plummet quite so fast this time, maybe because I eased back on the mining, only digging enough matter to finish whatever I was working on and then letting folks chill a bit. Having less things on fire probably helped. (Having my residence on fire while four people were sleeping in it didn't help.) Unfortunately I decided to explore a derelict, and all three security officers I sent got killed. Raiders then waltzed into the base and well, time for a new base. I wouldn't have explored at all, but I really needed new crew, I still only had five of them and needed more job redundancy. I think I need to ponder more modular / planned base designs, ones which grow over time. I was packing rooms in pretty tightly to try and minimize matter use and get functionality online ASAP. Oh -- how'd you get your refinery OUTSIDE, by the way? That's pretty clever, probably processes ore a lot faster!
  14. I've started up a few bases now, but I seem to run into the same problem each time -- a slow downward spiral into despair for everyone, while all my stuff gets trashed by asteroids. Eventually, the raiders come, and that's that. I'm wondering if I'm not ramping up my base fast enough. I try to build the bare essentials to get launched, but right now my build order is: 1. Airlock 2. Life Support with Food Replicator 3. Refinery 4. ...a long time passes while mining... 5. Living Quarters 6. ...a long time passes while everybody sleeps and mines and gets sad... 7. The Pub and Botany Bay And by that point I'm out of matter and my technicians are struggling to keep everything repaired. Should I be prioritizing the pub ahead of the living quarters? Or maybe a workout room first? I want to keep my guys efficient and avoid misery.
  15. Huh, I hadn't considered job rotation. That works if you have a lot of folks in your base, but when I'm just starting out I'm LUCKY if I get more than one three star miner for a good long while. Like last night, I wanted to try Alpha 3, and by the time I had enough rock mined to build Oxygen + Refinery + Beds, my only good miner was deeply sad.
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