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Posts posted by SimonCle

  1. Well, I feel ambivalent about the random events.

    I liked those events where you had a more or less clear idea about your decision and the results (not the exact results but the kind of "this seems like a good/bad idea", "this seems very risky but maybe rewarding", "this is rightous, but maybe not really good for you", etc...)


    For example I liked the event where one of your heroes settled a dispute, but one died. So i send the heroe to prison and after his imprisonment he was kind of a wreck. I understood that result.

    Or I liked the event with the old aunt which had a piece of the chalice but din't want to give it to you because it was the last thing which remembered her of her family. So I let her go and a few years later when she died she passed it over to me, so I guess the running research was fastened or something like that. Again, that result was comprehensible.

    But sometimes there are events where there is absolutely no clue what you should choose, but you have the bad feeling that whatever you do it is bad... In Germany we have a saying " It's like the choice between pest and cholera". And it feels like a random dice roll which bad thing will happen and you have no control over it...

    I can't come up with a specific example right away... The ostrich event was kind of that style, but really not the worst.

    And I really hated events where there where no clue that your choice would be bad, but it was bad...

    Once one of my heroes wanted to build something and I had to choose what. So i choosed the library which seemed like a good idea... Well, it turned out that the heroe had stolen all the books from the sagewrights and my research time was doubled or something like that... man, I really hated that one :(

    So long story short:

    I guess the result should allways be comprehensible and fair in respect to your decision and not like: Well, in your face! Something bad happens!!

    I agree strongly with this.

    At the very least let me feel like I can diminish the bad effects by picking the "right" choise, and getting lucky with it.

    I'm not sure if I just got unlucky, but it seems to me that there are many more bad consequenses than good. And it seems like the bad consequenses are more meaningful than the good. That makes me want for events to not happen, which is sad.

    I think we need more exciting good consequenses.

    The one above about a hero, getting immortal (or just really old), seems like a good exaple of a very meaningful good consequense.

    I love the running joke about putting everything in the chalice. It's one of those things that almost gets funnier every time.

  2. For MC, I am not sure I'd want a mechanic in the game to remove them, at least, for me to "be in charge" of that mechanic. I would not mind, however, if there was either a random chance, or based on the character's traits, that some regents might have increased likelihood to "step down" and open up the regent position -- either past a specific age, or at any time throughout their reign.

    e.g. It would sort of be interesting to have a regent installed for say only 10 years be like "I can't do this, I resign" and return to the retinue -- a decent emergent story I think. I'd be okay with that sort of random design I think.

    Oh yeah, that sounds cool.

    I can see removing the regent affecting game balance too much, but in some edge cases I think the current system really sucks.

    Maybe allow to take them off the thorne when they reach a certain age?

  3. Adding more drama to tactical battles would make them feel more unique:


    The creatures could be much more terrifying with better sound. Now the sound is just OK.

    Heh, my girlfriend were complaining the hole time I was playing tactical battles yesterday. "Was is that game? It sounds horrible."

    I don't fully agree with her, but it could use a bit of work.

    I would really like the hybrid classes to make it in. (Does anyone kniow if that's still happening?)

    *More research to be available earlier


  4. I do find they repeat a fair bit. Must of got that Ostrich one four times in one play through. Feeding it gave one of my characters a flincher trait, while Capturing and protecting it resulted in increased corruption. So I just kept admiring it for safety yes (I know it's a percentage thing).

    My favourite one however is where you can elect to start your own Sports Team called Iron Brigade; the only downside to that (surely) is somebody having issue with the name ;)

    when i feed it it gave me ostrich vision.

    i don't like how random this is sounding to be honest, i feel like you should always get the same outcome for choosing the same thing for most of these random events, because generally i am getting the feeling that they are mostly loose loose, and i bet they will probably be modded out for being to unfair by a lot of people.

    Yeah, it sometimes seems like they are negative most of the time. Maybe I just got really unlucky?

    I like the one where two of your characters desides to have a child on their own.

    Does a great job of making the world more real.

    I would love there to be as many events as possible. In FTL, I quickly got kinda bored with the events, because they repeat a lot. Also, you quicly learn all the outcomes from playing a bit.

    It would be cool, if there were enough event, that you could enforce the same ones not happening twice on one playthorugh.

  5. MASSIVE complaint:

    I hate hunting for the last Cadence on a map. One time, I spend 10 minutes looking around a map for 3 Seeds, that were hiding.

    That is NOT fun.

    Often it's not a problem, but those 1/5 times when it is, it really sucks.

    Don't worry they're aware of this one and how much of a bummer it can be, they were talking about it on a stream the other day... They have a few thoughts of how to tackle it.

    Sweet! Thanks for telling me :)

  6. I loove the game so far! I'm terrible at it, but I'm actually really excited about it.

    A funny thing happend on my first playthrough: I got really bored, really fast. I though the game seemed very grindy, and had way too many tactical battles, compared to what I though was the good part. (Also, my saves got corrupted).

    After two hours I was certain I would never play the game again.

    But - then I did anyway.

    It tuned out that the game got better on my second playthrough. I not quite sure what happend, but as I already said: I love the game, and I feel like it only gets better the more I play it.

    I do have few complaints, though:

    MASSIVE complaint:

    I hate hunting for the last Cadence on a map. One time, I spend 10 minutes looking around a map for 3 Seeds, that were hiding.

    That is NOT fun.

    Often it's not a problem, but those 1/5 times when it is, it really sucks.

    Minor complaints:

    - When I miss an enemy the camera takes control and pans to the enemy, which (most of the time), I'm already looking at. Feels disruptive and weird, especially, when the enemy is already on my current screen.

    - Please die, mom (http://www.doublefine.com/forums/viewthread/15358/)

    This one deserved it's own topic

    - I feel like there could be a few more research options in the beginning. Maybe I'm just not good enough at utilizing the once I have, but I sometimes feel, like there's nothing on the list I REALLY want. Just going for a hero or a keep, because, "I might as well", doesn't feel that fun.

    - The intro cinematic is confusing (love the actors, though). It looks kind bad to me when the chalice speaks.

    - Do you ever see an "auto resolve battle" feature happening? As much as I love the battles now, sometimes I just don't feel like doing another one, and the strategy part is the best part to me.

    That's what I can think of for now.

    Keep up the awesome work :)

    If this gets the beta-time it deserves, it could end up being one of my favorites.

  7. So, at the beginning of my current playthrough, I appointed my best Caberjack, Sarah Clemensen (she was level 2), to the first keep.

    She was young, fertile, had good stats and experience. And for a while everything seemed good. She had a few children, all of which quickly grew up to be stronger and more experienced than her in almost every way.

    This wasn't THAT much of a problem in the begning, but after some time Sarah got old, and completely stopped having children. She was also still level 2.

    Now all of Sarah's (much more powerful) children were growing old, and Sarah simply refused to die (she outlived two husbands).

    When Sarah finally died, her children were almost too old to have children themself (the children never had a single granchild before dying, I had to adopt one, despite thier mates being very fertile).

    In the end the once powerful line, almost died out.


    Since Brad were concerned with humanising the characters, I think it's kinda gross that the current mechanics can make me wish for a faithful character to just die already.

    I think it would be cool to have some kind of retire-completely option (same gameplay result as death).

    Put them in a home or something? It's better than whising for thier death, right?

  8. Hey dudes! This is a great discussion!

    Balancing stuff is really tough because we're ALL working with imperfect information. And humans are all about the path of least resistance.

    I'm worried that because "Hunters are OP" is the standard thinking right now that players are not even really testing out the other options. Before I overbuff Alchemists and Caberjacks I want to make sure that we're not overreacting!

    Awesome. I love that you are taking this approach.

    Right now I feel like the Prime Target as a level 2 ability for the Caberjack is just not satisfying enough.

    Agreed! I feel like this ability is neither very sastisfing or useful.

    Not sure if I'm just terrible and it's actually a good ability, but it definitly doen't feel exciting compared to the other two level 2 abilities.

    I think tanking in the beginning of the game feels kind bad, because you don't really want any of your heroes to be hit by those Lapses and Wrinklers, right? Doesn't really matter how tough they are.

  9. Here's a comparison of the three Manny's...

    From top to bottom: Remastered, original, Deluxe


    I have to say that I'm warming to the Remastered version more now. Although it's more simplistic than the Deluxe model, it IS very true to the original, and I really love the look of the additional detail and lighting. I do wish Manny's head wasn't quite so rectangular, but I can live with that :)

    *stows dreams of Peter Chan concept art*

    As cool as Peter Chan's concept art is, I for one actually wouldn't want the characters to look like that. I played the game for many years before ever seeing those concepts, so for me the "correct" versions are those from the game.

    Improved resolution, textures and lighting is actually about what I was hoping for. The screenshots you guys have been posting looks really promising to me.

  10. Grim Fandango's pre-rendered backgrounds have been uprezzed and textures for real-time 3D models have been wholly recreated. Players can switch between the game's old 3D models and its new ones with a tap of the DualShock 4's touchpad — the difference in resolution and quality is pretty striking.

    They are uprezzing all the background too?

    This almost sounds too good to be true..

  11. Opposites (Giant for short fellows, Blue for Red-heads, Eagle Eye for a near-sighted melee fighter)

    That's awesome :D



    "the Mess"




    "the Brother"



    I tried to come up with some time/age related one:

    (I figured, if demons represent the effects of time, and you are good at fighting demons, that must mean that you are good at fighting back the effects of time, right?)

    "the Renewer"

    "the Restorer"


    "Mr. Young"



    Brainstorming is hard.

  12. They're not going to add in any puzzles, I'm almost certain of that.

    They'll make the game playable, improve the graphics (3d models and textures seem like a no-brainer) and update the control options, make stuff hi-res where they can but that's about it, I'd say. And add 'DVD' style extras, I'm sure.

    I wouldn't set your expectations any higher than that - and I think actually that's a good thing. The real headline here is that the game will be properly playable once more without any hiccups, looking better than ever and I'll be able to recommend the game I remember playing to friends who didn't catch it first time around. That's all I ever really wanted from a rerelease.

    Man, if they did that (no more, no less), I would be so happy.

  13. Same with the solution to the puzzles as well very often. Shay's puzzles are not as bad. But Vella has things such as the crystal -- you're not even given a clue as to why the stained glass piece actually will work (other than the shape, and the fact that there's nowhere else to put it). Did the lumberjack's girlfriend bring it there from the Dead Eye God's lair? No, the real crystal was there from the beginning until it randomly breaks. So why does stained glass work in the machine? Makes no sense to mix internal narrative reality and game-world rules like that, without adding that clue to why something crazy like that actually would work. Did his girlfriend dabble in chemistry, hyper-coolants and laser cutting?

    Stuff like that is important. The crazy narrative rules oozing off of every puzzle is what made Day of The Tentacle work, Grim as well. And leaving those things out actually makes solving the puzzles more difficult, even when they're not actually difficult, or even puzzles at all. Because you're really just randomly clicking until you get to the solution.

    It's the reverse of pixel-hunting. Before, you had to survey every screen for where the next object that might be possible to use somewhere. Now, you have to hunt for where the next random piece of dialogue comes in. But neither of those are very good solutions. Also, not why I like adventure games, or why I choose Schafer-made.

    I think you have great and very constructivre point there.

    I guess one of the reasons adventure games can tell so memorable stories, is because the gameplay itself can be part of the exposition. The best puzzles tells you some extra details about the way the fictional world works.

    A lot of the Vella puzzles doesn't really do that.

  14. Bone armor dude - Bloater, turtler, pumper

    Small growth dude - spawn, branch

    Big growth dude - fondler, mama-spawn :D, trunk

    time mage - whisper

    exploding dude - noiser, filther, stainer,

    switch place dude - blinker, kidnapper, 'napper

    Edit: put a few more in there.

  15. I think we should consider the possibility that the train crash puzzle wasn't too much to handle for people, but too little. After I solved the puzzle I didn't feel the warm feeling of finally having cracked a tough nut, but instead the cold disappointment of having been stumped eternally on something trivial. Not a good feeling, and I hope it won't recur in Act 2. Doesn't change the fact that I still love Broken Age very much, though.

    I'm sure I didn't articulate my point very well, but it has been on my mind for a long while now, and I had to get it out because no one else seemed to consider it.

    That was excatly my feeling when I finished that puzzle. I felt really disappointed that the solution wasn't more involved. It took me probably about 15 minutes to get the solution, but I found it almost by a misclicking accident.

    There was so much cool stuff going on in those scenes, that limiting the possible missions and the very simple and weird solution, felt like a huge let down.

  16. *spoiler post*

    SimonCle: That you can't use the postcard on the alley when you are a bit closer than it covering the entire alley is strange to me. I should be able to look at a part of the mural and do it, there is no reason to have the postcard exactly match the size. It feels contrived to me that an item in a match-item-with-target adventure game not just needs to be correct item and correct target, but also while standing in a specific spot, when you have already figured out the actual match of item to target. This doesn't feel like a positional puzzle when you are in there.

    *spoiler post*

    Strange, it feels that way to me :D

    It's not about use x on y, it's about triggering the main characters memory in the right way.

    One thing that did confuse me, though, is the key.

    In dream-logic why does it matter if the key looks right?

    Shouldn't be more like: "oh yeah, there was a key in that drawer"?

    The puzzle was still cool though.

  17. Also stuck at the postcard and key. TrueStoryGuy's answer didn't help me.

    EDIT: ah, it was just a matter of being more distant.

    Postcard solution:

    ***The right place to use the postcard, is where it covers the mural excatly on the screen.***

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