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Author Topic: Witch Pattern  (Read 1877 times)

Muz

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Re: Witch Pattern
« Reply #15 on: November 17, 2009, 04:43:51 am »

Yeah, it's good spam :P

Looks like a great game, but looks a bit too tiring to be my type of game, lol.
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Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

Alexhans

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Re: Witch Pattern
« Reply #16 on: November 17, 2009, 12:20:48 pm »

This looks nice... I'll check it out later.
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“Eight years was awesome and I was famous and I was powerful" - George W. Bush.

pixelonduty

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Re: Witch Pattern
« Reply #17 on: November 17, 2009, 08:08:00 pm »

I don't quite understand how you tell where the alien is going after their next victim.

Basically you cant tell. But there is something like hidden "attack timer" so you can catch aliens on killing someone and prevent kill.

At beginning I wanted to make a procedural adventure detective game. But after weeks of prototyping I've discovered that such an idea wouldnt be actually fun to play. My detective game turned out to be a simple logic game. I've met lots of design problems. The biggest one is about gathering, collecting and filtering informations. Other about world realism.

From my many prototypes I liked the idea of finding patterns. At the end it leads to "being in right place at the right time". I think this quite fits to roguelike gameplay. There is other idea of finding and preventing infection that turns NPC to zombie/monsters, something like "The Thing" movie but maybe in future releases. It depends on feedback.

With Witch Pattern I'm at the moment where adding any new details or features to game is quite pointless.
So its time to pack it up.

The game is small, coffe-break rogulike.

Sorry for late reply and my grammar.

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