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JMonkeYJ

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Posts posted by JMonkeYJ


  1. I feel like I've gotten an unfair (for Double Fine) amount of value from my backing already, so if it will help you to release the documentary definitely go for it.

    I'm sure you've thought of this, but of course the vast majority of people will still not watch the documentary, so I'm not sure how valuable it will be promotionally. It will hopefully at least get several additional articles about Broken Age out there.


  2. Not a bug but a disappointing puzzle choice. Behind Jesse in the fruit tree area, I could hear Pendleton Ward shouting, and I got really excited because I wanted to experience his dialog tree! He was calling to anybody “above” and I knew that I could fall through cloud holes from before so I decided to fall through the cloud hole near the tree. The path towards Pendleton along the tree root wasn’t obvious to me so I went back up the tree trunk.

    I still heard him calling so I tried falling down the cloud hole to the right of the tree to try and find him. …. Little did i know that was actually the puzzle solution itself, which knocked Pendleton Ward off the tree and sent him away, never to be seen again :(

    Just disappointing how that puzzle could be solved by pure accident.

    Thanks for fully describing this. I also accidentally solved this puzzle, and then spent quite a while searching Meriloft for Gus hoping to interact with him, to no avail. Now I know what to do on my next playthru to get to talk to him :-)


  3. Before you fall down either hole in the clouds you walk over to the tree trunk. When you walk right up to it Vella slides down the trunk to the roots (hinted at by Harm'ny). Once on the roots you walk to your right and talk to Gus who won't let you past to get Jesse's egg until you unhook him. But a lot of players are finding that they're solving the puzzle before they even talk to him.

    OK, great reason to replay it when the final version comes out! I have no idea how I unhooked him! Thanks. I did this puzzle before talking to Harm'ny, so I don't think I got that hint about the tree roots either. As soon as I got to Meriloft I jumped thru every cloud hole in sight!


  4. I loved wandering the ship. By the time I decided to actually do the head shrinking puzzle, I was so familiar with the ship it was no problem. Maybe it's good that it gives you incentive to explore and learn the ship. There were some sequence breaks while wandering the ship that I believe they are addressing, but other than that, I hope it doesn't change.

    Oh, and I would like to say kudos to you for making the map and index cards...those are great. It reminds me of when I was playing Fez and had pages of notes.


  5. I have a nitpick that I don't think deserves its own post, so I will put it here :)

    If you go back to Meriloft from the lumberjack's house, you barely see Vella's legs disappearing up the ladder before they are gone, it pauses for a couple seconds, then goes to Meriloft. It seems like the cutscene is mis-timed, and we should see Vella climbing the whole time. In fact, the first time I saw this cutscene I thought it was a static picture because Vella's legs disappear so quickly.


  6. Also with Gus, the lack of timing made it quite hard to listen to.

    When do you actually get to talk to Gus? I just saw him fall out of the tree and disappear forever. I looked all over and couldn't find him. I've beaten the act, BTW, so apparently talking to him isn't necessary.


  7. Forgive me if I'm stating the obvious. It seemed to me that Mother is Vella but older (she says something about being a maiden that escaped the feast, I believe) and that the Dead Eyed God is Shay but older (same clothes, appearance, voice, etc.)

    So now at the end of Act 1 we have Vella with Old Vella and Shay with Old Shay. Paradox much?? Haha. Anyway, it got me very excited to see where the story is going. This game has an amazing story. I'm hoping the puzzles get more challenging, tho.


  8. In the portion of the game where you are manipulating Shay's head size with teleporters, I managed to crash the game when entering Merek's control room area from his bedroom. Unfortunately I don't know the exact sequence because I believe it was pretty long and involved some sequence of teleporter usage. I do know that at one point I entered the control room from Marek's bedroom and the texture showing his camera feeds appeared very large and in front of most of the scene. I then navigated away up thru the chute to the Weaver's room. At some later point I again entered the control room (it was the next time I entered the control room) thru Marek's bedroom and the game crashed to desktop. Restarting the game showed no glitches and allowed me to continue.


  9. Also, I kept double-clicking the ground trying to get the current character to run double-time to whatever spot I was aiming for. I'm just so used to it working in other adventure games, I keep unconsciously trying it here.
    Doesn't that work in some places, though? This might be another bug.

    It does seem to work sometimes, but I couldn't tell if it just looked like she (Vella) was moving faster because she was coming from the distance, or if she was actually running.


  10. I played it at day of the devs, too.

    I have to say that as excited as I was from reading about the progress and watching the videos, I was not prepared for how amazing the game looks in person. I know graphics aren't everything, but the artistry, polish, and animation are even a step beyond what I was expecting. It looked fantastic running on a high resolution, large screen.

    Unfortunately I didn't get to play a puzzle because I didn't want to monopolize the station, so I can't comment on the puzzles, but I can also say that the voice acting and writing are just what you'd hope for and expect for this game.

    For Meriloft only being in alpha, I have to say I was thoroughly impressed.

    Overall, Day of the Devs was a fantastic experience, and not only because of Broken Age. I wish I could have stayed for more than 2 hours.


  11. i always thought a great example of how to make an unattractive character appealing is in Roald Dahl's "The Twits." he gives an example of how an unattractive person (i believe he describes her as having a "wonky nose" among other homely characteristics) can still look nice and people will like her if she is a good person (obviously paraphrasing quite heavily there). then, there is of course the excellent Quentin Blake illustration that accompanies it that does, indeed, show a homely woman with a wonky nose who looks like the nicest lady in the world. i wanted her to babysit me as a child.

    oh, i actually found the pertinent jpg!

    http://24.media.tumblr.com/tumblr_kwdsltgBIl1qzivpwo1_500.jpg

    Edit: this got me thinking, and certainly no offense to any of the talented DF artists, but man, wouldn't a game with Quentin Blake's art be an interesting thing?


  12. The problem is, there's no way to calculate shipping or tax without knowing where you live! Tax is dependent on whether or not you live in California (if you do, we need to pay California sales tax), and shipping is dependent on how much it costs to ship to your location. It's a bit of a pain, but it's the only way to do it!

    right, which is why sites usually have a little box to just enter your ZIP code.

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