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mjfallout

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A member registered Nov 06, 2015 · View creator page →

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Very excited about the development and the kickstarter/a full release. 

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I'm sorry, but I felt the game was underwhelming. The issue with VP is annoying. After finishing mission 1, in 3,4,5 turns, tracking them is pointless. Maybe they can be one's score, but there is little strategy to how one gets more, it'll be mostly random, no?

After getting the Chempill - again, really early on - there's no more reason to ever rest at base, no? One can walk back and forth and get more boons that way.

Mission 3 boils down to: walk in a circle, repeatedly if you're unlucky, and hope to roll a 4 (and hope not to roll a 2) (1/12 chance); if one has more time and wishes to be safe, walk in a bigger circle and hope to roll a 12 (1/36).

Getting the scanner after M4, sounds great... trivializes the game's risks further though, for what benefit?

I'm sorry if perhaps I'm severly misunderstanding the rules?

Mine looks like this now.

I don't know if it's poor manners to jump on someone else's thread like that, but... here we are, and I am doing it: If late pledges, or perhaps a later re-print were to become a thing, I would also be interested. I waited a little too long, debating it with myself, and then I had missed it.
Cheers.

Excellent.
I've flashed it; can confirm: bug is fixed.
Wonderful. I'll be update my original post as 'fixed'.

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 [FIXED]  I found what I must assume is a visual bug. It started twice about 30 sec into playing 'Dropped Cassette' (which in the playlist/start menu is called 'Dropped My'

'I liked the game,' is the shortest thing I could say.

While also true, I won't say, 'It's good for a Game Boy Studio game, and it's good for being a bit of a 'walking simulator.' I won't say that because it's reductive - leaning a bit mean even, IMO - and pigeonhole-ing the creation.

So, I'll say that I liked the premise of a whodunnit where the 'who' doesn't even matter. I liked that there are always plenty 'strands to pull on', we can call that its pacing. The graphics read clearly. Functionally the game works well (really not a given with GB Studio releases,) and the well-masked standard inventory (from GB-ST.) is attractive and useful here for once. The mostly optional mini-games were a treat. The map is lively and believable, so is the game's economy. The writing is good. I liked the end-game's change of pace.

I'd probably hoped for a more classic intrigue, mystery, detective, peel-the-onion, noire arc... but what I got instead I still really liked.

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Works very nicely... but mostly, only if one already knows how to play the game. 
A more detailed explanation (either in-game, or on-page, or linked) wouldn't be wasted I think. 

Shame on me for doubting Terry and egg for even just a second. This is actually really fun and relaxing.

Can you give a hint about how many puzzles there will be in total?

The one time I played, could load unlimited shells in cannon, maybe only in the tutorial. Still, needs fixing.

Wow, I remember Don't Look back from ye good ol' days of Flash! I never knew that that was also a Terry game. - Short, as was the style at that time, but beautiful and emotive.

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Oh! That's great. 

Yes, I think that would be worth mentioning. Busy-busy, fast moving, modern times and all that; someone might turn off the game and never try again because of the perceived inconvenience of there not being a save.

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First time to clear the dungeon! Yos! Earthquake with Absorb (is it always like that?) and building up plenty Might made it not very difficult.

Very good game! Like Powder, but "lite" and without wanting to pull ya hair out.. but also without saving --> oof.

Same for me. Bit strange that there's no definitive message that it's the end; and 57 levels is also not a number that feels conclusive. I'm playing the version that has been made available to Portmaster on some emulation handheld devices, so I really wasn't sure.

The earlier featured videos below also ends the same way though, after level 57.

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I really enjoyed this. As mentioned in the description, this one feels a lot like 'Choose your own Adventure' books -there were indeed some that tried their darndest to be scary and even gory- because every attempt of you hunting for the best ending is short and to-the-point. Coming to it from this viewpoint, I have no problem at all with the pacing.

Looking at the screenshots here now, I will give it at least one more go, see what maybe I've missed.

I really enjoyed this; the color palette, the character artwork, and the quality of the writing especially. It's got good pacing, too, which is ever so important in an adventure game.

I played it on emulator. There, I ran into some problems with saving and loading (and also with 'giving up') in game; in this way, I found myself both soft-locked and hard-locked once respectively.

But I liked it enough to start over, use save states, and finish it proper.

These slice-of-life, small, pixel art-focussed, (obviously indie) adventures are an area of interest for me these days.

Beautiful game, excellent level design, bittersweet story.

5/5

Here's hoping that you'll keep developing and that your next game will come out soon.

I'm having a great time with this game. 

I really like the stark but upbeat visuals, the addictive gameplay, the distinctly modern chiptune music (sounds similar to VVVVVV, which is certainly a good thing), and the "no tutorial, long intro, filler, fluff; let's go!" pacing.

I'm playing this on a modern emulation handheld (running retroarch for the backend), and have found that it looks great with the 'normal2x' video filter, paired with the CRT scanlines shader, and the preconfigured GBC color palette (shown in the screenshots). I'm also playing with analog stick instead of D-pad, authenticity be damned.

It's great, thanks for making it!