Tonight, I remembered to check out the Perilous Hearts concept demo (better late than never eh). Crazily good sound design and mechanics from what I've played so far! I just have three questions, the first of them more aimed at Philip, but I know he pops in here from time to time so...
1. Love the idea of gradually increasing from a walk to a run, feels and sounds very natural. For maximum realism, could you make it so that when an angry animal is within striking distance or very close to it, your speed increases bringing you to a run quicker? Either that, or a sequence such as CTRL and three fast taps on the direction you want to head in makes a fast dash. To stop it from unbalancing the game, you could make it so that too many consequitive dashes trips Jim over or something. Just think it'd add to the realism, as useless as I'd no doubt be against an angry chimp, I'm pretty sure I'd instinctively do the human version of naught to sixty a lot quicker than if I wasn't in any immediate danger of being ripped limb from limb. 2. Anyone figured out how to get down the waterfall safely yet? I can make it there unscathed now, but can't for the life of me figure out how to get any further. 3. How do you use the matches on things? I can drop 'em and pick 'em up, but haven't figured out how to do much more than that with them. Enter just tells me not to waste them. Cheers Scott --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
