Re: Blind Drive

2021-03-13 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Blind Drive

spoilerWait until the gunshots stop for a few seconds, then pay attention to the crazy dude and run him down. Do that a number of times and you beat the chapter.

URL: https://forum.audiogames.net/post/622494/#p622494




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Re: Blind Drive

2021-03-13 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Blind Drive

For those who beat the game on easy, how much do you think the game ramps up on the higher difficulties? Seems most people find normal/hard dificult, but was wondering how much of a step it would be when compared to easy.Also there seem to be achievements for not having a game over throughout an entire game, or for not losing any lives at all! throughout a game. I'm in two minds about whether I'll be shooting for those... achievements were never a huge thing for me, but on the other hand I do want to have a score higher than 49 points and a drive distance longer than 7.9 km, which is what I had when I beat the game for the first time hahahaDark wrote:I personally didn't mind granny shooting the helicopter with a bazooka , because,  well: Granny! Shooting! The! Helicopter! With! A Bazooka! there is no part of that sentence which is not awesome! . However, my one miner anticlimax is that there should have been a final escalation of the last hit, like a Terminator style you drive under a bridge and the bad guy slams into it, or maybe Granny hits a giant pressurised ice cream tub and a geezer of high ballistic rocky road, gives big boss gelato his just desserts .Haha that's fair. I guess the comity isn't really my thing after a while; once Granny started becoming badass as it were, my first thoughts were more like, "Uh, okay? This is... weird but still fun." And I admit throughout the second half of the story I was more interested in the gameplay.

URL: https://forum.audiogames.net/post/622476/#p622476




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Re: Blind Drive

2021-03-13 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Blind Drive

For those who beat the game on easy, how much do you think the game ramps up on the higher difficulties? Seems most people find normal/hard dificult, but was wondering how much of a step it would be whenc ompared to easy.Also there seem to be achievements for not having a game over throughout an entire game, or for not losing any lives at all! through a game. In two minds about whether I'll be shooting for those... ahcivements were never a huge thing for me, but on the other hand I do want to have a score higher than 49 points and a drive distance longer than 7.9 km, which is what I had when I beat the game for the first time hahahaDark wrote:I personally didn't mind granny shooting the helicopter with a bazooka , because,  well: Granny! Shooting! The! Helicopter! With! A Bazooka! there is no part of that sentence which is not awesome! . However, my one miner anticlimax is that there should have been a final escalation of the last hit, like a Terminator style you drive under a bridge and the bad guy slams into it, or maybe Granny hits a giant pressurised ice cream tub and a geezer of high ballistic rocky road, gives big boss gelato his just desserts .Haha that's fair. I guess the comity isn't really my thing after a while; once Granny started becoming badass as it were, my first thoughts were more like, "Uh, okay? This is... weird but still fun." And I admit throughout the second half of the story I was more interested in the gameplay.

URL: https://forum.audiogames.net/post/622476/#p622476




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Re: Blind Drive

2021-03-12 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Blind Drive

@Julian I have to agree. Would've been cool if you could shoot the boss yourself also, since having someone else do it felt... kind of anticlimactic to me. But if you were responsible for taking out the guy, I guess the story wouldn't work so well then.

URL: https://forum.audiogames.net/post/622236/#p622236




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Re: Blind Drive

2021-03-11 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Blind Drive

I just completed the game on easy on IOS and it was a lot of fun! I too hope there can be an endless mode. I've been meaning to try hard difficulty to see just how much more painful it is. I didn't get that far, but I'm guessing the levels of pain increase quite a bit. Right now, hard isn't really that bad, but like I said I only tried it briefly.I'll surely buy the game on PC soon.Ghaith wrote:Hello, planning to get the game on both IOS and PC but I have a question, what are the controls on IOS, swiping or tilting?On IOS you can either press the sides of the screen to move, or tilt the device. No swiping needed.jack wrote:Android in general has a low-latency audio problem. The devs had the right idea implementing a low-latency requirement, since after all a higher latency setup would not take well to the reaction speeds needed for the shoot-o-rama. THe fact that that requirement fudged the play store's compatibility determination just tells you how few Android devices actually have good low-latency audio. Lol!Glad that issue is getting sorted out.Not wanting to derail the thread but, out of curiosity what Android devices do have low latency audio? And are said devices generally well-regarded when it comes to audio tasks (good mics/speakers etc?) I've wanted to get an Android which handles audio tasks comparable to IOS but my experiences in the past with that have been disappointing.

URL: https://forum.audiogames.net/post/622116/#p622116




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Re: Battle Of Armageddon: a forgotten survival horror

2021-03-08 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Battle Of Armageddon: a forgotten survival horror

Weird. In the old recording, I could clearly tell when things were in front and behind you. on my end it just sounds like normal stereo with in front and behind sounding the same. I can sort of fix it by removing the game's openal dll and using Realtek's instead but yeah.

URL: https://forum.audiogames.net/post/621120/#p621120




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Re: Battle Of Armageddon: a forgotten survival horror

2021-03-08 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Battle Of Armageddon: a forgotten survival horror

@assaultI still have your old recording you did of the game back when this thread was newer, and I noticed really pronounced 3D effects on sounds, so I was wondering if you knew why that happened. What sound card do you have, and did you have to do anything special to do that?I have a Realtek and am not getting any of those effects. I can sort of get them by messing with 3D Sound Back, but it's not nearly so pronounced, and some sounds just don't have them at all eg. in the mountain pass, some of the wolves and leopards play in normal stereo while others have some dimention. Maybe it's an open al issue since the game does include an openal dll, but even installing open al didn't seem to help lol

URL: https://forum.audiogames.net/post/620937/#p620937




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Re: Battle Of Armageddon: a forgotten survival horror

2021-03-08 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Battle Of Armageddon: a forgotten survival horror

@assaultI still have your old recording you did of the game back when this thread was newer, and I noticed really pronounced 3D effects on sounds, so I was wondering if you knew why that happened. What sound card do you have, and did you have to do anything special to do that?I have a Realtek and am not getting any of those effects. I can sort of get them by messing with 3D Sound Back, but it's not nearly so pronounced, and some sounds just don't have them at all. Maybe it's an open al issue since the game does include an openal dll, but even installing open al didn't seem to help lol

URL: https://forum.audiogames.net/post/620937/#p620937




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Re: Legend of Mingyue New Demo Version

2021-03-08 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Legend of Mingyue New Demo Version

@nuno there's no need, I downloaded it on my phone and transferred it.

URL: https://forum.audiogames.net/post/620934/#p620934




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Re: Legend of Mingyue New Demo Version

2021-03-07 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Legend of Mingyue New Demo Version

Do the fileconvoy links work for anyone else? Fileconvoy hasn't worked for me for a while now, so I suspect the problem is on my end. I'm assuming it is? But not sure what to check for. Web browsers simply say they can't connect.Edit: I can connect on my phone but only if I turn off wifi so... maybe it's blocked! 

URL: https://forum.audiogames.net/post/620838/#p620838




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Re: Legend of Mingyue New Demo Version

2021-03-07 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Legend of Mingyue New Demo Version

Do the fileconvoy links work for anyone else? Fileconvoy hasn't worked for me for a while now, so I suspect the problem is on my end. I'm assuming it is? But not sure what to check for. Web browsers simply say they can't connect.

URL: https://forum.audiogames.net/post/620838/#p620838




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Re: Battle Of Armageddon: a forgotten survival horror

2021-03-07 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Battle Of Armageddon: a forgotten survival horror

Ah another of those hidden exits... Should have bloody known. I looked for one but, it's kinda hard to search when you don't even know if what you're looking for is there. But yeah now I'll hunt it down.Edit: Maybe the exit isn't hidden, kinda hard to tell since the secret area where you can dig is also pretty, well, hidden. The game only speaks of one entrance, so which one it's actually telling me about is ambiguous.

URL: https://forum.audiogames.net/post/620694/#p620694




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Re: Battle Of Armageddon: a forgotten survival horror

2021-03-07 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Battle Of Armageddon: a forgotten survival horror

Ah another of those hidden exits... Should have bloody known. I looked for one but, it's kinda hard to search when you don't even know if what you're looking for is there. But yeah now I'll hunt it down.

URL: https://forum.audiogames.net/post/620694/#p620694




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Re: Battle Of Armageddon: a forgotten survival horror

2021-03-07 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Battle Of Armageddon: a forgotten survival horror

Oh... I figured out what was going on in chapter 1. It seems if you fight the fisherman, you have to  keep the car keys in your invintory. If you leave them in the car, then you'll lose them and you won't be able to drive back to the village. Either that, or I just don't know what I'm doing, which is very possible Now I have the butterfly dart and the serum, just in case I need them.Yes, on chapter 3 I did increase my attack/stamina with the genetic potion. I figured that one out by accident. I'm just not sure what to do about the zombies. Every few seconds, I hear a crack of lightning and more zombies appear.

URL: https://forum.audiogames.net/post/620676/#p620676




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Re: Battle Of Armageddon: a forgotten survival horror

2021-03-07 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Battle Of Armageddon: a forgotten survival horror

Oh... I figured out what was going on in chapter 1. It seems if you fight the fisherman, you have to  keep the car keys in your invintory. If you leave them in the car, then you'll lose them and you won't be able to drive back to the village. Now I have the butterfly dart and the serum, just in case I need them.Yes, on chapter 3 I did increase my attack/stamina with the genetic potion. I figured that one out by accident. I'm just not sure what to do about the zombies. Every few seconds, I hear a crack of lightning and more zombies appear.

URL: https://forum.audiogames.net/post/620676/#p620676




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Re: Legend of Mingyue New Demo Version

2021-03-07 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Legend of Mingyue New Demo Version

Hi,Is this the same as Legend of the Moon?Also for some reason the fileconvoy link doesn't work for me. Fileconvoy doesn't come up.

URL: https://forum.audiogames.net/post/620648/#p620648




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Re: Battle Of Armageddon: a forgotten survival horror

2021-03-07 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Battle Of Armageddon: a forgotten survival horror

So I now have a copy of the game.This thread has been an invaluable resource of tips. Because of it, I've made it to chapter 3, but alas am finally truly stuck and I have questions.In chapter 1, the fisherman says I should go to the village to find something which will protect me from the snake poison or something. But I can't go back to the village. I can go to the mountain however and find a flower which increases my hp and stamina, is that maybe what he meant?At the end of chapter 2 there are glass jars, not sure what to do with them.I also got a bird in chapter 2, but apart from flying around when I let it out of the cage, it doesn't seem to do much.Finally where I'm stuck:On chapter 3 I have to solve the diagram (this thread helped me a lot), but then I have to kill a bunch of zombies. So far as I can tell the zombies are generated constantly. Even if I kill them all, more will show up. I can keep up pretty well but it just doesn't seem to end, I've been killing them for about a half hour and they just keep coming.I also killed the mutant frog man and got the pistol from that room. I was really, really hoping that frog man would somehow stop the zombies from spawning, but it appears not.So yeah I'm really starting to get tired of the game not being straightforward about presenting objects. It makes me not trust anything the game says, because I know there are hidden objects, some of which significant, which I'll just have to find by chance. But I really love the atmosphere, the enemies, and the stuff which does make sense... so I want to enjoy it too.Hmm I guess I could also go back to Night of Parasite and Burning of Candles. Those aren't quite so cryptic but are still very hard lol. But Battle of Armageddon feels more ambitious and bigger, that's part of what keeps me hooked on it.

URL: https://forum.audiogames.net/post/620628/#p620628




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Re: Sting: An audio detective game

2021-03-01 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Sting: An audio detective game

amir tajik and SLJ, don't fight fire with fire my friends. Just leave it alone please, I didn't come here for that.@amir tajik personally I have no issue with games being about blind characters. I mean, sure it gets old, but if I let things like that bother me on a regular basis, I would be kind of miserable.I haven't tried the game, and judging by what targor said I don't think it would really interest me, but hey, if there's something new and maybe innovative in there, then hats off to the dev all the same.Going a bit off topic here... but I feel like lately, old devs are trying old stale formulas, or new devs are trying new things which need polishing but never get it. I mean it's not a given, there are definitely exceptions, but yeah, and I'm generally really open to new games if I think the preface is interesting. But I'm really starting to feel how difficult it is for us as a community to make deep games for lack of a better word. But I'm not giving up hope, there are certainly many great games out there still and many to come.

URL: https://forum.audiogames.net/post/619312/#p619312




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Re: Scarlet Shells, concept demo 1!

2021-02-18 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

There is more to 3.3 than jumping. You need to be jumping pretty much all the time, but there is also a fair bit of platforming especially in the first bit.I had to play that stage about 30 times before I could complete it successfully. You need to explore with your camera to know the layout. This will probably slow you down too much to complete the level on time, but if you memorize the platforming, you won't need to use your camera in future and you can just breeze through it.Even if you know the way and do it as fast as you can, you'll probably only get through it in the nick of time. on my best runs, I only have like 15 seconds left. So it's a challenge!For now I won't provide any spoilers, but if you insist, I will.

URL: https://forum.audiogames.net/post/616669/#p616669




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Re: Battle Of Armageddon: a forgotten survival horror

2021-02-16 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Battle Of Armageddon: a forgotten survival horror

Thanks, looking forward to trying!

URL: https://forum.audiogames.net/post/616226/#p616226




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Re: Battle Of Armageddon: a forgotten survival horror

2021-02-15 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Battle Of Armageddon: a forgotten survival horror

Thanks, I responded.I wonder what info Nuno has.

URL: https://forum.audiogames.net/post/615911/#p615911




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Re: Scarlet Shells, concept demo 1!

2021-02-15 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

I know you said you completed it, but here is my strategy in case anyone needs it:spoilerIf you get the weapon in 2.2, it's almost too easy to complete 2.3.I usually stay put at position 100 and shoot the soldiers as they come. When the drones come, I either just take the damage, or try to get away. Then again, I can usually get my defense to around 45 before I reach that point (the last time I played I had 60 defense), so I guess that helps.I guess approaching the turrets and jumping a lot is an effective strategy to avoid most of their gunfire, and I think the cut scene says you might be able to lure the soldiers into the turrets and kill them that way, but I've never tried that.

URL: https://forum.audiogames.net/post/615910/#p615910




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Re: Scarlet Shells, concept demo 1!

2021-02-15 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Dang, I beat the demo. Level 3.3 was quite a tricky one! I really do hope the explosion still can't get you while that door opening sound plays as you go through. That would suck if it could, but judging how evil the game has been, it wouldn't surprise me either way at this point.The unlocking of difficulty levels is quite an interesting one! I'll have to mess with that later.

URL: https://forum.audiogames.net/post/615745/#p615745




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Re: Battle Of Armageddon: a forgotten survival horror

2021-02-14 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Battle Of Armageddon: a forgotten survival horror

Anyone?

URL: https://forum.audiogames.net/post/615680/#p615680




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Re: Scarlet Shells, concept demo 1!

2021-02-14 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Nice, I finally made it past level 1.3. I finally realized that standing on the trucks is indeed the way to go, because the enemies can't hurt you while you're above the ground. I stay near the left truck for most of the fight since the guys on that side aren't as dangerous.While I feared 2.3, I found it was indeed a joke if you get the right weapon. That said, things can still screw you up bad there, so I'm almost scared to try it with a weaker weapon.I love how at the beginning of 3.1, they let you keep your equipment, not as an act of mercy or anything, but to make an example, to show you that no matter what you have, they don't think you'll make it out. cocky for sure, but it's a good excuse to let me keep my stuff, and the line does feel epic in my little brain.The wheel is pretty neat; spinning in slow circles is quite fun, and the grinding of gears is eerily relaxing, though I imagine the sensation of being in that thing for too long would make one dizzy. They certainly take some getting used to, just as everything in this game does, but if new mechanics continue to be introduced at this rate, I wonder what will come next. I mean, there may be less new stuff as the game goes on since there's only so much you can do, but getting excited to see what will eventually come of it isn't a bad thing.Believe it or not I'm on 3.2, and am just taking a break; I fully intend to come back and finish it, but man that platforming is tough! I should probably start over so I can get more continues or something. Totally dreading 3.3.

URL: https://forum.audiogames.net/post/615450/#p615450




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Re: Scarlet Shells, concept demo 1!

2021-02-13 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Hey all,I heard about this game from a friend, and decided to check it out! I'm not really familiar with typical beat-em-up stuff, so this is kind of new to me. Therefore, I can't comment a lot on whether the game's way of doing things is good or bad, at least not in comparison to how quality classic beat-em-ups work.It took me a while to figure out how the partial invincibility and the throwing enemies across the screen thing worked, but now I get it. The latter is especially fun, and the fact that both can level your stats does make for some strategy in fairly safe areas when enemies are around. Getting invincible and then throwing enemies around during the invincibility state is a blast lolSomething I'm not 100 percent sure I understand is the rage meter and the partial invincibility. The invincibility is awesome, but I'm not sure if it ties into the rage meter at all. I guess my question is, what exactly is the rage meter? Is it just a way of measuring how close you are to invincibility, or is it something else?At first, I had this idea that while the invincibility came fairly quickly, the rage meter built up more slowly somehow, but yeah... I'm a tiny bit confused, but I think I'm overthinking it. I often do that.I'm afraid I can also join the stuck at 1.3 club.  I'm trying to use my PMC44, because I collected it in level 1 (that momentum mechanic is quirky but really fun to work with). Maybe the PMC44 isn't a good weapon choice; there are other weapons in the level I know, but the readme says that the PMC44 can work well though it is risky. The mg anyway is pretty awesome, but doesn't seem to give you enough ammo to get the job done... and when I'm dealing with hoards of dangerous enemies, worrying about the differences in weapons without having a chance to get a feel for them is quite hard to do. Not complaining, just a bit frustrated that it's so hard to come up with a fullproof strategy.The strategy I'm trying right now is to stand very close to the left truck, then become invincible, then when I see that the gunners are closing in, I switch to my sidearm. This works for a while... but then I run into one of two problems: I have to reload which leaves me very vulnerable, or I can't find an enemy to keep the invincibility up. In either case, it wears off at the worst of times, and I end up getting smashed and not knowing what to do about it, other than spray and prey, then I get caught reloading anyway. So even if I do get into a sort of rhythm (which I only manage about 1/3 of the time), I still end up having to break out of it for various reasons and getting pulverized in the process. I'm going into this with roughly 40 attack and defense, so I don't think that's necessarily the problem.I'm not sure if the key to staying alive is to totally cheese the invincibility and don't let it wear off under any circumstances. I tried that, and sometimes it does work for a while, but again as soon as that rhythm gets thrown off (and it always does), I'm like a deer in headlights not knowing what to do other than spray and prey.I feel like there is a way, and I've read this thread from front to back and got some interesting ideas, but yeah. Something in my brain just isn't clicking in a way that makes me think I can make this work. And then I have to go to level 1.2 if I die. I mean I can see why to a point... if the game saved at 1.3, the lives or chances or whatever they are would be pretty pointless as you could always just continue from the main menu after you failed.I'm really excited to play more of this game, but I am dreading it too. People who struggled with 1.3 are having even more trouble later on, and I'm not sure if I'll be able to handle it. Then again, I say that about a lot of games, and end up progressing much farther than I initially thought I could, so I'm hoping this won't be any different. Once I get an instinctive feel for how to react to situations in a game, I'm normally okay, but it is such an elusive thing for me to develop.In any case, I'm super glad the kickstarter goal was reached! I look forward to playing this in the future, but I'll be even more stoked after I beat the demo, that way I'll actually have my sights on new content when the full version comes out lol

URL: https://forum.audiogames.net/post/615127/#p615127




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Re: Battle Of Armageddon: a forgotten survival horror

2021-02-05 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Battle Of Armageddon: a forgotten survival horror

Hi everyone,So I've thought about this game a little bit over the past few weeks, and I decided I want to at least give it another try.At first, I didn't like it because of hidden death traps and having a sense of not really knowing what I was doing, but I think I was running low on patience because I was a little overwhelmed with trying to figure out how to play the game, using translators etc. And while I'm still not sure I'm completely comfortable with playing these foreign games, I think I could afford to muster my patience and give it another go, since I've read some interesting things about it and am intrigued. I also heard a recording of someone progressing farther into the game and hearing how the battles worked, and I thought that was cool too.Unfortunately I need to sort a few things out before I can play again, so if someone could respond to these questions I'd appreciate it!1. Most important: Where can I get the game? The link in post 1 here isn't working.2. Which translation service should I use? Any NVDA add-on recommendations? I asked this in another thread a while back iirc, but figured I'd pose it here in case anyone had suggestions. If push comes to shove, I'll use the Google Translate web site and copy the text into it, but if there are easier ways, I'm all ears!3. Is there a demo version and a full version? If so, how much does the demo give you compared to the full game?4. (Least important but something I'm thinking about nonetheless): Is it possible to purchase with Paypal if I eventually want to buy the game? I'm not really comfortable linking my bank account to a strange foreign transaction service atm, so if I do eventually want to purchase the game, I may have a problem... But yeah. I'm trying not to worry about that right now, since for all I know, I'll still not enjoy it.In addition, I may need a bit of help getting the prerequisits up and running, especially Chinese ViaVoice (iirc I never did get that working), but I'll tackle that later. For now, I'm mainly interested in grabbing a copy of the demo, playing with it some more, and translating the text. If I can get away without ViaVoice, I'd rather do that, but I feel like it will be useful to have.So yeah, that's all for now. Any advice is greatly appreciated!

URL: https://forum.audiogames.net/post/613167/#p613167




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Re: Hell Hunter - Anti-Nomen demo release

2021-01-30 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Hell Hunter - Anti-Nomen demo release

A warning for anyone reading this: There will be spoilers here! Too many to count. I'll try not to give more away than I need to, but there are certain things I'll have to point out.Anyway, hi there TenkariderCongratulations on this release!I'll admit, I didn't think I'd like this, because I'm not a fan of point-and-click adventure. I'm more a fan of the action/fps type of game. But I had a few extra minutes, and I saw this was a really new release, so I decided to check it out. Especially when I saw it involved battling wolves and other scary creatures in a scary forest, which does sound interesting. So I thought I'd at least try it, and I have to say, you've won me over. I'll certainly be watching this!I am right now trying to fight the owner of the manner, and I have a lot of feedback myself. Most of this has been said at least once before, if not multiple times, and I'll apologize in advance if I critique something you've already addressed. but I'll just put it all out here, and let you do with it what you will.What I love about this gameI absolutely love the sounds. I wouldn't call them realistic, but they are definitely high quality and terrifying, at least I think so. To be honest, I wouldn't want to change the sound effects at all; the texture of the sounds, if you will, is pretty neat, and I feel like it's a bit unique in the audio game world.The turning around puzzle was pretty nifty I have to say. It of course isn't complex, but the sounds really amp things up and can scare the crap out of someone who isn't prepared. Not to mention, if you fail at this puzzle, the death scene is certainly sick and gruesome. As well as the scene where you discover you're eating human meat. I don't quite understand what happens there, but that is also a memorable scene for me. I'm hoping to see more like this in the final game!But I do have some critiques:NarrationFirst of all I like the narration being there. I find the tone of the voice a bit unfitting at times, like the narrator didn't quite know how he wanted to say things? But I still prefer it over synthesized speech; I miss the days when audio games contained human voice prompts, since a distinct voice helps set a game apart.Personally, I would suggest keeping the built-in narration as the primary method of speech. That said, if you'd like to add screen reader or SAPI support, I wouldn't mind. However, timing the sound effects to the synthesized speech would be a very hard task, and I'm pretty sure you already said that. So if you do implement synthesized speech, you could restrict it to the tab/shift tab and other menus where critical timing isn't important. That would satisfy those who don't like the built-in narration.Various Interface ShortcomingsSome have said that the narration is slow, and I have to agree to a point. The speed of the voice itself is fine, but there are too many instances where you have to wait for the game to catch up. For instance, when I press tab, I have to wait about half a second for the next item to be read. This is a bit of an annoyance after a while, and some Unity games are better than others about that.I'm a bit curious as to whether the sound files themselves have silence at the beginning, or if the engine is to blame for this. At the moment, the sound files seem a more likely culprit; battles don't have nearly so much delay when pressing keys, so the menu options may need to have some silence trimmed off the beginning of the voice clips. Of course, I'm just hypothesizing.Another annoying shortcoming is the inability to skip cut scenes. For instance, right before the fight with the manner owner, there's a nice long cut scene that I have to listen to, and I'd really love to be able to skip that. I'd say that every message or cut scene needs to be interruptible with a dedicated skip key. That way, any time you hear a message you don't care about, you can press the skip key and move on. This might take extra code of course, but it is well worth it for people like me who are used to moving quickly.Battle CritiquesI have to agree that the voice prompts during battle, such as "blow on the left", "blow in the middle", "blow on the right", "you've used a blood vile" and "you are hit!"are unnecessary. All of those events have their own sounds. In some cases the sounds are subtle, but that adds to the challenge. Deadly attacks also don't need to be announced, since if I'm hearing correctly they have their own sounds too. So, I'd say disable those voice prompts, or perhaps add a key to toggle them during battle, so those who really really want them can turn them on.I'll be honest, when I first realized that the game was going to give me a play-by-play during battle, I almost couldn't do it; the commentary is just distracting. I want to appreciate the horrifying enemy sounds, and try to hear what's happening without voice guidance.One other thing I would love to see during battle is a 

Re: Hell Hunter - Anti-Nomen demo release

2021-01-30 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Hell Hunter - Anti-Nomen demo release

A warning for anyone reading this: There will be spoilers here! Too many to count. I'll try not to give more away than I need to, but there are certain things I'll have to point out.Anyway, hi there TenkariderCongratulations on this release!I'll admit, I didn't think I'd like this, because I'm not a fan of point-and-click adventure. I'm more a fan of the action/fps type of game. But I had a few extra minutes, and I saw this was a really new release, so I decided to check it out. Especially when I saw it involved battling wolves and other scary creatures in a scary forest, which does sound interesting. So I thought I'd at least try it, and I have to say, you've won me over. I'll certainly be watching this!I am right now trying to fight the owner of the manner, and I have a lot of feedback myself. Most of this has been said at least once before, if not multiple times, and I'll apologize in advance if I critique something you've already addressed. but I'll just put it all out here, and let you do with it what you will.What I love about this gameI absolutely love the sounds. I wouldn't call them realistic, but they are definitely high quality and terrifying, at least I think so. To be honest, I wouldn't want to change the sound effects at all; the texture of the sounds, if you will, is pretty neat, and I feel like it's a bit unique in the audio game world.The turning around puzzle was pretty nifty I have to say. It of course isn't complex, but the sounds really amp things up and can scare the crap out of someone who isn't prepared. Not to mention, if you fail at this puzzle, the death scene is certainly sick and gruesome. As well as the scene where you discover you're eating human meat. I don't quite understand what happens there, but that is also a memorable scene for me. I'm hoping to see more like this in the final game!But I do have some critiques:NarrationFirst of all I like the narration being there. I find the tone of the voice a bit unfitting at times, like the narrator didn't quite know how he wanted to say things? But I still prefer it over synthesized speech; I miss the days when audio games contained human voice prompts, since a distinct voice helps set a game apart.Personally, I would suggest keeping the built-in narration as the primary method of speech. That said, if you'd like to add screen reader or SAPI support, I wouldn't mind. However, timing the sound effects to the synthesized speech would be a very hard task, and I'm pretty sure you already said that. So if you do implement synthesized speech, you could restrict it to the tab/shift tab and other menus where critical timing isn't important. That would satisfy those who don't like the built-in narration.Various Interface ShortcomingsSome have said that the narration is slow, and I have to agree to a point. The speed of the voice itself is fine, but there are too many instances where you have to wait for the game to catch up. For instance, when I press tab, I have to wait about half a second for the next item to be read. This is a bit of an annoyance after a while, and some Unity games are better than others about that.I'm a bit curious as to whether the sound files themselves have silence at the beginning, or if the engine is to blame for this. At the moment, the sound files seem a more likely culprit; battles don't have nearly so much delay when pressing keys, so the menu options may need to have some silence trimmed off the beginning of the voice clips. Of course, I'm just hypothesizing.Another annoying shortcoming is the inability to skip cut scenes. For instance, right before the fight with the manner owner, there's a nice long cut scene that I have to listen to, and I'd really love to be able to skip that. I'd say that every message or cut scene needs to be interruptible with a dedicated skip key. That way, any time you hear a message you don't care about, you can press the skip key and move on. This might take extra code of course, but it is well worth it for people like me who are used to moving quickly.Battle CritiquesI have to agree that the voice prompts during battle, such as "blow on the left", "blow in the middle", "blow on the right", "you've used a blood vile" and "you are hit!"are unnecessary. All of those events have their own sounds. In some cases the sounds are subtle, but that adds to the challenge. Deadly attacks also don't need to be announced, since if I'm hearing correctly they have their own sounds too. So, I'd say disable those voice prompts, or perhaps add a key to toggle them during battle, so those who really really want them can turn them on.I'll be honest, when I first realized that the game was going to give me a play-by-play during battle, I almost couldn't do it; the commentary is just distracting. I want to appreciate the horrifying enemy sounds, and try to hear what's happening without voice guidance.One other thing I would love to see during battle is a 

Re: Cavern Quest compilation

2021-01-05 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Cavern Quest compilation

Reviving an old thread here, but I'm posting to express my own thoughts. I just discovered this collection 2 days ago.I absolutely love these small arcade games, I really don't know why. So to find a compilation of 4 of them is really awesome! Even though they are experimental, even though I have my critiques, I can see a ton of work went into them, introducing fresh mechanics and a nice sense of balance that I have found lacking in a number of newer games I've tried. I particularly have to praise how well-flushed out they feel. They don't feel like an experimental game where you simply tried an idea and moved on, they feel like ideas which were tried, checked to make sure they were playable, then expanded and tested to see how far they could be taken, and I appreciate that a lot.I haven't really tried Cavern Quest or the racing game much. The former sounds like it would be on the complex side, so I initially steered away from it. But I'll sit down with them at some point and see what I can make of them. Cavern Quest in particular does sound intriguing, and by reading the readme alone, I have no doubt that lots of tlc went into it.The Space Invaders game is, interesting? My perceptions are mixed. I don't at all think it is a poor game. On the contrary, it has that same ingenuity behind it I saw in the other games. I just... can't really get into it. Maybe my problem is that my only exposure to games was exclusively through audio games, which of course did Space Invaders way differently and catered better to my simple brain lol.I'm finding it really awkward to get used to the flow of this one. I think I understand what the sounds mean, but my brain can't interpret them adequately to make me feel like I know what I'm supposed to be shooting at. Actually, shooting constantly and following the tones worked pretty well for me; if tones are on the left, move toward the left and shoot, and if they are on the right, move toward the right and shoot. It doesn't make any sense when I think about it and how the sounds are supposed to work but, yeah. Even with little thought to the groupings or the trajectory of my shots, I managed to get to level 9 or 10, which made me wonder if I actually understood the game or if I was just getting lucky. maybe a bit of both, since I did find myself getting the hang of prioritizing enemies at the bottom once I thinned the swarm out a bit, but it was still kind of weird, like the student who can't explain his thinking but knows just enough to awkwardly fumble into a solution either by chance or by some primitive intuition.I think what's throwing me is that the enemies are moving but their movement and positions are being represented by group sounds, making it hard for me to visualize what's going on. I'm trying to break down the information about the group, and probably doing a terrible job haha. At the same time, grouping this way is necessary with over 100 aliens on screen!Overall, I think I prefer the bullet hell of Audiostrike. It's more overwhelming, but conveys things in a way I can more easily follow. Of course, Audiostrike cheats a little by using a radar system to tell you when something is on a collision course, and you have every conceivable option to filter the field down, choose your perspective, and even slow the game down etc. Also, enemies are quite free to land, so long as they don't land on top of you, so that changes the dynamic. Maybe that's why I prefer that game, your main focus is survival of your ship, not survival of Earth, which makes it easier to filter the incoming information.Finally Airlift. I really, really love this one, and I suspect I'm not alone. I made it to level 4... I make it there every time now, but ultimately end up getting killed trying to avoid those darned aliens. I rarely have one show up, I just run into things when trying to stay below 75 feet. What's worse, I start to get comfortable and something distracts me or throws my concentration for just a second or two, and that's when I get murdered. So I'm not having any problems playing the game, my focus just tires I guess.Some time soon I'll put on my focusing cap and try again. I doubt anything new shows up after level 4, but maybe i'll be surprised. I'll at least try to shoot for level 5 or 6 if I can.So yeah, those are my thoughts. Keep up your great work!

URL: https://forum.audiogames.net/post/604422/#p604422




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Re: Cavern Quest compilation

2021-01-05 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Cavern Quest compilation

Reviving an old thread here, but I'm posting to express my own thoughts. I just discovered this collection 2 days ago.I absolutely love these small arcade games, I really don't know why. So to find a compilation of 4 of them is really awesome! Even though they are experimental, even though I have my critiques, I can see a ton of work went into them, introducing fresh mechanics and a nice sense of balance that I have found lacking in a number of newer games I've tried. I particularly have to praise how well-flushed out they feel. They don't feel like an experimental game where you simply tried an idea and moved on, they feel like ideas which were tried, checked to make sure they were playable, then expanded and tested to see how far they could be taken, and I appreciate that a lot.I haven't really tried Cavern Quest or the racing game much. The former sounds like it would be on the complex side, so I initially steered away from it. But I'll sit down with them at some point and see what I can make of them. Cavern Quest in particular does sound intriguing, and by reading the readme alone, I have no doubt that lots of tlc went into it.The Space Invaders game is, interesting? My perceptions are mixed. I don't at all think it is a poor game. On the contrary, it has that same ingenuity behind it I saw in the other games. I just... can't really get into it. Maybe my problem is that my only exposure to games was exclusively through audio games, which of course did Space Invaders way differently and catered better to my simple brain lol.I'm finding it really awkward to get used to the flow of this one. I think I understand what the sounds mean, but my brain can't interpret them adequately to make me feel like I know what I'm supposed to be shooting at. Actually, shooting constantly and following the tones worked pretty well for me; if tones are on the left, move toward the left and shoot, and if they are on the right, move toward the right and shoot. It doesn't make any sense when I think about it and how the sounds are supposed to work but, yeah. Even with little thought to the groupings or the trajectory of my shots, I managed to get to level 9 or 10, which made me wonder if I actually understood the game or if I was just getting lucky. maybe a bit of both, since I did find myself getting the hang of prioritizing enemies at the bottom once I thinned the swarm out a bit, but it was still kind of weird, like the student who can't explain his thinking but knows just enough to awkwardly fumble into a solution either by chance or by some primitive intuition.I think what's throwing me is that the enemies are moving but their movement and positions are being represented by group sounds, making it hard for me to visualize what's going on. I'm trying to break down the information about the group, and probably doing a terrible job haha. At the same time, grouping this way is necessary with over 100 aliens on screen!Overall, I think I prefer the bullet hell of Audiostrike. It's more overwhelming, but conveys things in a way I can more easily follow. Of course, Audiostrike cheats a little by using a radar system to tell you when something is on a collision coarse, and you have every conceivable option to filter the field down, choose your perspective, and even slow the game down etc. Also, enemies are quite free to land, so long as they don't land on top of you, so that changes the dynamic. Maybe that's why I prefer that game, your main focus is survival of your ship, not survival of Earth, which makes it easier to filter the incoming information.Finally Airlift. I really, really love this one, and I suspect I'm not alone. I made it to level 4... I make it there every time now, but ultimately end up getting killed trying to avoid those darned aliens. I rarely have one show up, I just run into things when trying to stay below 75 feet. What's worse, I start to get comfortable and something distracts me or throws my concentration for just a second or two, and that's when I get murdered. So I'm not having any problems playing the game, my focus just tires I guess.Some time soon I'll put on my focusing cap and try again. I doubt anything new shows up after level 4, but maybe i'll be surprised. I'll at least try to shoot for level 5 or 6 if I can.So yeah, those are my thoughts. Keep up your great work!

URL: https://forum.audiogames.net/post/604422/#p604422




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Re: Cavern Quest compilation

2021-01-05 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Cavern Quest compilation

Reviving an old thread here, but I'm posting to express my own thoughts. I just discovered this collection 2 days ago.I absolutely love these small arcade games, I really don't know why. So to find a compilation of 4 of them is really awesome! Even though they are experimental, even though I have my critiques, I can see a ton of work went into them, introducing fresh mechanics and a nice sense of balance that I have found lacking in a number of newer games I've tried. I particularly have to praise how well-flushed out they feel. They don't feel like an experimental game where you simply tried an idea and moved on, they feel like ideas which were tried, checked to make sure they were playable, then expanded and tested to see how far they could be taken, and I appreciate that a lot.I haven't really tried Cavern Quest or the racing game much. The former sounds like it would be on the complex side, so I initially steered away from it. But I'll sit down with them at some point and see what I can make of them. Cavern Quest in particular does sound intriguing, and by reading the readme alone, I have no doubt that lots of tlc went into it.The Space Invaders game is, interesting? My perceptions are mixed. I don't at all think it is a poor game. On the contrary, it has that same ingenuity behind it I saw in the other games. I just... can't really get into it. Maybe my problem is that my only exposure to games was exclusively through audio games, which of course did Space Invaders way differently and catered better to my simple brain lol.I'm finding it really awkward to get used to the flow of this one. I think I understand what the sounds mean, but my brain can't interpret them adequately to make me feel like I know what I'm supposed to be shooting at. Actually, shooting constantly and following the tones worked pretty well for me; if tones are on the left, move toward the left and shoot, and if they are on the right, move toward the right and shoot. Even with little thought to the groupings or the trajectory of my shots, I managed to get to level 9 or 10, which made me wonder if I actually understood the game or if I was just getting lucky. maybe a bit of both, since I did find myself getting the hang of prioritizing enemies at the bottom once I thinned the swarm out a bit, but it was still kind of weird, like the student who can't explain his thinking but knows just enough to awkwardly fumble into a solution.I think what's throwing me is that the enemies are moving but their movement and positions are being represented by group sounds, making it hard for me to visualize what's going on. I'm trying to break down the information about the group, and probably doing a terrible job haha. At the same time, grouping this way is necessary with over 100 aliens on screen!Overall, I think I prefer the bullet hell of Audiostrike. It's more overwhelming, but conveys things in a way I can more easily follow. Of course, Audiostrike cheats a little by using a rad system to tell you when something is on a collision coarse, and you have every conceivable option to filter the field down, choose your perspective, and even slow the game down etc. Also, enemies are quite free to land, so long as they don't land on top of you, so that changes the dynamic. Maybe that's why I prefer that game, your main focus is survival of your ship, not survival of Earth, which makes it easier to filter the incoming information.Finally Airlift. I really, really love this one, and I suspect I'm not alone. I made it to level 4... I make it there every time now, but ultimately end up getting killed trying to avoid those darned aliens. I rarely have one show up, I just run into things when trying to stay below 75 feet. What's worse, I start to get comfortable and something distracts me or throws my concentration for just a second or two, and that's when I get murdered. So I'm not having any problems playing the game, my focus just tires I guess.Some time soon I'll put on my focusing cap and try again. I doubt anything new shows up after level 4, but maybe i'll be surprised. I'll at least try to shoot for level 5 or 6 if I can.So yeah, those are my thoughts. Keep up your great work!

URL: https://forum.audiogames.net/post/604422/#p604422




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Re: Code Dungeon - A FREE hack & slash dungeon crawler

2021-01-04 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Code Dungeon - A FREE hack & slash dungeon crawler

toto wrote:hi okwhen i m run the game I hear music and I can walk through the game menubut i don't read anything what i have to do?Are you pressing up and down arrow keys to go through the menus?

URL: https://forum.audiogames.net/post/604125/#p604125




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Re: Code Dungeon - A FREE hack & slash dungeon crawler

2021-01-03 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Code Dungeon - A FREE hack & slash dungeon crawler

@Stealcase, I did discover the combo sysstem by complete accident, but had no idea if it was intentional or predictable, so thanks for telling me about it!Normal chompers drop health at random, and archers will always drop it. If it is a truly random event, this makes me feel better; I thought I had to do something specific to get it from the normal chompers.Any tips for killing the warthogs without running 'round in circles clashing into their armor?@brad, maybe you're hearing the occlusion at work (where a wall is blocking the sound), or perhaps you're mistakenly walking away from the object? Not sure without hearing it.

URL: https://forum.audiogames.net/post/604098/#p604098




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Re: Code Dungeon - A FREE hack & slash dungeon crawler

2021-01-03 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Code Dungeon - A FREE hack & slash dungeon crawler

@Steelcase, I did discover the combo sysstem by complete accident, but had no idea if it was intentional or predictable, so thanks for telling me about it!Normal chompers drop health at random, and archers will always drop it. If it is a truly random event, this makes me feel better; I thought I had to do something specific to get it from the normal chompers.Any tips for killing the warthogs without running 'round in circles clashing into their armor?@brad, maybe you're hearing the occlusion at work (where a wall is blocking the sound), or perhaps you're mistakenly walking away from the object? Not sure without hearing it.

URL: https://forum.audiogames.net/post/604098/#p604098




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Re: Code Dungeon - A FREE hack & slash dungeon crawler

2021-01-03 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Code Dungeon - A FREE hack & slash dungeon crawler

I didn't get the game either when I registered for the newslettter. But I wanted to play it, so I just bought it lol

URL: https://forum.audiogames.net/post/604021/#p604021




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Re: Code Dungeon - A FREE hack & slash dungeon crawler

2021-01-03 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Code Dungeon - A FREE hack & slash dungeon crawler

Well, after a day of playing, I'm definitely getting better. Made it to final room of floor 4 once, but got swarmed and killed. I really have to be prepared for that one.My biggest issue right now are the warthogs. I can kill them... eventually... but getting in a successful hit feels like random chance, because much of the time it sounds like I'm hitting their armored spot. So, I feel like I'm still missing something important here.Edit: I ran into a bug where I was ascending the stairs on the second floor, and ended up on the fourth floor instead. Not sure what happened there, but it only happened once; most other times I reach the third floor as expected.

URL: https://forum.audiogames.net/post/603978/#p603978




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Re: Code Dungeon - A FREE hack & slash dungeon crawler

2021-01-03 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Code Dungeon - A FREE hack & slash dungeon crawler

Well, after a day of playing, I'm definitely getting better. Made it to final room of floor 4 once, but got swarmed and killed. I really have to be prepared for that one.My biggest issue right now are the warthogs. I can kill them... eventually... but getting in a successful hit feels like random chance, because much of the time it sounds like I'm hitting their armored spot. So, I feel like I'm still missing something important here.

URL: https://forum.audiogames.net/post/603978/#p603978




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Re: Code Dungeon - A FREE hack & slash dungeon crawler

2021-01-02 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Code Dungeon - A FREE hack & slash dungeon crawler

Sorry for reviving a thread which hasn't done anything for 3 months, but I just discovered this epic game this morning. I'm at the river hallway of floor 2, and am definitely feeling my spatial awareness being stretched. I'm generally okay at thse types of things... not great, and not terrible. So in time I'll get better i'm sure.In the meantime, I had a few questions:1. Sometimes when I kill enemies, they drop health, but not always. I think I read on this thread that you have to stab them in the back/from behind for this to happen... which makes me wonder how directional enemies are. Can you hit them in different places, and does this have different effects? If so, can someone ellaborate on this a little, like how to take advantage of this? Or am I overthinking it and it's random.2. I'm normally fine with one enemy at a time... well until I get to archers, but I'm working on that... I think I'm just not used to them yet. Anyway my question is what to do when 2 or more enemies are around... I hope there aren't any more than 2 at a time, but the learning curve of this game is pretty steep so I wouldn't be surprised if it's going to get really tough really fast. In the guard room of floor 1 for example, I had a lot of trouble, until I realized that I could isolate one enemy on its own. So, is that the trick to dealing with multiple enemies? Try to bate one away from the others a bit and fight one at a time?3. My control settings don't save either; I have to keep changing them to the keyboard. Not a big deal, but I thought I'd mention it.The sheer awesomeness of this game though can't quite be put into words. The HRTF isn't as obtrusive to me as I've found it to be in other games, but it works damn well. The differences in acoustics from room to room are brilliant. Even some enemies have a bit of stereo presence; I can hear the chomper's feet going left right left right sometimes when they run. And the sound design is great, from the musical powerups, to the whoosh as as the walls open/close, to the legit gut-wrenching disgusting growls of an expectant chomper etc. I can't critique a single sound in this game. We definitely need more exploration games and dungeon crawlers with this sort of navigation system. Games in the spirit of A Blind Legend, Monkey Business etc. where there are multiple environments with somewhat different challenge ideas thrown in each one would be interesting to see done this way too.Keep up the great work Steelcase. I'm already a huge fan!

URL: https://forum.audiogames.net/post/603805/#p603805




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Re: Legend Of The Moon: A new Chinese Martial Arts RPG

2020-12-26 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Legend Of The Moon: A new Chinese Martial Arts RPG

Thanks for your answers. In that case, I may find it interesting to at least take a look at.I know a lot of people here are recommending Yandex, but isn't there another translator for NVDA which also works too? Not sure what it's called, it's not JGT or the currently broken translate add-on. Maybe it's Instant Translate, but I feel like it may not be that either.

URL: https://forum.audiogames.net/post/602019/#p602019




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Re: Legend Of The Moon: A new Chinese Martial Arts RPG

2020-12-26 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Legend Of The Moon: A new Chinese Martial Arts RPG

Thanks for your answers. In that case, I may find it interesting to at least take a look at.I know a lot of people here are recommending Yandex, but isn't there another translator for NVDA which also works too? Not sure what it's called, it's not JGT or the currently broken translate add-on either. For some reason Instant Translate rings a bell, but I feel like it may not be that either.

URL: https://forum.audiogames.net/post/602019/#p602019




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Re: Legend Of The Moon: A new Chinese Martial Arts RPG

2020-12-26 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Legend Of The Moon: A new Chinese Martial Arts RPG

Thanks for your answers. In that case, I may find it interesting to at least take a look at.I know a lot of people here are recommending Yandex, but isn't there another translator for NVDA which also works too? Not sure what it's called, I don't think it's instant translate but it's  not the currently broken translate add-on either.

URL: https://forum.audiogames.net/post/602019/#p602019




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Re: Legend Of The Moon: A new Chinese Martial Arts RPG

2020-12-26 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Legend Of The Moon: A new Chinese Martial Arts RPG

Hi all,I may find this one interesting too but I have a few questions.1. Is the game heavily text-driven to the point where you need to know the story to play? Or is it like bk games where the text is interesting to look at but in many cases is not required to enjoy the action?2. Is the game primarily turn-based or realtime?3. Is it hard to get the hang of the action? Will it require lots of awkwardly translated explanation to understand how it works?I'd try the game for myself, but I have no idea if i'll be remotely interested in it, and I don't want to spend time hunting down translators (since I don't use them all that much these days) if I won't like the game lol

URL: https://forum.audiogames.net/post/602011/#p602011




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Re: Legend Of The Moon: A new Chinese Martial Arts RPG

2020-12-26 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Legend Of The Moon: A new Chinese Martial Arts RPG

Hi all,I may find this one interesting too but I have a few questions.1. Is the game heavily text-driven to the point where you need to know the story to play? Or is it like bk games where the text is interesting to look at but in many cases is not required to enjoy the actin?2. Is the game primarily turn-based or realtime?3. Is it hard to get the hang of the action? Will it require lots of text explanation to understand how it works?I'd try the game for myself, but I have no idea if i'll be remotely interested in it, and I don't want to spend time hunting down translators if I won't like the game lol

URL: https://forum.audiogames.net/post/602011/#p602011




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Re: Onslaught, Audio Asteroids, released for Windows, macOS, and Linux

2020-12-18 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Onslaught, Audio Asteroids, released for Windows, macOS, and Linux

Just tried it, and I really want to get into this. At first It hought it was going to be like Dark Defender or Villians from Beyond, both of which I'm okay at. Not great, but I can usually get to average levels in both games. But I'm having trouble getting the hang of this one.First a few weird things I've noticed:The speaker test sounds like it's playing in the left speaker, and instead of going to the right, it goes to center. Not a big deal but still.When turning, the degrees seem to be going in a really weird direction. East is 0 degrees, south is 270 degrees, west is 180 and north is 90. It's a bit confusing for me. I'm guessing east is 0 degrees, then all the measurements from that point are to the left of that i.e. if you're facing north, you're 90 degrees left of east. It throws me off, but now that I've thought about it as I wrote this, I imagine it makes sense, I just have to figure out how to think of it. Am I on the right track?Snapping to a direction doesn't seem to put you on a straight coarse sometimes. Maybe this is intentional though.On the second or third tutorial stage, the game warns me that an asteroid is on a collision course with me, but it doesn't seem to hit me unless I drive into its trajectory. Not sure if I was stupidly misled or what.I'm having trouble dealing with 2 or 3 targets on screen at a time. I guess I'm not used to essentially hearing the whole field, though the filtering on distant sounds is a nice touch. I haven't quite gotten the hang of the different focus modes. I did get pretty successful at the tutorial though by standing in one place and pivoting and shooting the asteroids down. Not sure if that's a good strategy or not, but it seemed to work.I don't even want to get into saucer land. At present they sound like their bullets in particular move way too fast for me to avoid, not until I get better anyway.I'm not criticizing. Just having a bit of trouble working out the rhythm of this one. If anyone has tips, I'd greatly appreciate them!

URL: https://forum.audiogames.net/post/599730/#p599730




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Re: shooter extreme, python rewrite

2020-11-23 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: shooter extreme, python rewrite

Loading times seem pretty reasonable to me.I've played it for literally around 3 minutes. So I haven't gotten very far. I'll definitely be coming back to this one though.I have some questions:1. Does the game get harder as you go, or is it designed to have things stacked against you to kill you quickly?2. Is there some kind of progression system so you can gauge how far you've made it (levels, scoring, survival time etc)?3. When is it advantageous to climb, or to use your aircraft?Also, I think I have found a bug. If you die while bullets are still on screen, those bullets will remain on the screen when you start the next game and could hit you if they're near the beginning of the map.

URL: https://forum.audiogames.net/post/592070/#p592070




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Re: CrimeHunter version 1.3.5 is out, with an autoupdater!

2020-10-27 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: CrimeHunter version 1.3.5 is out, with an autoupdater!

Huh interesting, I'll have to check this 1.3 version out.One thing I've noticed is that with some games, as you level up, levels become really, really slow to attain. Either that, or the gameplay just gets boring because things get harder for a while, then the difficulty curve kinda levels off. As someone who loves endless games, this does get disappointing when I start perceiving that. There's also the issue of the game becoming too difficult too quickly, but I've never experienced that in Mason's games.So I guess what I'm wondering is, do those who play Endless Mode of CH feel like it is well-balanced? It doesn't cream you too quickly, but it does get harder to the point where it gets the adrenaline pumping and eventually overtakes you?

URL: https://forum.audiogames.net/post/583785/#p583785




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Re: A Western Drama

2020-10-14 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: A Western Drama

I myself didn't have any issues receiving the e-mail, and i'm using Gmail, so I don't know what's going on there. But it might be worth looking in spam. Iirc the e-mail did have a phishing alert attached, but I normally skip past those.

URL: https://forum.audiogames.net/post/580126/#p580126




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Re: Auraboros, endless bullet hell

2020-10-07 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Auraboros, endless bullet hell

Ooo this looks neat. I will be trying it soon. Hopefully I'll understand how it works 

URL: https://forum.audiogames.net/post/578078/#p578078




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Re: Icey

2020-10-03 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Icey

Thanks Luyi for the recording!Still not very clear to me at all what's going on, though the naration does at least help me follow the events of the story. Hoping I can get to this point eventually.

URL: https://forum.audiogames.net/post/576988/#p576988




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Re: Icey

2020-10-03 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Icey

If someone could make an audio demo of the tutorial and explain some of the sounds along the way, that would be awesome. I'd do it if I knew what I was doing, but alas. I think I managed to kill some of the robot things by accident, but I don't really know how I did it. I haven't even seen the crystals thing.

URL: https://forum.audiogames.net/post/576975/#p576975




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Re: Icey

2020-10-03 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Icey

Here are the keys I know so far.Enter: activate a menu item. You also need to do this to enter the main menu for some reason.W: move up in menu (may do something in game but I haven't found it yet)S: move down in menu (may do something in game but I haven't found it yet)A: walk leftD: walk rightI, J and O: perform some kind of action, I have no idea whatStill confused about the game.

URL: https://forum.audiogames.net/post/576857/#p576857




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Re: Icey

2020-10-03 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Icey

I'm also quite confused. I was able to OCR the main menus well enough, but in the game I'm stuck. I'm able to walk right a few screens, then I hear a bunch of sounds and I don't know what they are. Pressing I, J and O trigger some sort of thing, I have no clue what.I also saw a voiceover option in the options menu. I tried messing with that but it didn't seem to make a difference, I heard no voice in the game whatsoever telling me what to do or any story. So I'm confused.The sounds seem to be really good, and especially the music. But I'm starting to wonder if I just wasted 11 bucks on a game that's not playable for the blind. I'm keeping my hopes up as some people on this forum seem to have gotten on well with it, but at the moment i"m stuck and need some guidance. Not spoilers mind you, just guidance to know how to feel this game out, and when I should be expecting voiceovers to play, so that I can know if I've turned the voiceover setting on.

URL: https://forum.audiogames.net/post/576646/#p576646




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Re: Icey

2020-10-03 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Icey

I'm also quite confused. I was able to OCR the menus well alone, but in the game I'm stuck. I'm able to walk right a few screens, then I hear a bunch of sounds and I don't know what they are. Pressing I, J and O trigger some sort of thing, I have no clue what.I also saw a voiceover option in the options menu. I tried messing with that but it didn't seem to make a difference, I heard no voice in the game whatsoever telling me what to do or any story. So I'm confused.The sounds seem to be really good, and especially the music. But I'm starting to wonder if I just wasted 11 bucks on a game that's not playable for the blind. I'm keeping my hopes up as some people on this forum seem to have gotten on well with it, but at the moment i"m stuck and need some guidance. Not spoilers mind you, just guidance to know how to feel this game out, and when I should be expecting voiceovers to play, so that I can know if I've turned the voiceover setting on.

URL: https://forum.audiogames.net/post/576646/#p576646




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Re: Icey

2020-10-02 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Icey

Hmm, looks interesting anyway, I'll try it soon.Is OCR required?

URL: https://forum.audiogames.net/post/576550/#p576550




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Re: soundStrider, exploration game and relaxation tool

2020-09-12 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: soundStrider, exploration game and relaxation tool

If you go into the run dialog and type msinfo32, you'll be in the system information dialog where you can see ram, CPU and other things.Iirc, earlier in this thread you said you were on Windows 7 with 4 gb of ram? That, should, be enough, but the dev has said CPU speed is more important for this game as the realtime synthesis is taxing. I'm not sure what the minimum win7 CPU speeds are, but when I checked the manual yesterday, the game did look a little CPU heavy. I had no problem with it, but only because I have a fairly expensive machine now which I got for music production. My old machine which had Windows 7 on it might've had trouble though; it was from 2012 and was pretty cheap.

URL: https://forum.audiogames.net/post/570101/#p570101




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Re: soundStrider, exploration game and relaxation tool

2020-09-11 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: soundStrider, exploration game and relaxation tool

Hi guys, sorry for reviving this somewhat old thread, but I figured it'd be better to post here since this is the release thread for the game.At first I didn't think I'd really be into this game, as it sounded really... out there. Somewhat meditative, somewhat musical, somewhat exploration, all combined into 1 package, and as someone who tends to like simple action games, I couldn't see myself really getting into something as out there as this. But, I really do like audo, and as someone who loves synthesizers and sound design, I found myself intrigued enough by that to give the demo of Sound Strider a spin today.I really, really like what I'm seeing here. I'm generally not the abstract-thinking, imaginative meditative type when it comes to stuff like this, but listening to the sounds technically and musically was pretty cool, and the binaural cues made it all work. I imagine people who are more into this sort of thing would really enjoy it. Heck, I really do too, it just doesn't have as much staying power for me. I still plan on buying the full version soon, even if it's just to hear the interesting sound design this game will throw at me.I find myself a bit confused about a few things during the demo:1. what is the difference between turning and strafing? The manual seems to suggest that both are different.2. I can navigate my way between the waypoints pretty easily most times, but sometimes I am unsure where to go as the compass doesn't seem to provide any feedback (it doesn't make any sound no matter where I turn). I'm assuming this is because I just have to explore and find the waypoints myself. The manual seems to suggest that if I miss waypoints, they'll reappear ahead of me at some point, so I could, hypothetically, not worry much about going in random directions and just keep walking forward until I collect them all? Or am I getting this wrong?3. How do I go between the worlds? Are they their own entities, or are they just connected in one giant space for you to explore? If so, I guess the aim is just to explore and have fun, rather than focus on hard objective like in most games. I admit if this is the case it's something I have to get used to, but I'm open to the idea anyway.So yeah, as you can tell I'm a little unsure of my footing here. Maybe I just need to enjoy the ride rather than try to figure it out, idk. If such is the case, just let me know.In any case, really enjoying the sound of this one! Hoping to see more from this dev in the future; the realtime binaural synthesis is outright intriguing for me, and I couldn't ever really find it in my heart to truly dislike anything with this kind of thing in it.

URL: https://forum.audiogames.net/post/569911/#p569911




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Re: Audo, endless racing game

2020-08-03 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Audo, endless racing game

@24, thanks for the huge amount of detail in your post. I'll have to sift through the scoring info you provided. I'm guessing the variation in scores does have an explanation which I'll find once I sift through it and work it out.Part of me likes the challenge of finding the center of the track while just using the music as guidance, but another part of me thinks it would be cool to have the cues. For 1, it's nearly impossible to play the game when anything is going on in the background (Skype call for instance). Secondly I bet the cues would probably sound interesting because of how things are synthesized. I guess the only reason I wouldn't want them is that I like challenge a little too much hahaha. But yeah, it's a good idea, I'm not discouraging it.

URL: https://forum.audiogames.net/post/557851/#p557851




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Re: Audo, endless racing game

2020-08-02 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Audo, endless racing game

Definitely agreed.A few other observations:My velocities are really unpredictable sometimes. One time I got a top velocity of 16000, another time I got 36000, and there was even one time where I got 139000! Yet, in all three games I progressed roughly to the same point. So I'm trying to figure out how to increase score.Is the increase exponential i.e. the further you progress, the faster the number climbs? Does going off center dramatically slow you down in some way? I'm a little confused as to how my score could differ so much between games.Also, I'm wondering where the high score is stored on the Windows version. Is it somewhere in the game directory, or in ap data or the registry etc.Edit: fixed typos and clarified a couple things

URL: https://forum.audiogames.net/post/557558/#p557558




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Re: Audo, endless racing game

2020-08-02 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Audo, endless racing game

Definitely agreed.One weird thing though is that my velocities are really unpredictable.One time I got a top velocit of 16000, another time I got 36000, and there was even one time where I got 139000! Yet, in all three games I progressed roughly to the same amount. So I'm trying to figure out how to increase score.Is the increase exponential i.e. the further you progress, the faster the number climbs? Does going off center dramatically slow you down in some way? I'm a little confused.Also, I'm wondering where the high score is stored on the Windows version. Is it somewhere in the game directory, or in ap data or the registry etc.

URL: https://forum.audiogames.net/post/557558/#p557558




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Re: Audo, endless racing game

2020-07-30 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Audo, endless racing game

Wow this is a cool game! My max velocity is just under 17000, so I still have some work to do if I'm to catch up to key .. Admittedly it takes a while to build up, but I like how the difficulty slowly increases. If it hadn't been for all the tips on this thread though, I surely would not have gotten it, so thank you all for giving tips on how to find the center of the track.Also I agree that the sound design is a nice mix between futuristic and retro. I didn't think I'd like the binaural cues on synthy sounds like this, but... maybe I'm easily impressed but I do think it works.In the end, what killed me was not knowing that opponents could be off center. I went into it thinking tht everything was in the center but off center was totally safe, but I guess I'm wrong. That definitely increases the challenge, as by the time I realized this, I was going a bit too fast for my reflexes to kick in and dodge them. Also I'm still getting used to the steering/drifting mechanics. It's not an instant drift, so you have to anticipate where you're going to be ahead of time.Am I the only one who sort of feels like this could also be a throwback to atari2600 games?

URL: https://forum.audiogames.net/post/557048/#p557048




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Re: Sequence Storm Rhythm Racing Game

2020-07-22 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Jonnyboy1991 wrote:Hey yall, so wondering if anyone completed this mission. Hospital 113. What's the best way to sneak past the robots? I tried speed boosting through the whole thing with steering, but that doesn't seem to sneak past them, unless I'm missing something? Thanks for yall's help in advanced.TBH I have steering assist turned on the whole time since I've had bad experiences with it off. What I normally do is when the bots are really close to me, I speed boost and do a last minute steer around them. Iirc, hitting the wall is okay, so long as you don't collide with the bot, but I could well be wrong.Also it's worth noting that low accuracy will lower your stealth, so try not to miss notes.

URL: https://forum.audiogames.net/post/554635/#p554635




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Re: browser toy, Hunger games simulator,

2020-07-11 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: browser toy, Hunger games simulator,

Hahaha! As a moderate fan of the books myself I think this sounds like a good bit of fun!If someone is bored enough, they should totally port this to some offline platform. Maybe make it a coding exercise for fun. It certainly beats a card game in terms of its fun factor for me, though I don't really know if it's a good coding exercise at the end of the day. It seems like it would be, when I think about it, but I don't have the skillset to try and work it out right now. still, I might try coding such a thing with my very limited skillset if the mood takes me, but I'd have to learn more about how complex the site is meant to be. My guess right now is not very.I'm with dark that the descriptions aren't as long/graphic as i'd like, but once you get into the groove of reading the text, some rather amusing things can happen especially if you have some connection with the names you put in.

URL: https://forum.audiogames.net/post/551212/#p551212




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Re: browser toy, Hunger games simulator,

2020-07-11 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: browser toy, Hunger games simulator,

Hahaha! As a moderate fan of the books myself I think this sounds like a good bit of fun!If someone is bored enough, they should totally port this to some offline platform. Maybe make it a coding exercise for fun. It certainly beats a card game in terms of its fun factor for me, though I don't really know if it's a good coding exercise at the end of the day. still, I might try coding such a thing with my very limited skillset if the mood takes me, but I'd have to learn more about how the tool works first.I'm with dark that the descriptions aren't as long/graphic as i'd like, but once you get into the groove of reading the text, some rather amusing things can happen especially if you have some connection with the names you put in.

URL: https://forum.audiogames.net/post/551212/#p551212




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Re: Space wave race has been released.

2020-06-03 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Space wave race has been released.

So, here is more or less my opinions about the game after playing it as faras I am able.First off I really like the concept but I think it needs flushed out.Dark wrote:I did manage to finish the eleventh silver race when I bumped the difficulty down to really easy, but I can't complete the twelth, and what is worse, I am not entirely sure what I am doing wrong, other than with those stupid double asteroids.I've noticed the trick with those is to move to one side of the board or the other when the double asteroids are incoming i.e. don't stay in the center, pick a side instead. For example let's say I pick the left side. Stay on the left side until the asteroids are close enough to hear. If no collision alarm sounds, you are of course clear. If one does sound, though, move to the right. If it still is sounding, move to the right again and you should be good. If you have quick reflexes you should be able to handle even the worst cases at full speed, without any mishap.This morning I discovered you can practice single tracks in single race mode which is a godsend imho. Despite this though, I'm simply unable to beat that goni race. I've done it with a perfect start. I can run through it without a single crash and holding top speed the whole time, of course not counting the initial acceleration. I've tried with all ships. The fastest time which I think you can physically clock on that track is 2:52. And it's simply not fast enough.I've noticed that enemies seem to freeze you in place; I can't verify this visually but if you take too long to kill them, you won't complete the race as quickly. I don't think there's a quick way to kill enemies. Speed doesn't seem to make a difference, you just make your way into their lane and fire when you hear the long beep.Another topic I should touch on is endless mode. First of all I don't know why announcements such as "incoming asteroid," "incoming enemy" and curves aren't being announced. It's kinda cool actually, but a bit unexpected. I also like the idea of endless mode, but it feels very unbalanced.The idea of it is that things approach faster as you make your way down the track. But they do so at an uneven rate. The curves stay fairly easy and only get harder gradually, and the enemies don't seem to change at all from what I can tell, but the asteroids pick up speed far too quickly. After a minute or so, they're too fast to avoid at top speed anyway.For a while, it's kinda fun putting on the breaks when an asteroid is coming, but the fun factor kinda wears off when you realize that 1, there's no real incentive to max your speed out, so you could just move slowly all the time, and 2, your range of speed is far too wide and it just makes the whole thing boring. Eventually you'll get to a point where the asteroid pace maxes out, but you can still crawl along the track at a snail's pace and easily avoid anything that comes for you. Once you get to that point there's really no reason to play it.So there's got to be something else to equalize this. Maybe markers on the track at set intervals, and if you took too long to hit the next marker, you'd be out of the race? Hmm, I like that. I could overlook all of my balance issues with endless mode if something like that was in it. Come to think of it, they wouldn't actually be issues then; they'd just make you care about your ship stats more i.e. Asteroids are clearly dangerous at high speed so you have to slow down when one is near, so you'd want a ship that can accelerate quickly to reach the next checkpoint in time. But yeah, really hoping Goni can be beaten somehow. Or maybe the balancing is flawed and we just need to wait on an update.

URL: https://forum.audiogames.net/post/536649/#p536649




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Re: Space wave race has been released.

2020-06-03 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Space wave race has been released.

So, here is more or less my opinions about the game after playing it as faras I am able.First off I really like the concept but I think it needs flushed out.Dark wrote:I did manage to finish the eleventh silver race when I bumped the difficulty down to really easy, but I can't complete the twelth, and what is worse, I am not entirely sure what I am doing wrong, other than with those stupid double asteroids.I've noticed the trick with those is to move to one side of the board or the other when the double asteroids are incoming i.e. don't stay in the center, pick a side instead. For example let's say I pick the left side. Stay on the left side until the asteroids are close enough to hear. If no collision alarm sounds, you are of course clear. If one does sound, though, move to the right. If it still is sounding, move to the right again and you should be good. If you have quick reflexes you should be able to handle even the worst cases at full speed, without any mishap.This morning I discovered you can practice single tracks in single race mode which is a godsend imho. Despite this though, I'm simply unable to beat that goni race. I've done it with a perfect start. I can run through it without a single crash and holding top speed the whole time, of course not counting the initial acceleration. I've tried with all ships. The fastest time which I think you can physically clock on that track is 2:52. And it's simply not fast enough.I've noticed that enemies seem to freeze you in place; I can't verify this visually but if you take too long to kill them, you won't complete the race as quickly. I don't think there's a quick way to kill enemies. Speed doedsn't seem to make a difference, you just make your way into their lane and fire when you hear the long beep.Another topic I should touch on is endless mode. First of all I don't know why announcements such as "incoming asteroid," "incoming enemy" and curves aren't being announced. It's kinda cool actually, but a bit unexpected. I also like the idea of endless mode, but it feels very unbalanced.The idea of it is that things approach faster as you make your way down the track. But they do so at an uneven rate. The curves stay fairly easy and only get harder gradually, and the enemies don't seem to change at all from what I can tell, but the asteroids pick up speed far too quickly. After a minute or so, they're too fast to avoid at top speed anyway.For a while, it's kinda fun putting on the breaks when an asteroid is coming, but the fun factor kinda wears off when you realize that 1, there's no real incentive to max your speed out, so you could just move slowly all the time, and 2, your range of speed is far too wide and it just makes the whole thing boring. Eventually you'll get to a point where the asteroid pace maxes out, but you can still crawl along the track at a snail's pace and easily avoid anything that comes for you. Once you get to that point there's really no reason to play it.So there's got to be something else to equalize this. Maybe markers on the track at set intervals, and if you took too long to hit the next marker, you'd be out of the race? Hmm, I like that. I could overlook all of my balance issues with endless mode if something like that was in it.But yeah, really hoping Goni can be beaten somehow. Or maybe the balancing is flawed and we just need to wait on an update.

URL: https://forum.audiogames.net/post/536649/#p536649




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Re: Space wave race has been released.

2020-06-03 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Space wave race has been released.

So, here is more or less my opinions about the game after playing it as faras I am able.First off I really like the concept but I think it needs flushed out.Dark wrote:I did manage to finish the eleventh silver race when I bumped the difficulty down to really easy, but I can't complete the twelth, and what is worse, I am not entirely sure what I am doing wrong, other than with those stupid double asteroids.I've noticed the trick with those is to move to one side of the board or the other when the double asteroids are incoming i.e. don't stay in the center, pick a side instead. For example let's say I pick the left side. Stay on the left side until the asteroids are close enough to hear. If no collision alarm sounds, you are of course clear. If one does sound, though, move to the right. If it still is sounding, move to the right again and you should be good. If you have quick reflexes you should be able to handle even the worst cases at full speed, without any mishap.This morning I discovered you can practice single tracks in single race mode which is a godsend imho. Despite this though, I'm simply unable to beat that goni race. I've done it with a perfect start. I can run through it without a single crash and holding top speed the whole time, of course not counting the initial acceleration. I've tried with all ships and the fastest time which I think you can physically clock on that track is 2:52. And it's simply not fast enough.I've noticed that enemies seem to freeze you in place; I can't verify this visually but if you take too long to kill them, you won't complete the race as quickly. I don't think there's a quick way to kill enemies. Speed doedsn't seem to make a difference, you just make your way into their lane and fire when you hear the long beep.Another topic I should touch on is endless mode. First of all I don't know why announcements such as "incoming asteroid," "incoming enemy" and curves aren't being announced. It's kinda cool actually, but a bit unexpected. I also like the idea of endless mode, but it feels very unbalanced.The idea of it is that things approach faster as you make your way down the track. But they do so at an uneven rate. The curves stay fairly easy and only get harder gradually, and the enemies don't seem to change at all from what I can tell, but the asteroids pick up speed far too quickly. After a minute or so, they're too fast to avoid at top speed anyway.For a while, it's kinda fun putting on the breaks when an asteroid is coming, but the fun factor kinda wears off when you realize that 1, there's no real incentive to max your speed out, so you could just move slowly all the time, and 2, your range of speed is far too wide and it just makes the whole thing boring. Eventually you'll get to a point where the asteroid pace maxes out, but you can still crawl along the track at a snail's pace and easily avoid anything that comes for you. Once you get to that point there's really no reason to play it.So there's got to be something else to equalize this. Maybe markers on the track at set intervals, and if you took too long to hit the next marker, you'd be out of the race? Hmm, I like that. I could overlook all of my balance issues with endless mode if something like that was in it.But yeah, really hoping Goni can be beaten somehow. Or maybe the balancing is flawed and we just need to wait on an update.

URL: https://forum.audiogames.net/post/536649/#p536649




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Re: Space wave race has been released.

2020-06-02 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Space wave race has been released.

Also bought the game today and am having trouble with a track called gona or something like that in the silver league. I've gotten my time down to 2:55 but I still end up in third place. The difficulty does seem to spike very sharply at this point. Normally when two asteroids are on the screen, I slow down a bit so I can pick out which is the safe lane, but that only seems to be hindering me here. BTW my difficulty is on really easy as well. Maybe I'm just not using a good enough ship. I dunno. But it does seem pretty odd that I had no trouble until this point and now I find it impossible.

URL: https://forum.audiogames.net/post/536355/#p536355




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Re: Bluesky, an awesome runner game

2020-05-22 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Bluesky, an awesome runner game

Ugh... I'm not sure if I would like that hand thing. Sounds very, cheesy and annoying. Maybe I'll think differently when I see it though.

URL: https://forum.audiogames.net/post/532338/#p532338




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Re: Bluesky, an awesome runner game

2020-05-20 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Bluesky, an awesome runner game

Tried 2.0 and I like the game more now. Difficulty sztill curves sharply after level 3, but with the better readme, I've managed to get to level 6, so I'm getting better. i'm glad the readme now points out that gates are harmless before level 4, that's good to know. In my experience, the game likes to cheaply level you up right before coming in contact with a gate, so unless you're on your toes, you'll be hit with a cheap death. Ah well, at least I don't believe it's unfair anymore lol

URL: https://forum.audiogames.net/post/531533/#p531533




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Re: Bluesky, an awesome runner game

2020-05-19 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Bluesky, an awesome runner game

So... decided to give this thing a try and I kinda like it. Difficulty seems to curve rather sharply after level 3 or so. I just saw my first blades, and ended up getting killed by a drone first before I could figure out how to deal with them. I'll try some more though, I feel like I'm getting this, and I dare say, I enjoy it more than the other runners I've played, though Blinded Guide is still my favorite so far.One big issue I see is that more than once, I've had a gate or a stone show up on level 3 before I had my swingy weapon. Thus I couldn't do anything to avoid a cheap death. The cringy and probably only solution to that is to stall the game by ducking a lot, or getting protectors and hoping they can get you through, though I don't really recommend the latter. I mostly recommend ducking, it seems you'll still collect points/coins/levels while you're ducked, so I just wait until level 4 starts and then whale away. That might not be fullproof, though. I think it's bordering on unfair, but so far as I can gather at this stage, once you get past that bit, the gameplay becomes fair again. I'll have to try it more and see.As to the issue of whether the person who posted it had permission to post it, or whether we should be allowing games from a banned dev, I can't pretend I know the right course of action here. Nobody knows who does and doesn't have permission to advertise the game. My personal opinion is that this game would've been released on here if the dev were able to. It doesn't look much less complete than his other games. But assumption isn't enough here, we need something definite, unless the mods decide to blanket ban any games from this dev, which would be understandable, but it would be a shame I think. Sue me, but I actually like this guy's games to a point.I believe you're allowed to enjoy and play games from anyone. Even if the dev is the most disrespectful inflateable idiotic jerk in existence, I'm still willing to give their products a chance so long as they're decent, and that lack of respect doesn't leak into the products. If they produce free games which I find fun and which aren't doing any harm, I'm going to play them. Now if there are disrespectful messages in the readme or in the game, or if they have a history of spreading viruses, or if they have a shady financial record and are asking for money, I'll step back. But until I hear any solid evidence to suggest I should be weary, I don't really care what his reputation is personally. I don't know the guy, yes I've seen the conduct on here which led to his ban and I condone the ban, but since my feelings against him aren't so much personal in nature, I can look past them for the time being.Of course, it's a rather sticky situation; we can't get permission from the dev if he's banned, so how can we know whether to allow the game or not? That's where I leave this topic alone.If the game is allowed on here, I'd be interested in writing up more detailed instructions/helping people out, as it's one of those games where the design is basically there imho. But the readme, well, needs work!I'm honestly getting tired of such lazy documentation. My problem isn't so much the lack of gameplay explanation, it's the fact that the dev openly admits "Hey sorry but I didn't want to explain anything." There are better ways to tell players you want them to figure some things out for themselves. Heck, I think Tomb Hunter did a better job at it.

URL: https://forum.audiogames.net/post/531125/#p531125




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Re: Bluesky, an awesome runner game

2020-05-19 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Bluesky, an awesome runner game

So... decided to give this thing a try and I kinda like it. Difficulty seems to curve rather sharply after level 3 or so. I just saw my first blades, and ended up getting killed by a drone first before I could figure out how to deal with them. I'll try some more though, I feel like I'm getting this, and I dare say, I enjoy it more than the other runners I've played, though Blinded Guide is still my favorite so far.One big issue I see is that more than once, I've had a gate or a stone show up on level 3 before I had my swingy weapon. Thus I couldn't do anything to avoid a cheap death. The cringy and probably only solution to that is to stall the game by ducking a lot, or getting protectors and hoping they can get you through, though I don't really recommend the latter. I mostly recommend ducking, it seems you'll still collect points/coins/levels while you're ducked, so I just wait until level 4 starts and then whale away. That might not be fullproof, though. I think it's bordering on unfair, but so far as I can gather at this stage, once you get past that bit, the gameplay becomes fair again. I'll have to try it more and see.As to the issue of whether the person who posted it had permission to post it, or whether we should be allowing games from a banned dev, I can't pretend I know the right course of action here. Nobody knows who does and doesn't have permission to advertise the game. My personal opinion is that this game would've been released on here if the dev were able to. It doesn't look much less complete than his other games. But assumption isn't enough here, we need something, unless the mods decide to blanket ban any games from this dev, which would be understandable, but it would be a shame I think. Sue me, but I actually like this guy's games to a point.I believe you're allowed to enjoy and play games from anyone. Even if the dev is the most disrespectful inflateable idiotic jerk in existence, I'm still willing to give their products a chance so long as they're decent, and that lack of respect doesn't leak into the products. If they produce free games which I find fun and which aren't doing any harm, I'm going to play them. Now if there are disrespectful messages in the readme or in the game, or if they have a history of spreading viruses, or if they have a shady financial record and are asking for money, I'll step back. But until I hear any solid evidence to suggest I should be weary, I don't really care what his reputation is personally. I don't know the guy, yes I've seen the conduct on here which led to his ban and I condone the ban, but since my feelings against him aren't so much personal in nature, I can look past them for the time being.Of course, it's a rather sticky situation; we can't get permission from the dev if he's banned, so how can we know whether to allow the game or not? That's where I leave this topic alone.If the game is allowed on here, I'd be interested in writing up more detailed instructions/helping people out, as it's one of those games where the design is basically there imho. But the readme, well, needs work!I'm honestly getting tired of such lazy documentation. My problem isn't so much the lack of gameplay explanation, it's the fact that the dev openly admits "Hey sorry but I didn't want to explain anything." There are better ways to tell players you want them to figure some things out for themselves. Heck, I think Tomb Hunter did a better job at it.

URL: https://forum.audiogames.net/post/531125/#p531125




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Re: Battle of the Hunter, 2D endless survival game

2020-05-08 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Battle of the Hunter, 2D endless survival game

I don't think you craft in the middle of the game. Afaik, if you craft the fire, it just shows up in your safe zone somewhere.

URL: https://forum.audiogames.net/post/526961/#p526961




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Re: Battle of the Hunter, 2D endless survival game

2020-05-08 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Battle of the Hunter, 2D endless survival game

Dark wrote:First, as regards the bow. At the moment, all weapons in the game hit multidirectionally, that is, if you press attack, an animal gets hit no matter which way your facing or where it is.Hmm interesting, so say the bow has a range of 8 squares, does this mean that when you use it, any animal within 8 squares of you will get hit regardless of direction?I kinda wonder how the range of the weapons actually work. If the bow's range is 8 squares and an animal is 6 squares ahead and 4 to the right, will you still hit, or will you not hit because the total distance is more than 8?

URL: https://forum.audiogames.net/post/526865/#p526865




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Re: Battle of the Hunter, 2D endless survival game

2020-05-07 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Battle of the Hunter, 2D endless survival game

I really like this game but am having difficulty hitting things with the bow and arrows. I seem to have determined that things need to be a certain distance from you to hit them. If they're too far you won't hit, if they're too close you also won't hit, and it seems finicky at present. Hoping to play the new version where the spawning stuff is resolved, since I'm having trouble getting trees to show up as well.I'm a bit concerned with keeping after the fire though. I really like the idea, but I'm having a hard time getting comfortable with killing animals while getting around the map and collecting items, so I feel like I wouldn't be able to keep track of the fire. I'm spending the majority of my time avoiding combat. If I could kill animals with more confidence, I'd want to grind more, but right now the randomness factor and weapon success rates are a bit frustrating for me, but I probably just need some practice/tips and I'll be set.BTW I did manage to craft the club and... I can't tell if it's actually useful. It doesn't seem to be doing much for me.Good luck with the game, I really like this endless stuff, and the survival in a forest aspect adds a unique flare to that.

URL: https://forum.audiogames.net/post/526554/#p526554




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Re: Battle of the Hunter, 2D endless survival game

2020-05-07 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Battle of the Hunter, 2D endless survival game

I really like this game but am having difficulty hitting things wiht the bow and arrows. I seem to have determined that things need to be a certain distance from youto hit them. If they're too far you won't hit, if they're too close you also won't hit, and it seems finicky at present. HOpingt o play the new version where the spawning stuff is resolved, since I"m having trouble getting trees to show up as well.I'm a bit concerned with keeping after the fire though. I really like the idea, but I'm having a hard time getting comfortable with killing animals and just getting around the map and collecting items. I feel like I'm spending the majority of my time avoiding combat. If I could kill animals with more confidence, I'd want to grind more, but right now the randomness factor and weapon success rates are a bit frustrating for me.BTW I did manage to craft the club and... I can't tell if it's actually useful. It doesn't seem to be doing much for me.Good luck with the game, I really like this endless stuff, and the survival in a forest aspect adds a unique flare to that.

URL: https://forum.audiogames.net/post/526554/#p526554




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Re: Crazy Party: mini-games and card battle! (beta73)

2020-04-22 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta73)

Ehh, space rodeo is kinda in the middle for me. I've never gotten 20 on it, but I've gotten close. Widening the pan step definitely helps.

URL: https://forum.audiogames.net/post/521813/#p521813




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Re: Crazy Party: mini-games and card battle! (beta73)

2020-04-22 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta73)

Yup. Remember your goal is to get to 20 points with your altitude close to 0. If you're getting negative points, it either means 1, your altitude reaches 0 way too early, or 2, you reach 20 points but your altitude is way too high.

URL: https://forum.audiogames.net/post/521689/#p521689




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Re: Crazy Party: mini-games and card battle! (beta70)

2020-04-22 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta70)

Yeah. Most of the time you can do that when a new beta comes out, but keep a backup of the old beta and save file until you make sure the new one works with your save.

URL: https://forum.audiogames.net/post/521544/#p521544




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Re: Crazy Party: mini-games and card battle! (beta70)

2020-04-21 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta70)

spoilersThe hang glider game is fun. I'll try to explain it by text, but if you need I can make an audio demo too.Basically it's all about managing your descent. So you start out at -20 points and you're flying forward. The farther you fly forward, the higher your score gets (you check your score with s). You're also slowly descending as you fly (use d to check your altitude).You can't change your altitude directly but you can fly into updrafts and downdrafts to change it. Steering into an updraft will make your altitude go higher, and steering into a downdraft will make your altitude go lower.Don't aim for every updraft or downdraft though. The point of the game is to keep checking your altitude and score often, and when your score is close to 20, your altitude should be close to 0. Thus you have to use the updrafts and downdrafts wisely i.e. if you're score is close to 20 and you're high in the air, look for downdrafts to pull you down. If you're approaching altitude 0 but you're still far away from 20 points, look for updrafts to keep you from landing prematurely. I generally like to stay between altitudes 10-20 or thereabouts.You can also change your speed with the up and down arrow keys. All this does is change your movement speed. Higher speed = faster forward movement and faster descent, but high speeds also will make it difficult to keep everything in check and will also reduce how effective the drafts are, since you won't remain near them for as long. I'm not sure if hang glider is a competition game though. It would be interesting if it was, since there's really no time constraint otherwise.The gollumns game is indeed tricky. From what I can tell, in order to mark a gollumn, you have to get close to it and hit f, but you'll only survive if the gollumn is headed away from you, which means you have to chase it down, mark it, then quickly run the other way before it comes back. If you try to mark while one is heading toward you, he'll clobber you before you can get away.You have to mark 5 gollumns to succeed, and they all seem to be located on their own little platforms which are separated by walls and ladders. I've never seen two gollumns roaming one section, so try to only pick out the one you're heading toward and focus exclusively on that one. It's tricky and the time limit makes it trickier still, but for me at least, it's not in my top 3 hardest games. Maybe top 4 though. LolHTH.

URL: https://forum.audiogames.net/post/521521/#p521521




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Re: Street Chaos, Criminal on the Loose!

2020-04-09 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Street Chaos, Criminal on the Loose!

I think the name is just a placeholder. He also might be concerned with accidentally stealing a name; these days with almost every immediately obvious name seeming to be taken sometimes, you're better off sticking to unique names. Or he might just not know what else to call it. Personally I'm fine with the current name, but I don't see what's so wrong with looking for creative name suggestions either. People ask for possible names for their works all the time especially if they don't believe they can come up with a name which does it justice.

URL: https://forum.audiogames.net/post/517901/#p517901




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Re: Street Chaos, Criminal on the Loose!

2020-04-09 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Street Chaos, Criminal on the Loose!

I think the name is just a placeholder. He also might be concerned with accidentally stealing a name; these days with almost every immediately obvious name seeming to be taken sometimes, you're better off sticking to unique names. Or he might just not know what else to call it. Personally I'm fine with the current name, but I don't see what's so wrong with looking for creative name suggestions either. People ask for new names for works of art all the time.

URL: https://forum.audiogames.net/post/517901/#p517901




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Re: Street Chaos, Criminal on the Loose!

2020-04-09 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Street Chaos, Criminal on the Loose!

Just curious, does the horn have a purpose? Afaik it often just makes noise in a lot of games and doesn't do anything, but I kinda hope it has a purpose here. I suppose I should just try it and find out lol

URL: https://forum.audiogames.net/post/517877/#p517877




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Re: Street Chaos, Criminal on the Loose!

2020-04-09 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Street Chaos, Criminal on the Loose!

Just curious, does the horn have a purpose? Afaik it often just makes noise and doesn't do anything, but I kinda hope it has a purpose here. I suppose I should just try it and find out lol

URL: https://forum.audiogames.net/post/517877/#p517877




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Re: Street Chaos, Criminal on the Loose!

2020-04-09 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Street Chaos, Criminal on the Loose!

This is a cool litttle game but a bit confusing for me. Sometimes I am getting damaged but I can't exactly tell how. Apart from that, I never really know if a car going from left to right or right to left is actually going to hit me or not, and I'm also unclear on spikes and things like that once I pass square 300. I don't know if a learn game sounds menu would really help with that or not. I'm leaning toward it not being a high priority, but I'll still throw that in the hat anyway.Will be eagerly waiting updates and other comments though, I love arcade games like this.

URL: https://forum.audiogames.net/post/517794/#p517794




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Re: Street Chaos, Criminal on the Loose!

2020-04-09 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Street Chaos, Criminal on the Loose!

This is a cool litttle game but a bit confusing for me. Sometimes I am getting damaged but I can't exactly tell how. Apart from that, I never really know if a car going from left to right or right to left is actually going to hit me or not, and I'm also unclear on spikes and things like that once i pass square 300.Will be eagerly waiting updates and other comments though, I love arcade games like this.

URL: https://forum.audiogames.net/post/517794/#p517794




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Re: Echoid - hyper casual audio game

2020-03-12 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Echoid - hyper casual audio game

This is a cool little game! I like the retro sounds too.One downside is you have to use OCR with NVDA to find your scores. Put simply, the screen reader can't access the information, so you have to use a special feature which allows it to scan graphics and guess the text inside. I don't like relying on that when I don't have to, and it kinda erodes the concept of an accessible game. I'd prefer a simple dialog or a voice prompt, perhaps through your default Sapi voice for the score. I haven't tried with IOS yet so maybe the situation is different there.The full version does get faster than the demo, but if you have average/quick reflexes, it is no problem to max it out sadly. I feel like the max speed should be greatly increased. Perhaps even unlimited as the point is for it to go too fast for you to keep up.

URL: https://forum.audiogames.net/post/508103/#p508103




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Re: Pitch Black: Audio Pong!

2020-03-12 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Pitch Black: Audio Pong!

@Dark, I trhink when the beeping is faster, the ball is coming closer to you, so that's when you should be trying to hit it.I'm not super familiar with Pong, so I assumed that you're supposed to move the paddle so the ball is in the center. I'm having the same problem as a few others here though; the ball sounds doubled, and even when I center it, sometimes I still miss it. Ironically if I let it start out centered then sort of drift left or right, I hit it more often. So I'm not sure if your goal is to actually center the ball in your stereo field or if you're meant to put it somewhere else. Would really like to get it though since this does sound like it could be a lot of fun.

URL: https://forum.audiogames.net/post/508100/#p508100




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Re: The burning of candles, a Suzuki adventure game from China

2020-03-01 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: The burning of candles, a Suzuki adventure game from China

I'm on chapter 12 now. Planning to try to finish up in the next week, maybe sooner.

URL: https://forum.audiogames.net/post/505252/#p505252




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Re: The burning of candles, a Suzuki adventure game from China

2020-02-29 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: The burning of candles, a Suzuki adventure game from China

Hi, try this article.

URL: https://forum.audiogames.net/post/505148/#p505148




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Re: The burning of candles, a Suzuki adventure game from China

2020-02-28 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: The burning of candles, a Suzuki adventure game from China

JasonBlaze wrote:still stuck on level 3, keep getting own on the steps , not sure what to do there, so many zombies.spoilerMy best advice is to face north when you take the steps. Then just keep back, use the delete key until you hear a zombie is ahead, then kill with the dagger. You should find 3 zombies ahead of you. There are also other zombies on the right, but don't worry about them. If you move north so that your y coordinate is 3, those zombies on the right end up in a fire pit.To explain, let's say there are two hallways running parallel to each other, and you're in one hallway and the enemy is in the other. As you move up and down your hallway (which changes your y coordinate), the enemies in the other hallway will move also. So if you know where the traps in those other hallways are, you can lure enemies into them by matching your y coordinate to the trap you want the enemy to fall into. This only works on lower levels though; on higher levels enemies will refuse to go into traps.The only way to get an enemy to leave the hallway they started in is to find an intersection and wait for them to come out. I think higher level enemies might be smarter and can find intersections on their own? Not sure though. Lower level enemies will dumbly stay in the same hall they started in unless you bate them out. So try not to be aligned with intersections when you're in the middle of a hoard. Enemies from connecting hallways can and will gang up on you that way.And another tip, you should have a couple restorer items by this point. I think there's one in level 1 and another in level 2. If you didn't collect all the items, I'd start over and revisit those levels.I hate to say it but later on in the game hoards get much, much worse. For me, it basically comes down to trying different strategies, surviving by the skin of my teeth somehow, then analyzing the layout of the grid when I'm safe and trying to devise a safer/more effective way for next time. It's not easy!

URL: https://forum.audiogames.net/post/504992/#p504992




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Re: The burning of candles, a Suzuki adventure game from China

2020-02-28 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: The burning of candles, a Suzuki adventure game from China

JasonBlaze wrote:still stuck on level 3, keep getting own on the steps , not sure what to do there, so many zombies.spoilerMy best advice is to face north when you take the steps. Then just keep back, use the delete key until you hear a zombie is ahead, then kill with the dagger. You should find 3 zombies ahead of you. There are also other zombies on the right, but don't worry about them. If you move north so that your y coordinate is 3, those zombies on the right end up in a fire pit.To explain, let's say there are two hallways running parallel to each other, and you're in one hallway and the enemy is in the other. As you move up and down your hallway (which changes your y coordinate), the enemies in the other hallway will move also. So if you know where the traps in those other hallways are, you can lure enemies into them by matching your y coordinate to the trap you want the enemy to fall into. This only works on lower levels though; on higher levels enemies will refuse to go into traps. The only way to get an enemy to leave a hallway they started in is to wait at an intersection for them to come. I think higher level enemies might bve smarter and can find intersections on their own? Not sure though. Lower level enemies will dumbly stay in the same hall they started in unless you bate them out.And another tip, you should have a couple restorer items by this point. I think there's one in level 1 and another in level 2. If you didn't collect all the items, I'd start over and revisit those levels.I hate to say it but later on in the game hoards get much, much worse, and it basically comes down to trying different strategies, surviving by the skin of your teeth first time, then analyzing the layout of the grid when you're safe and trying to devise a safer/more effective way next time. It's not easy!

URL: https://forum.audiogames.net/post/504992/#p504992




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Re: The burning of candles, a Suzuki adventure game from China

2020-02-28 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: The burning of candles, a Suzuki adventure game from China

Ah, shame. I was under the impression it was new, since I hadn't heard about it until this topic came up. I was like, ooo night of parasite has come back! Or something. Lol

URL: https://forum.audiogames.net/post/504988/#p504988




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Re: Balloon Madness [Beta] - Run Away from the Huge Balloon!

2020-02-28 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: Balloon Madness [Beta] - Run Away from the Huge Balloon!

Sounds cool, will be checking it out soon.Just a small suggestion, you might consider adding the current version to the title and or the first post of the thread so people will know what the latest version is, and subsequently, if their version is up to date.

URL: https://forum.audiogames.net/post/504937/#p504937




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Re: The burning of candles, a Suzuki adventure game from China

2020-02-28 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: The burning of candles, a Suzuki adventure game from China

Thanks for letting me know about the armor. I did figure out that one of the armors does prevent poison, but hopefully the bug with the other armors will be fixed soon. I haven't tried reading the site with Google Translate, but hopefully I'll be successful. Then I can know when new versions come out.@49, I don't remember level 3 that well, it's the only level I don't really remember . Luyi has a recording of it in post 9. I'm about to go out with family so I can't check it this minute, but I'll revisit it and post about it tonight.

URL: https://forum.audiogames.net/post/504909/#p504909




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Re: The burning of candles, a Suzuki adventure game from China

2020-02-28 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: The burning of candles, a Suzuki adventure game from China

Well got through level 9. Level 10 seems like a lot of fun, though it's gonna be really tricky with all of the enemies around. At this point I think i'm going to take a short break; my head is starting to spin a bit much hahaHas anyone else tried the game yet? I feel like I'm finally getting good enough to help newcomers out 

URL: https://forum.audiogames.net/post/504764/#p504764




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Re: The burning of candles, a Suzuki adventure game from China

2020-02-27 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: The burning of candles, a Suzuki adventure game from China

Okay now I'm on level 9. Damn, those enemies are tough!I also wonder if the armor does anything. I don't seem to be taking any less damage after I collect it.For those who need it, here are English voice prompts to replace the Chinese ones used in the game. Just copy/paste the files in here to the sounds folder of the game and when you are asked to replace files, do so.

URL: https://forum.audiogames.net/post/504607/#p504607




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Re: The burning of candles, a Suzuki adventure game from China

2020-02-26 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: The burning of candles, a Suzuki adventure game from China

Just curious, are you using Google Translate in the recordings, or did you make your own translation somehow?

URL: https://forum.audiogames.net/post/504553/#p504553




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Re: The burning of candles, a Suzuki adventure game from China

2020-02-26 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: The burning of candles, a Suzuki adventure game from China

You can record it if you want, but I think I figured out what's going on.

URL: https://forum.audiogames.net/post/504550/#p504550




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Re: The burning of candles, a Suzuki adventure game from China

2020-02-26 Thread AudioGames . net ForumNew releases room : musicalman via Audiogames-reflector


  


Re: The burning of candles, a Suzuki adventure game from China

@36 you found treasures. Once you find them just press space on them like any other item, and you'll pick them up. You don't have to use them or anything. At the end of the level, all the treasure you found is exchanged for gold.Iirc there are treasures on every level so you probably missed some. I'll upload what I have of the English prompts tonight and hopefully you will be able to find more.

URL: https://forum.audiogames.net/post/504482/#p504482




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