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Tyler Sticka

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About Tyler Sticka

  • Rank
    Action Newbie

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  • URL
    http://tylersticka.com
  • Location
    Portland, Oregon
  • Occupation
    Designer
  • Biography
    Designer of websites, games and responsive minutia; life-long compulsive doodler.

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  1. Hi, fellow Double Fine geeks! I've posted occasionally in the Broken Age and Psychonauts forums, but here are my modest Double Fine claims to fame to prove my fan credentials in spite of my relatively low post count: The Double Fine Tumblr reblogged some Glottis fan-art I drew back in 2015. One time Tim acted out a weird dream I had on Twitter. I once traded a mini-comic I made with Scott C. for a copy of his velvety "Pyramid Car!" comic at a little convention here in Portland. If my earnest love and appreciation for Double Fine checks out with your honesty receptors, allow me to segue into blatant self-promotion. I made a game! Not alone, with a friend of mine. This is our third. It's called Spinner Galactic, and it's an endless arcade orbiter. You play as Captain Default on your hapless mission to claim as many planets as possible simply by orbiting them, but to reach the next planet you have to boost at the moment your trajectory points you in the right direction. Avoid the asteroids, navigate the pacing planetoids and collect enough coins to unlock a first-rate crew in your journey to earn a high score and conquer the galaxy. Spinner Galactic is available for iPhone and iPad, and you can download it here: https://itunes.apple.com/us/app/spinner-galactic/id975805850?ls=1&mt=8 Here's one of those screenshots that moves and makes noise: Thanks for indulging my shameless plug! I hope you give the game a try. ?
  2. This is a fun thread! For some reason I'm struggling to conjure ideas that would make as large an impact on me as the first game, which I went into with zero expectations. (Thank goodness for Steam sale impulse buys!) I think what I loved was that Super Mario 64 rhythm (charming overworld to explore and frolic around in between surprising and inventive levels) combined with a unique and lovingly rendered art style and strange/hilarious characters. As long as those ingredients are there in abundance, I'm ready to experience whatever settings and situations Tim, Zak and team have in store. I'll always have the first game if I feel homesick for Whispering Rock!
  3. Been enjoying the Blu-rays off and on all weekend with zero issues. The presentation is really lovely, and it's a treat watching these with commentary!
  4. I didn't receive a notification email, but I emailed Fangamer and they got me sorted. Turns out, the box was just sitting in my apartment's management office! I'll admit that I had a moment's hesitation opening the shrinkwrap, but once I recalled the plight of Stinky Pete in Toy Story 2 I was able to summon the will to thwart my hoarder collector brain so I might witness the box's contents in all their glory.
  5. Just got mine, but it sounded a bit... rattle-y. Opened it up and the bottom two hinge thingies were broken: Kinda weird, since there aren't any marks or other signs of poor handling during shipment! Perplexing. I blame the ghost. He arrived to inspect the scene suspiciously quickly...
  6. Sad the series is coming to an end, but what a phenomenal document of the process! 2 Player did a terrific job.
  7. I know the web's just teeming with Glottis fanart, but I couldn't help it! His design is so unique and appealing, I had to try wrapping my head around its construction a bit:
  8. Thanks! It seemed like Vella was probably the tougher of the two. Thanks so much!
  9. My heart was full of warmth and smiles after beating Broken Age. I channelled that into some fan-art of Vella and Shay:
  10. I'm also not Tim. My thoughts and personal interpretations: The Thrush started as humans (or whatever Shay and Vella are), but through a Eugenics process they've "purified" their blood-line. Although this has given them the cognitive abilities the Thrush value as a society, the lack of genetic diversity has threatened the overall health of their civilization, resulting in secondary mutations (their fragile bodies, translucent skin and weird head deformities). In order to prevent any further mutation, the Thrush need to inject their population with extra diversity. But they no longer have the same sort of reproductive urges typical human beings do, so when they try to select people for this themselves, they do a poor job. Adolescent boys, on the other hand, have an almost debilitating (yet earnest) preoccupation with the opposite sex. My guess is that originally, the mogs would come to villages and abduct folks willy-nilly. Over the course of generations, villages figured out there'd be less destruction and bloodshed if they pre-selected maidens and offered them up right in the mog's path. (I'm sure the "village elders" planted by the Thrush helped them along in this.) I'd agree about Shay not having as much insight, except the method by which the Thrush integrate the maidens' "impurities" is vague enough that I can suspend my disbelief. It'd be one thing if he were choosing candidates for literal reproduction, but I think it makes sense if he's using "insight" to select the best "spirit," y'know? I don't think they stop shooting because the ships melt, I think they stop shooting because Marek goes out to try to fight Vella directly (getting his butt kicked in the process). Marek seems kinda important to the Thrush (more Darth Vader than Storm Trooper), so I assume they'd want to avoid blowing him up. Just before the scene where Shay's trapped on the bridge, and you can see the maidens (and a few hexapals) evacuating the ship (presumably in the same manner that the Tartines were able to evacuate from Alex's ship). The maidens are also visible behind Shay's mom in the final scene, so you know they made it out safely.
  11. Some old friends pitched in to help with some of the wiring puzzles...
  12. Just finished playing through Act 2 (after starting from the beginning again, per Tim's suggestion). I loved it! Played as a whole, I thought the ramp up in difficulty was merciful (even for a relative adventure game novice like myself). The puzzles were fun, even when I had to take a break and return to one the following day. I enjoyed the hexapal wiring puzzles in particular, I actually enjoy doodling little diagrams while playing (I think I saw a thread for posting photos of these, I'll have to add one). It was such a treat to return to these characters and to see them in different contexts (and interacting!). I live in Portland, Oregon, so Curtis's continued descent into rampant hipsterism hit particularly close to home. I adored the reveal of Harmn'y Lightbeard's secret, though I only saw the "jail" achievement after playing... I'll have to catch that on my next playthrough! The ending was great. It resisted any urge to play the "damsel in distress" card, instead allowing Shay and Vella to retain their autonomy while acknowledging the other's existence. The final moments, so full of promise, are really terrific and thought-provoking. It's been such an honor to follow the development of this wonderful game (not to mention having my name in its credits). The journey was fraught with danger, but I hope everyone at Double Fine knows how awesome a job they did!
  13. One of my favorite sidequests. It's rare to see such an amazing balance of tenacity (to borrow Matt's word for it) and humility. Matt seems like a cool dude!
  14. Abandoning my lurker tendencies to provide some feedback now that I've played through all of Act 1. First, some background: I'm a huge video game geek, but I was not exposed to adventure games in their heyday. My love for Double Fine really started with Psychonauts, which I found after trading mini-comics with Scott C. at a Stumptown Comics Fest. After playing through most of the DFA catalog, I scrounged up a copy of Grim Fandango and completed it. I loved its characters and story, but I would have been stuck quite a few times without consulting walkthroughs. (Most of the time the solutions were something I had already attempted, but I hadn't nudged Manny to exactly the right pixel or something...) All this to say that I appreciate the adventure game genre, but I lack the reverence for it that I suspect many do. I did not back the DFA Kickstarter because I wanted another LucasArts game... I did so because I wanted to play a Double Fine adventure game. Now that I've finished Act 1, I'm happy to say that it absolutely met and exceeded my expectations. (Spoilers below...) I loved the story, the characters and the settings. I loved the dialog and the jokes (my wife said she heard me laugh out loud numerous times while playing). The interface in particular I thought was a wonderful improvement over the adventure games of yore. At first, my experiences playing those older titles made me distrust the cursor... I had this muscle memory of needing to be overly specific about the action I wanted to take. But I soon figured out that 99% of the time it knew what I was attempting to do. I also dig the accelerated responses when clicking multiple times. My expectation with independent games is generally ~ 7 hours of play time. I ended up completing Act 1 in just under three and a half hours. Of course I'd always love more of a good thing, but it did not feel shorter than I expected. Some of the puzzles did seem easy, but there were also puzzles that stumped me for a short while. For some reason my brain has trouble with puzzles that require the combination of multiple inventory items. Thankfully, the ability to switch stories ended up jogging my brain and I figured it out. The only puzzle I feel I solved through sheer luck alone was collecting the sap... I had trouble figuring out the driftwood was clickable. I kept thinking my cursor was changing because it was close to the gulls and chum... My favorite puzzles were the ones where Shay had to prepare the ship to go to Prima Doom. I really loved being able to explore the ship freely, seeing how everything connected. I felt smart when I solved how to get to the boom arms from outside the ship. The game crashed on me one time, seemingly randomly while exploring the shore of Shellmound. This screen was the only one that seemed to slow down frequently on my machine. When I restarted the game, my progress was completely intact, so it was only a minor annoyance. The ending threw me for a loop and got me incredibly excited for Act 2. To summarize: I really adore Act 1 of this game. I'm so proud to be a backer and to have my name in the credits. Can't wait for the rest!
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