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Ryanie8699

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About Ryanie8699

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  1. Thanks! I missed that post, I think its in one of the other folders. Looks like I could half my time... better get to work
  2. I decided to speed run through the game today just to check out the latest build. Its been a couple of weeks since I played the game, but I still managed to complete it in 32 minutes. I could probably shave about 5 minutes off by optimizing my Shay playthrough and remembering the Vella puzzles a little quicker. What is everyone elses fastest time so far?
  3. Its an adventure game. You have a story, you have a problem, you solve puzzles, resolve the problem, and have an adventure along the way. You take objects from your inventory and use them to interact with the environment, sometimes they would solve puzzles, sometimes it would just be funny. That is what you do in an adventure game, old school or modern. That is what you do in Act 1 of Broken Age. I think there are issues with the puzzles in Broken Age, but these issues are not a result of the interface. What happens if you add a bunch of verbs like on the old SCUMM interface? You end up increasing the number of potential solutions, but that does not increase the difficulty of the puzzles. All this would do for the Broken Age puzzles increase the time it would take to brute force the solutions, artificially lengthening the game. And the problems would still remain. The issue with these puzzles was not the logic of the answers being too simple (it could have been more obtuse, but I still got that sense of satisfaction when figuring out the logic for each puzzle). The problem is that nearly every puzzle in the game was solved by using an item from the inventory, so you could brute force your way through this game in short time if you so desired. There were also barely any feasible alternatives - one of the things I love about Schafer adventure games is when you are so sure you have the right answer because it logically could not be anything else, but your solution wont work because you are wrong. Broken Age needs more puzzles like opening the safe in Monkey Island. This was not a puzzle you could just brute force by clicking on every adjective and every item in your inventory, you had to lure the shop keeper out of his shop, hide, then watch him perform the combination to open the safe when he came back. The only puzzle that was similar in BA Act 1 was going through all the teleporters to shrink your head so that it would fit inside the tiny helmet. But yeah, Broken Age is definitely an adventure game. The emphasis might be on the adventure part more so than the game part, but expect Act 2 will have a much better balance.
  4. No need to change it. Sounds like you worked through the puzzle exactly as you were supposed to. Firing at the body of Mog Chothra results in dialogue that the skin is too hard. Firing at the eyes results in dialogue that the eyes are shielded. There is also dialogue that says there must be something softer, so you picked up on the mouth straight away. Getting caught gives you the dialogue about needing to get an arm free, which is the cue to shoot the tentacles. Also, why do you need to have your arm free? Must be because you need to use an object on Mog Chothra. The extendable ladder props open the mouth, and then you fire the laser. I thought this was one of the better puzzles in the game, reminiscent of using Root Beer on Le Chuck, and sounds like you figured it out without too much hassle. I remember back when I was about 12 years old and my friends and I were so stuck on Day of the Tentacle that we considered calling up the help line.
  5. I can use the ESC key to skip the credits. Also the credits are available from the main menu.
  6. I got through this game in 3h10m according to the save file. I thought the puzzles were a little simple, the only ones that took me more than a few minutes was putting the shoes on the ladder, and backtracking to get the fruit because I had given it to the lumberjack (as part of his detox diet). But I loved the story, and the environment, and the artwork, and the audio, and the writing. And even though the puzzles were easy, they still made me laugh. Great ending too. I was convinced for a time that the guy in the spaceship (Alex?) was older Shay. Now I'm thinking he might be Shay's father, and one of the maidens from Steel Bunting might be Shay's mother. I don't have a theory on Merrick yet, but Merrick could be Shay's father in disguise... Shay's father is always creeping around the ship looking shifty. The mother in Meriloft (Car'l?) had some great jokes, especially if you brought back some of the Shellmound stuff to her. For example giving her the lumberjack's art piece, Vella asks her if she wants to see some art and Car'l replies "So are you saying that what I do isn't art!". The talking knife in Shay's story also had some great interactions with just about everything.
  7. When performing the action to hang the bucket on the screaming tree, if you skip the cut scene using space bar, the bucket will not be hanging on the tree until about 2 or 3 seconds. I'm guessing the length of time it takes for the bucket to appear depends on how much time was left on the cutscene when the space bar was pressed.
  8. When I came back in through the teleporter and had the helmet explode, the subtitles would switch between the left and right side of the teleport. The one on the right side was half off the screen. I'm running the game in full-screen mode, 1366x768 resolution
  9. Okay I need to stop playing now otherwise I will lose the rest of my day. Downloaded without issue, installed without issue, and played through the first couple of Vela scenes without issue. Looks amazing, sounds amazing, great humor too.
  10. Download has commenced. 1.2GB for those concerned Edit: I'm a slacker backer. At the top of my Humble Bundle page was an expandable area titled claim past purchases. When I opened it the Broken Age Humble Bundle page was there to be claimed. After claiming it, Broken Age appeared in my Humble Bundle library at the bottom of the page under Widget Purchases. When I clicked on the Broken Age link it took me to a new page where I could redeem my Steam key by connecting my Humble Bundle account with my Steam account. Whole process took about 5 minutes. Download is at 50%
  11. Well it is 9am over there, they do need to sleep at some point. Also, something that has been clearly pointed out, they have a press release coming out today that will answer a lot of questions. They always try to give the backers a heads up of whats happening before they issue a press release. In this case I imagine they didn't want to commit to anything in the forums until the press release has been issued so that they have one definitive source of answers (and probably so that their legal team could look over everything and help them in making what they think is the best decision moving forward).
  12. That is exactly right, and from what I've seen in the documentary so far the team has a great synergistic working relationship. It's also why Dave has been given opportunities to animate based on his interpretation of Tim's vision - he is obviously a trusted senior animator. For this one scene where it didn't quite work, he's probably produced a dozen more that work exactly how Tim wanted it to work. But then, we are only seeing this project through the lens of a camera, 30-50 minute at a time.
  13. a director has to direct. you should know. Yes, but a director also has to know their people and understand how to get the best out of their team, which is exactly how Tim is directing this game. Some people need to be directed all day everyday, while others you can just give them a vague idea of what you need them to do, then you check in periodically to make sure its on track. Dave is obviously part of the latter group and must have a great track record of producing awesome stuff otherwise he wouldn't have been given so much freedom in the first place. And while sometimes it can backfire and result in stuff having to be reworked, giving freedom can result in some truly awesome stuff that you may never get if the director is too involved down at the lower level. It is so easy to get sucked into micromanaging the whole project, and that is a really bad thing, especially on a large software project. You need to trust your people and leave them to do their work so you can get on with your own work, otherwise you end up duplicating effort in places you didn't need to be, and then you fall behind on what you were supposed to be doing.
  14. I've worked in software testing and quality assurance for a number of years now and I can't imagine how frustrating it must be watching play testers try to figure out puzzles in an adventure game. Watching that little cursor go round and round the screen, touching and clicking on everything except what they need to solve the puzzle.
  15. Very short game but great atmosphere built and maintained throughout. A lot is made of whether or not this is a game - if we look at games in the strictest sense, Gone Home has objectives, interactions, and puzzle solving, so yes definitely a game. But it is focused more on the experience and story side of things, so the amount of satisfaction you get out of this game will likely depend on how much you are able to immerse yourself in the story. You aren't going to see measurable increases in benefits proportional to your increase in skill, you aren't going to gain levels and achieve high scores, and you aren't going to get that sense of satisfaction when you solve difficult puzzles because there aren't really any difficult puzzles. Apart from being able to use a keyboard and mouse to explore, there are zero skill barriers in this game, and you just progress through the narrative at your own pace. There is a very persistent sense of dread or something foreboding, I always expected to walk around the corner and find something straight from a horror game, but the shock never came. And I think that is great. The game was able to keep me on the edge of my seat for the entire duration. This was a game where you got as much out as what you were willing to put in. There were hidden stories all around the place that give this game a greater sense of depth (like finding her father's magazines under copies of his unsold books). That said, I still think the price point was a little high. I paid for it this time because I was curious to play this game everyone was talking about. Now that I know what to expect, I don't think I would pay the same price for their future games. Edit** I did notice a number of DF names come up when the credits rolled. Great to see the community helping each other out.
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