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I've played adventure games before that just throw you in and tell you to get clicking but this is on a whole new level of that for me. It took me the whole first episode just to realize that these are already the pocket universes. I guess there's probably some stuff in that encyclopedia but these are a lot of concepts coming fast and loose.
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# ¿ Oct 21, 2020 07:42 |
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# ¿ May 10, 2024 22:32 |
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I guess "I've got sand in my boots" is what qualifies as a hint for the sandals here. Is there something that tells you about what the feather does?
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# ¿ Oct 24, 2020 19:41 |
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Not The Wendigo posted:I think I got 4-5 worlds into this game before I gave up. Don't worry, it gets much worse. I'd say that's Silent Hill 3 levels of required "outside" knowledge but SH3 probably stole that from adventure games already.
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# ¿ Oct 30, 2020 02:19 |
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When people talk about adventure games being killed by their design this is the game they were talking about. This is an oversimplification for comedy's sake As an observer I have to say I'm pretty disappointed with the death cutscenes. This is after Mortal Kombat! You can do better than that.
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# ¿ Nov 4, 2020 05:52 |
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Well its nice to have some story finally, and even a concrete goal (though I bet the puzzles will remain equally obtuse). That casino seems like a place ripe for a soft lock. Is it possible to run out of credits for what you need?
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# ¿ Nov 8, 2020 05:32 |
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You know what this feels like? Like the levels of Doom or Build engine (Duke, Blood, etc) games but translated into point and click. In those games the individual levels basically came down to 1 designer molding the assets together into whatever idea they had for it and the eclectic aesthetics in Chronomaster give me much the same vibe.
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# ¿ Nov 18, 2020 08:31 |
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Rocket Baby Dolls posted:I was thinking that this game reminds me of the graphics from 1st person adventures from around the same era. I meant more from just a general design. It feels like they might have had different groups make the places and puzzles and then thought up a way to string them together afterwards. Though this is probably a way more common approach than I think.
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# ¿ Nov 21, 2020 19:47 |
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I guess since Jester is technically the ship there isn't any harm is leaving the ball behind but man that's cold.
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# ¿ Nov 26, 2020 04:05 |
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Before making a level of pure nonsense its probably a good idea to first ask if other levels are hard enough to follow with just some nonsense. I don't think that was even a fleeting thought.
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# ¿ Dec 1, 2020 06:54 |
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Well clearly those solutions made much more sense.
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# ¿ Dec 8, 2020 06:06 |
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# ¿ May 10, 2024 22:32 |
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I have to admit that I lost the plot on most of the worlds. Not the main "find the saboteur" or eventually the "capture the pirates" part but the immediate kind, such as "Why is this puzzle the one that needs to be solved?" It may be a visually interesting game for its time but I'm not really sure there's much for me to enjoy beyond that. But at least that makes it a good thing to watch!
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# ¿ Dec 13, 2020 05:44 |