Re: Mailman has been released!

2019-11-02 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

Thank you. As for music, I’m not sure what it would be since it is a mix of everything.

URL: https://forum.audiogames.net/post/472200/#p472200




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Re: Mailman has been released!

2019-11-02 Thread AudioGames . net Forum — New releases room : fluffy via Audiogames-reflector


  


Re: Mailman has been released!

I love this game so far! I haven't played for that long so there's still a lot I have to explore and figure out, I'm pretty bad at it right now. I just wish you could see how many items you had. Also, it would be kind of cool to have music.

URL: https://forum.audiogames.net/post/472192/#p472192




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Re: Mailman has been released!

2019-10-18 Thread AudioGames . net Forum — New releases room : UltraLeetJ via Audiogames-reflector


  


Re: Mailman has been released!

ah, so I was right! I tried what I thought it was (I discussed this before) and it worked a charm, though I guess you need to keep on stocking up to prevent those from coming back  up again. The thing is that I never dared to tried it because the general rule has an exception for grids 2 and 3 which really does not make sense to me at all, since its actually the opposite of what I have experienced.

URL: https://forum.audiogames.net/post/469275/#p469275




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Re: Mailman has been released!

2019-10-17 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

Here’s a hint: consider what pits are.  What happens if a pit is created in the real world.

URL: https://forum.audiogames.net/post/469198/#p469198




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Re: Mailman has been released!

2019-10-17 Thread AudioGames . net Forum — New releases room : UltraLeetJ via Audiogames-reflector


  


Re: Mailman has been released!

amerikranian wrote:I can tell you how you get rid of pits if you so wish.well, a hint would be nice, but at least I am glad there is a way hehethough I suspect this can happen when there is a particular sound that changes everything around you?

URL: https://forum.audiogames.net/post/469136/#p469136




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Re: Mailman has been released!

2019-10-14 Thread AudioGames . net Forum — New releases room : UltraLeetJ via Audiogames-reflector


  


Re: Mailman has been released!

mmm if you keep bringing water towards where the fire is, I believe you could put it  out but I forgot if this was true or notanother spoiler ahead: if you grab a board in the wooden area below the one you start (at whatever, 30) and then use them on the rightmost side or wall, the area will expand a bit towards that side. Not sure what else this does, except probably get you points. You can actually grab as many boards as you can fin and just keep using them all the time.I have not explored the other areas to know if there are more things worth mentioning.

URL: https://forum.audiogames.net/post/468485/#p468485




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Re: Mailman has been released!

2019-10-14 Thread AudioGames . net Forum — New releases room : UltraLeetJ via Audiogames-reflector


  


Re: Mailman has been released!

another spoiler ahead: if you grab a board in the wooden area below the one you start (at whatever, 30) and then use them on the rightmost side or wall, the area will expand a bit towards that side. Not sure what else this does, except probably get you points. You can actually grab as many boards as you can fin and just keep using them all the time.I have not explored the other areas to know if there are more things worth mentioning.

URL: https://forum.audiogames.net/post/468485/#p468485




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Re: Mailman has been released!

2019-10-14 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector


  


Re: Mailman has been released!

Spoiler aheadSo At z coordinate 0 there's a fountain at the top, and a fire that slowly expands across the bottom. You can grab water from the fountain and pour it on the fire, but I don't think you can actually put the fire out because even if you are able to fight it back to position 0 the fire instantly expands and kills you because you  need to be at coordinate 1 to spray it. Bringing it to 0 doesn't seem to do anything though. Also I thought fountains would heal you up but they don't.

URL: https://forum.audiogames.net/post/468451/#p468451




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Re: Mailman has been released!

2019-10-13 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

I can tell you how you get rid of pits if you so wish.  Jason, it may be a bit before I find a solution. I may have to resort to asking on the stack overflow to see what response I can get, this is very unusual.  I’m sorry I can’t provide a quick fix. You can try my instructions in post 95 or 96 to see if they would help, you just need to type PowerShell in run dialogue to get that open and then paste in the command.

URL: https://forum.audiogames.net/post/468259/#p468259




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Re: Mailman has been released!

2019-10-13 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

I can tell you how you get rid of pits if you so wish.  Jason, it may be a bit before I find a solution. I may have to resort to asking on the stack overflow to see what response I can get, this is very unusual.  I’m sorry I can’t provide a quick fix.

URL: https://forum.audiogames.net/post/468259/#p468259




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Re: Mailman has been released!

2019-10-13 Thread AudioGames . net Forum — New releases room : UltraLeetJ via Audiogames-reflector


  


Re: Mailman has been released!

haha, I managed to stay alive for a good 4 minutes or so! and to my surprise got 60 points. I guess, and hope, that I am doing things right. The fountain has a rather interesting use and its actually pretty logical, but have not fiddled enough with it to bother. Same is probably true with boards. Other areas I have not explored much, and yet have to figure out how to stop the chaos for a bit and if there is truly a way to get rid of pits. Arrows scare me lol but I think I am getting somewhere. The game could have sounds for when you do things right (besides delivering mail) but I guess that looking at your score as soon as you think you have accomplished something helps.

URL: https://forum.audiogames.net/post/468256/#p468256




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Re: Mailman has been released!

2019-10-13 Thread AudioGames . net Forum — New releases room : UltraLeetJ via Audiogames-reflector


  


Re: Mailman has been released!

haha, I managed to stay alive for a good 4 minutes or so! and to my surprise got 60 points. I guess, and hope, that I am doing things right. The fountain has a rather interesting use and its actually pretty logical, but have not fiddled enough with it to bother. Same is probably true with boards. Other areas I have not explored much, and yet have to figure out how to stop the chaos for a bit and if there is truly a way to get rid of pits. Arrows scare me lol but I think I am getting somewhere.

URL: https://forum.audiogames.net/post/468256/#p468256




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Re: Mailman has been released!

2019-10-13 Thread AudioGames . net Forum — New releases room : UltraLeetJ via Audiogames-reflector


  


Re: Mailman has been released!

haha, I managed to stay alive for a good 4 minutes or so! and to my surprise got 60 points. I guess, and hope, that I am doing things right. The fountain has a rather interesting use and its actually pretty logical, but have not fiddled enough with it to bother. Other areas I have not explored much. Arrows scare me a bit, but I think I am getting somewhere.

URL: https://forum.audiogames.net/post/468256/#p468256




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Re: Mailman has been released!

2019-10-13 Thread AudioGames . net Forum — New releases room : JasonBlaze via Audiogames-reflector


  


Re: Mailman has been released!

yuppy, same result I am useing windows 10 64bit, pritty sure the latest one Traceback (most recent call last):  File "setup.py", line 10, in   File "game.py", line 109, in init game  File "game.py", line 58, in game.mainmenu  File "menu.py", line 133, in menu.Menu.run  File "speech.py", line 28, in speech.speak  File "speech.py", line 15, in speech.find_reader  File "accessible_output2\outputs\auto.py", line 12, in __init__  File "accessible_output2\outputs\sapi5.py", line 33, in __init__  File "site-packages\libloader\com.py", line 16, in load_com  File "site-packages\win32com\client\gencache.py", line 534, in EnsureDispatch  File "site-packages\win32com\client\gencache.py", line 391, in EnsureModule  File "site-packages\win32com\client\gencache.py", line 266, in GetModuleForTypelib  File "site-packages\win32com\client\gencache.py", line 552, in AddModuleToCacheAttributeError: module 'win32com.gen_py.C866CA3A-32F7-11D2-9602-00C04F8EE628x0x5x4' has no attribute 'CLSIDToClassMap'

URL: https://forum.audiogames.net/post/468243/#p468243




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Re: Mailman has been released!

2019-10-13 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

Do you know how to use the command line? If you do, could you try and run the game in the cmd?If you don't, do the following:hit windows r, windows key should be 2 keys to the left of your spacebar and type cmdgo to the directory where you have the game in by typing cd directory_name. For example, if my directory was downloads, I'd type cd downloads\mailmantype the filename, Mailman.exe in my case.see if you get the error.log with the same info again. If you do, let me know your windows version.

URL: https://forum.audiogames.net/post/468228/#p468228




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Re: Mailman has been released!

2019-10-13 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

Do you know how to use the command line? If you do, could you try and run the game in the cmd?If you don't, do the following:hit windows r, windows key should be 2 keys to the left of your spacebar and type cmdgo to the directory where you have the game in by typing cd directory_name. For example, if my directory was downloads, I'd type cd downloads\mailmantype the filename, Mailman.exe in my case.see if you get the error.log with the same info again

URL: https://forum.audiogames.net/post/468228/#p468228




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Re: Mailman has been released!

2019-10-13 Thread AudioGames . net Forum — New releases room : JasonBlaze via Audiogames-reflector


  


Re: Mailman has been released!

I do have pithon but I just uninstall it, both same result, have python or not.

URL: https://forum.audiogames.net/post/468226/#p468226




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Re: Mailman has been released!

2019-10-13 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

@101, I'm not too sure. I'm still looking for a solution to the issue, waiting to get a response.Meanwhile, let me ask you something. Do you have Python installed on your system?@102, special items are special, in their own way. They basically are mostly there to make your life difficult, i.e, things are happening behind the scenes that causes the game to be more chaotic.I didn't want to add invincibility as a possible power up do to the game already borrowing concepts from CP and me worrying that people would get upset at the "borrowing" of oh shit concepts as well.So, to recap, special items are mostly special for giving you slightly more points. There is a tiny chance of getting a noticeable effect for a bit, but I'll let you find about that on your own.

URL: https://forum.audiogames.net/post/468223/#p468223




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Re: Mailman has been released!

2019-10-13 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

@102, special items are special, in their own way. They basically are mostly there to make your life difficult, i.e, things are happening behind the scenes that causes the game to be more chaotic.I didn't want to add invincibility as a possible power up do to the game already borrowing concepts from CP and me worrying that people would get upset at the "borrowing" of oh shit concepts as well.So, to recap, special items are mostly special for giving you slightly more points. There is a tiny chance of getting a noticeable effect for a bit, but I'll let you find about that on your own.

URL: https://forum.audiogames.net/post/468225/#p468225




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Re: Mailman has been released!

2019-10-13 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

@101, I'm not too sure. I'm still looking for a solution to the issue, waiting to get a response.Meanwhile, let me ask you something. Do you have Python installed on your system?

URL: https://forum.audiogames.net/post/468223/#p468223




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Re: Mailman has been released!

2019-10-13 Thread AudioGames . net Forum — New releases room : Jaidon Of the Caribbean via Audiogames-reflector


  


Re: Mailman has been released!

Americranian, at least you tried to give us  something different. I still haven't gotten to this game my self, but even though, from the sound of it,  its random, you didn't be like everyone else with some stupid FPS, or other devs who gives us teasers and just stop development. You soldiered on. Hats off to you.

URL: https://forum.audiogames.net/post/468141/#p468141




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Re: Mailman has been released!

2019-10-13 Thread AudioGames . net Forum — New releases room : UltraLeetJ via Audiogames-reflector


  


Re: Mailman has been released!

you sure you cannot use items in the wooden area? for some reason, I managed to use a board there in one of the corners. I am still failing to get the whole picture of every area, so it gets difficult especially because things start happening a bit too fast re: bombs, ghosts and so on. I believe that delivering a letter does help a lot. And why is it that I keep losing health as well, I have not really fell hard or anything. Trolls appear to be restricted to the stairs only.  Got special items, but no idea what they are or what they even do.

URL: https://forum.audiogames.net/post/468139/#p468139




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Re: Mailman has been released!

2019-10-13 Thread AudioGames . net Forum — New releases room : JasonBlaze via Audiogames-reflector


  


Re: Mailman has been released!

it's so strange, looks like I am the only one who getting this error everytime I try to run the game, any idea?Traceback (most recent call last):  File "setup.py", line 10, in   File "game.py", line 109, in init game  File "game.py", line 58, in game.mainmenu  File "menu.py", line 133, in menu.Menu.run  File "speech.py", line 28, in speech.speak  File "speech.py", line 15, in speech.find_reader  File "accessible_output2\outputs\auto.py", line 12, in __init__  File "accessible_output2\outputs\sapi5.py", line 33, in __init__  File "site-packages\libloader\com.py", line 16, in load_com  File "site-packages\win32com\client\gencache.py", line 534, in EnsureDispatch  File "site-packages\win32com\client\gencache.py", line 391, in EnsureModule  File "site-packages\win32com\client\gencache.py", line 266, in GetModuleForTypelib  File "site-packages\win32com\client\gencache.py", line 552, in AddModuleToCacheAttributeError: module 'win32com.gen_py.C866CA3A-32F7-11D2-9602-00C04F8EE628x0x5x4' has no attribute 'CLSIDToClassMap'

URL: https://forum.audiogames.net/post/468104/#p468104




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Re: Mailman has been released!

2019-10-13 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

Hi!The game has been updated, and I believe that unless something goes horribly wrong, this is the last release. I just don't think I can add more stuff to it, especially with the interesting difficulty curve that has happened.Basically, everything besides the ghosts is slightly faster now, and you'll notice the game becoming more and more chaotic as the time goes on, regardless of you doing everything correctly.If you all have any suggestions, I'm happy to hear them, but I do think that the project has been completed.@98, I dono, if I add riddles, we bring back the issue of people processing things differently and getting frustrated because they solved something incorrectly. Riddles can have multiple answers, as long as you can justify how your answer fits the clues.@99, thanks, glad you're enjoying the game.

URL: https://forum.audiogames.net/post/468043/#p468043




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Re: Mailman has been released!

2019-10-12 Thread AudioGames . net Forum — New releases room : giorgi elbaqidze via Audiogames-reflector


  


Re: Mailman has been released!

damn me, i'm taking my any bad words about this game! it's prittyh neat

URL: https://forum.audiogames.net/post/467810/#p467810




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Re: Mailman has been released!

2019-10-12 Thread AudioGames . net Forum — New releases room : Jaidon Of the Caribbean via Audiogames-reflector


  


Re: Mailman has been released!

Have you considered to do riddles instead of giving away the answers, and still keeping it secretive? Example, in the readme you could say something like this.Trolls.Beware! The creature!It runs around! When you meet him, make like a great river.I know it doesn't rhyme, but you could consider it.

URL: https://forum.audiogames.net/post/467775/#p467775




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Re: Mailman has been released!

2019-10-11 Thread AudioGames . net Forum — New releases room : jimmy69 via Audiogames-reflector


  


Re: Mailman has been released!

This game is bloody amazing once you actually figure out what things do.0Op is correct in that it is all logic-based and once you actually apply a bit of thought to it everything seems to make perfect sense at least to me.

URL: https://forum.audiogames.net/post/467596/#p467596




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Re: Mailman has been released!

2019-10-11 Thread AudioGames . net Forum — New releases room : NightCraller302 via Audiogames-reflector


  


Re: Mailman has been released!

@91, That point was for more then just this game. It was more addressing how the community treats developers in general that try to reach out to us.

URL: https://forum.audiogames.net/post/467583/#p467583




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Re: Mailman has been released!

2019-10-11 Thread AudioGames . net Forum — New releases room : NightCraller302 via Audiogames-reflector


  


Re: Mailman has been released!

@91, That point was for more then just this game. It was more addressing how the community treats developers in general that try to reach out to us.

URL: https://forum.audiogames.net/post/467581/#p467581




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Re: Mailman has been released!

2019-10-10 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

@86, try the following:Open up your powershell (windows r + powershell) and typeRemove-Item -path $env:LOCALAPPDATA\Temp\gen_py -recurseTry running the game and see if you get the same error.I haven't managed to make it crash on my machine, so this one is quite difficult to debug. Still, if it solves your issue, I'll add a fix in the next version that will do it for you should the error be encountered once again.

URL: https://forum.audiogames.net/post/467344/#p467344




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Re: Mailman has been released!

2019-10-10 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

@86, try the following:Open up your powershell (windows r + powershell) and typeRemove-Item -path $env:LOCALAPPDATA\Temp\gen_py -recurseTry running the game and see if you get the same error.I haven't managed to make it crash on my machine, so this one is quite difficult to debug. Still, if it fixes your issue, I'll add a fix in the next version that will do it for you should the error be encountered once again.

URL: https://forum.audiogames.net/post/467344/#p467344




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Re: Mailman has been released!

2019-10-10 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

@86, try the following:Open up your powershell (windows r + powershell) and typeRemove-Item -path $env:LOCALAPPDATA\Temp\gen_py -recurseTry running the game and see if you get the same error.I haven't managed to make it crash on my machine, so this one is quite difficult to debug.

URL: https://forum.audiogames.net/post/467344/#p467344




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Re: Mailman has been released!

2019-10-10 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

@91, We'll have to agree to disagree here. I don't think I will add more information besides what is currently in the game... Even the learn sounds option doesn't mention everything, though most of the things it leaves out are supposed to make you wonder what happened. I understand your point about documenting every feature of the game and leaving the user to figure out how they all interact, but I believe that rule should be followed only if the features are incredibly obscure.Take blackbox, for example. While the two games are not similar, blackbox is basically like the first version of mailman, i.e, it told you the keys to play, but it didn't tell you anything about the gameplay itself. The game also didn't punish you for wrong guesses, though, so I guess you got that going for you.

URL: https://forum.audiogames.net/post/467343/#p467343




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Re: Mailman has been released!

2019-10-10 Thread AudioGames . net Forum — New releases room : tunmi13 via Audiogames-reflector


  


Re: Mailman has been released!

Going to save it to GDrive and play it later, nthe that there is a little more info about the game. I'm kind of into the whole puzzle thing, I play Blackbox on iOS and stuff so these typesof things are pretty cool.

URL: https://forum.audiogames.net/post/467341/#p467341




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Re: Mailman has been released!

2019-10-10 Thread AudioGames . net Forum — New releases room : UltraLeetJ via Audiogames-reflector


  


Re: Mailman has been released!

thanks a lot for taking time out of your day and stuff to implement the fixes. I am getting the hang of the game some more now but i confess its a bit difficult hahaRe: criticisms, I would agree that they were just bordering into impulsive frustration. But then again, sadly, most users are just good at that and nothing else.

URL: https://forum.audiogames.net/post/467331/#p467331




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Re: Mailman has been released!

2019-10-09 Thread AudioGames . net Forum — New releases room : The Dwarfer via Audiogames-reflector


  


Re: Mailman has been released!

I'll admit my criticism was harsh, but it was to the point. If a "big developer" turns away from the blind community because they witness backlash against games like this, then I'd have to question how they ever made it "big" in the first place and thus consider such a scenario highly unlikely. Remember: we're dealing with a situation wherein the user is expected to pick up on unspecified, unique world logic using almost purely guess work until they learn the rules that in most cases do not conform to those of the real world, assuming the user has never dealt with a crazy party like game before.I can understand such concerns when it comes to needless mud slinging and flaming, however in cases like this where people are (for the most part anyway) just trying to explain their frustrations, that point is pretty much bogus in my opinion.

URL: https://forum.audiogames.net/post/467259/#p467259




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Re: Mailman has been released!

2019-10-09 Thread AudioGames . net Forum — New releases room : NightCraller302 via Audiogames-reflector


  


Re: Mailman has been released!

*flips a coin and it lands standing up showing both heads and tails*The reason I use that is because there are issues on both sides. On the heads side of things, the dev could of reacted better to the criticism he received, but on the tails side of things, you guys need to choose the words in your critique more carefully, some of the posts looked like more of a personal attack then  advice. For those who said they wouldn't play the game unless he added more info, that kind of attitude needs to stop, because that's the kind of attitude that's pushing larger devs away from making there games accessible to us. I've been trying to keep my mouth shut about this, but I can't anymore, because it makes us look really bad to those devs who do try to reach out to our community

URL: https://forum.audiogames.net/post/467250/#p467250




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Re: Mailman has been released!

2019-10-09 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

Alright.This update adds the ability to increase the pitch decrease and decrease ambiance volumes. It also adds a learn game sounds menu, though not all of the sounds are available to be previewed.Links are in the first post as usual.@88, I believe the first post says that the game is not specifically focused on delivering letters and biking. I'm sorry for a misleading name, though. Hope you can still enjoy the game. Post 86, I will look into the error shortly. Hopefully I will have something of use by tomorrow.

URL: https://forum.audiogames.net/post/467238/#p467238




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Re: Mailman has been released!

2019-10-09 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

Alright.This update adds the ability to increase the pitch decrease and decrease ambiance volumes. It also adds a learn game sounds menu, though not all of the sounds are available to be previewed.Links are in the first post as usual.@88, I believe the first post says that the game is not specifically focused on delivering letters and biking. I'm sorry for a misleading name, though. Hope you can still enjoy the game.

URL: https://forum.audiogames.net/post/467238/#p467238




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Re: Mailman has been released!

2019-10-09 Thread AudioGames . net Forum — New releases room : tunmi13 via Audiogames-reflector


  


Re: Mailman has been released!

The name is very misleading. Mailman attracted me here due to thename, when you think mailman, you think mail, delivery, bicycling, etc. But then again, there may be different definitions that I'm not understanding...

URL: https://forum.audiogames.net/post/467157/#p467157




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Re: Mailman has been released!

2019-10-09 Thread AudioGames . net Forum — New releases room : The Dwarfer via Audiogames-reflector


  


Re: Mailman has been released!

Also @84 there are different ambiances for each grid, so once it changes you know you can get off.

URL: https://forum.audiogames.net/post/467115/#p467115




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Re: Mailman has been released!

2019-10-09 Thread AudioGames . net Forum — New releases room : NicklasMCHD via Audiogames-reflector


  


Re: Mailman has been released!

Traceback (most recent call last):  File "setup.py", line 6, in   File "game.py", line 63, in init game  File "game.py", line 52, in game.mainmenu  File "menu.py", line 86, in menu.Menu.run  File "speech.py", line 28, in speech.speak  File "speech.py", line 15, in speech.find_reader  File "accessible_output2\outputs\auto.py", line 12, in __init__  File "accessible_output2\outputs\jaws.py", line 16, in __init__  File "site-packages\libloader\com.py", line 16, in load_com  File "site-packages\win32com\client\gencache.py", line 534, in EnsureDispatch  File "site-packages\win32com\client\gencache.py", line 391, in EnsureModule  File "site-packages\win32com\client\gencache.py", line 266, in GetModuleForTypelib  File "site-packages\win32com\client\gencache.py", line 552, in AddModuleToCacheAttributeError: module 'win32com.gen_py.F152C4EF-B92F-4139-A901-E8F1E28CC8E0x0x1x0' has no attribute 'CLSIDToClassMap'I just downloaded the current version. I am using nvda on a windows 10 64 bit

URL: https://forum.audiogames.net/post/467084/#p467084




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Re: Mailman has been released!

2019-10-09 Thread AudioGames . net Forum — New releases room : NicklasMCHD via Audiogames-reflector


  


Re: Mailman has been released!

Traceback (most recent call last):  File "setup.py", line 6, in   File "game.py", line 63, in init game  File "game.py", line 52, in game.mainmenu  File "menu.py", line 86, in menu.Menu.run  File "speech.py", line 28, in speech.speak  File "speech.py", line 15, in speech.find_reader  File "accessible_output2\outputs\auto.py", line 12, in __init__  File "accessible_output2\outputs\jaws.py", line 16, in __init__  File "site-packages\libloader\com.py", line 16, in load_com  File "site-packages\win32com\client\gencache.py", line 534, in EnsureDispatch  File "site-packages\win32com\client\gencache.py", line 391, in EnsureModule  File "site-packages\win32com\client\gencache.py", line 266, in GetModuleForTypelib  File "site-packages\win32com\client\gencache.py", line 552, in AddModuleToCacheAttributeError: module 'win32com.gen_py.F152C4EF-B92F-4139-A901-E8F1E28CC8E0x0x1x0' has no attribute 'CLSIDToClassMap'

URL: https://forum.audiogames.net/post/467084/#p467084




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Re: Mailman has been released!

2019-10-09 Thread AudioGames . net Forum — New releases room : musicalman via Audiogames-reflector


  


Re: Mailman has been released!

@79 What do you mean switching keys? If you mean changing keys in future releases, sure. If you think there's a good reason for it. If it's just to mess with players though, like flipping directions or something, I wouldn't recommend it. It'd make things even more controversial than they already are.@84 Here's a hint, the grids are regularly spaced. So the distance from grid 1 to grid 2 is the same as from 2 to 3 and so on.

URL: https://forum.audiogames.net/post/467065/#p467065




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Re: Mailman has been released!

2019-10-09 Thread AudioGames . net Forum — New releases room : musicalman via Audiogames-reflector


  


Re: Mailman has been released!

@79 What do you mean switching keys? If you mean changing keys in future releases, sure. If you think there's a good reason for it. If it's just to messw with players though, like flipping directions or something, I wouldn't recommend it. It'd make things even more controversial than they already are.@84 Here's a hint, the grids are regularly spaced. So the distance from grid 1 to grid 2 is the same as from 2 to 3 and so on.

URL: https://forum.audiogames.net/post/467065/#p467065




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Re: Mailman has been released!

2019-10-08 Thread AudioGames . net Forum — New releases room : LordLundin via Audiogames-reflector


  


Re: Mailman has been released!

I think my biggest issue with the ladder is I don't know when I can get off to the next area - that being said I can't say I've climbed on it much.

URL: https://forum.audiogames.net/post/466980/#p466980




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Re: Mailman has been released!

2019-10-08 Thread AudioGames . net Forum — New releases room : nidza07 via Audiogames-reflector


  


Re: Mailman has been released!

Unfamiliar what, exactly? Pits? Fire pits? Items? Never saw that before indeed. Ghosts, while if you have not played CP those can be unfamiliar, pressing all keys is a part of figuring the game out. If you press f, you would here a noise, the logical thing is to later try that on the ghost/troll, and after seeing for the 1st time it does not work on trolls you will know to run away from them.

URL: https://forum.audiogames.net/post/466854/#p466854




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Re: Mailman has been released!

2019-10-08 Thread AudioGames . net Forum — New releases room : UltraLeetJ via Audiogames-reflector


  


Re: Mailman has been released!

alright, then my next task is figuring out how to get rid of a pit lol

URL: https://forum.audiogames.net/post/466850/#p466850




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Re: Mailman has been released!

2019-10-08 Thread AudioGames . net Forum — New releases room : The Dwarfer via Audiogames-reflector


  


Re: Mailman has been released!

@78:I can't comment on revelation, because I haven't played, but I can comment on the others.The BK series did indeed tell you what to do. The tutorials (stage 0) literally gave you examples of enemies, platforms, items etc and told you what to do when you encountered them, and then made you practice that. Through the English translations you got even more of this information, as the story line would tell you how each of the individual enemies worked almost to the tune of like 75% completeness. I did not play BK2 without any English what soever. I've always had at least the tutorial explained to me even if the English was mangled. This would explain why BK3 is the most popular game of the series, followed by BK2, and I almost never hear of BK1 these days and that's how it's always been since I've been here. And if you didn't know the first time, you'd figure it out by the second time - the difficulty was not in not knowing what the hell was going on, but knowing what the hell was going on and figuring out a strategy to defeat it. (As it always should be). AAC told you what you'd be dealing with and how to do it - and if I'm not mistaken, it even had a learn game sounds menu. Any of its surprise challenges (the pit where you had to jump from platform to platform springs to mind) were constructed from already familiar elements, but you just had to figure out how to defeat this arrangement of said elements. That is not comparable to this game, since we're given both unfamiliar elements and game play, and unfamiliar arrangements of these unfamiliar elements to figure out. The first layer of unfamiliarity should not be a thing.Again I can't comment on revelation, but I think I've proven that the other examples you gave here are well off the mark - and your "it's everyone else who's the problem" approach makes me glad you're not this game's developer.

URL: https://forum.audiogames.net/post/466843/#p466843




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Re: Mailman has been released!

2019-10-08 Thread AudioGames . net Forum — New releases room : The Dwarfer via Audiogames-reflector


  


Re: Mailman has been released!

@78:I can't comment on revelation, because I haven't played, but I can comment on the others:The BK series did indeed tell you what to do. The tutorials (stage 0) literally gave you examples of enemies, platforms, items etc and told you what to do when you encountered them, and then made you practice that. Through the English translations you got even more of this information, as the story line would tell you how each of the individual enemies worked almost to the tune of like 75% completeness. I did not play BK2 without any English what soever. I've always had at least the tutorial explained to me even if the English was mangled. This would explain why BK3 is the most popular game of the series, followed by BK2, and I almost never hear of BK1 these days and that's how it's always been since I've been here. And if you didn't know the first time, you'd figure it out by the second time - the difficulty was not in not knowing what the hell was going on, but knowing what the hell was going on and figuring out a strategy to defeat it. (As it always should be). AAC told you what you'd be dealing with and how to do it - and if I'm not mistaken, it even had a learn game sounds menu. Any of its surprise challenges (the pit where you had to jump from platform to platform springs to mind) were constructed from already familiar elements, but you just had to figure out how to defeat this arrangement of said elements. That is not comparable to this game, since we're given both unfamiliar elements and game play, and unfamiliar arrangements of these unfamiliar elements to figure out. The first layer of unfamiliarity should not be a thing.Again I can't comment on revelation, but I think I've proven that the other examples you gave here are well off the mark - and your "it's everyone else who's the problem" approach makes me glad you're not this game's developer.

URL: https://forum.audiogames.net/post/466843/#p466843




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Re: Mailman has been released!

2019-10-08 Thread AudioGames . net Forum — New releases room : The Dwarfer via Audiogames-reflector


  


Re: Mailman has been released!

@78:I can't comment on revelation, because I haven't played, but I can comment on the others:The BK series did indeed tell you what to do. The tutorials (stage 0) literally gave you examples of enemies, platforms, items etc and told you what to do when you encountered them, and then made you practice that. Through the English translations you got even more of this information, as the story line would tell you how each of the individual enemies worked almost to the tune of like 75% completeness. And if you didn't know the first time, you'd figure it out by the second time - the difficulty was not in not knowing what the hell was going on, but knowing what the hell was going on and figuring out a strategy to defeat it. (As it always should be). AAC told you what you'd be dealing with and how to do it - and if I'm not mistaken, it even had a learn game sounds menu. Any of its surprise challenges (the pit where you had to jump from platform to platform springs to mind) were constructed from already familiar elements, but you just had to figure out how to defeat this arrangement of said elements. That is not comparable to this game, since we're given both unfamiliar elements and game play, and unfamiliar arrangements of these unfamiliar elements to figure out. The first layer of unfamiliarity should not be a thing.Again I can't comment on revelation, but I think I've proven that the other examples you gave here are well off the mark - and your "it's everyone else who's the problem" approach makes me glad you're not this game's developer.

URL: https://forum.audiogames.net/post/466843/#p466843




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Re: Mailman has been released!

2019-10-08 Thread AudioGames . net Forum — New releases room : pool via Audiogames-reflector


  


Re: Mailman has been released!

happy ending.

URL: https://forum.audiogames.net/post/466820/#p466820




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Re: Mailman has been released!

2019-10-08 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

@UltraLeetJ, thank you for the suggestions.A learn game sounds menu is in the works, I promise. The plan is to have it out hopefully by tomorrowI am also working on balancing the grids to have equal difficulty and filling up the last two areas.As for pits appearing on ladders, it is certainly possible to avoid those, though bare in mind you will need to get rid of a pit if you want to get back down.@76 and 77, the download links are in the first post.I'm gonna ask this with great care. How would you all feel if the game switched up keyboard controls every once in a while?

URL: https://forum.audiogames.net/post/466813/#p466813




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Re: Mailman has been released!

2019-10-08 Thread AudioGames . net Forum — New releases room : UltraLeetJ via Audiogames-reflector


  


Re: Mailman has been released!

the links are on the first post, they are direct download links. And the game uses audio and your screen reader to communicate information, mostly when you lose.Another suggestion, you could have a first time level or small tutorial that would pause the game temporarily and explain what a few things are, just enough to give a bit of a hint as to what the player should do without spoiling the whole thing.I remember, for example, aprone's game called revelation. That had almost no hints at all, and yet people weren't as vocal and everyone joined forces and figured many things out. Same is true with adventure at c colon. More so with the bk series, which were a big hit, even if they were not in English. But I guess times, perceptions and age groups in here change, a lot.I am trying to do more stuff, but it gets.. hard. Pits on a ladder, who would think these would appear, lol.

URL: https://forum.audiogames.net/post/466803/#p466803




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Re: Mailman has been released!

2019-10-08 Thread AudioGames . net Forum — New releases room : Chri79s via Audiogames-reflector


  


Re: Mailman has been released!

Hey all, its chris thornhill just curious about mailman i love to figure out things in audiogame play what is the link to the mailman game? I am currently using my iphone as of now but hey i could look at the key summary in the read me

URL: https://forum.audiogames.net/post/466797/#p466797




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Re: Mailman has been released!

2019-10-08 Thread AudioGames . net Forum — New releases room : Chri79s via Audiogames-reflector


  


Re: Mailman has been released!

Is there a youtube video on the mailman game? Is it text or does it have audio as well?

URL: https://forum.audiogames.net/post/466776/#p466776




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Re: Mailman has been released!

2019-10-08 Thread AudioGames . net Forum — New releases room : LordLundin via Audiogames-reflector


  


Re: Mailman has been released!

I'm more than willing to betatest. Having done some minor programming stuff in the passed I consider myself a reasonable person who knows how to bugtest / balance test. I would also not spread things around as that is just ... pointless.If you want to contact me about it, my details are on my profile.

URL: https://forum.audiogames.net/post/466731/#p466731




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Re: Mailman has been released!

2019-10-07 Thread AudioGames . net Forum — New releases room : UltraLeetJ via Audiogames-reflector


  


Re: Mailman has been released!

well, this is a really interesting game, despite all of the silly criticism. Unfortunately, the lack of goals has got me puzzled. But its fun to avoid things like pits opening all of a sudden and to know you can actually jump over them, though it definitely gets harder. The ghosts are just annoying but nice to have because it gives you something to concentrate on killing. I really have not figured out other stuff, like what else am I supposed to do besides delivering mail. A learn sounds option or a description of them would have been nice. At least a list  of what items I can get would also have been nice. But well, at least I got to 45 points. You should also point out that the ladder has a door sound and that you can get from one area to another by climbing on it and mention at least how many areas there are. I have not a clue what the fountain does, either.Looking at the sounds you apparently have appearing powerups, and you can use boards. probably to cover up pits? mm

URL: https://forum.audiogames.net/post/466713/#p466713




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Re: Mailman has been released!

2019-10-07 Thread AudioGames . net Forum — New releases room : UltraLeetJ via Audiogames-reflector


  


Re: Mailman has been released!

well, this is a really interesting game, despite all of the silly criticism. Unfortunately, the lack of goals has got me puzzled. But its fun to avoid things like pits opening all of a sudden and to know you can actually jump over them, though it definitely gets harder. The ghosts are just annoying but nice to have because it gives you something to concentrate on killing. I really have not figured out other stuff, like what else am I supposed to do besides delivering mail. A learn sounds option or a description of them would have been nice. At least a list  of what items I can get would also have been nice. But well, at least I got to 45 points. You should also point out that the ladder has a door sound and that you can get from one area to another by climbing on it and mention at least how many areas there are. I have not a clue what the fountain does, either.

URL: https://forum.audiogames.net/post/466713/#p466713




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Re: Mailman has been released!

2019-10-07 Thread AudioGames . net Forum — New releases room : juan reina via Audiogames-reflector


  


Re: Mailman has been released!

hey amerikranian, just sent ya a PM

URL: https://forum.audiogames.net/post/466697/#p466697




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Re: Mailman has been released!

2019-10-07 Thread AudioGames . net Forum — New releases room : ElizaBaez via Audiogames-reflector


  


Re: Mailman has been released!

Not your fault. The blame rests squarely on Apple and VMWare.

URL: https://forum.audiogames.net/post/466686/#p466686




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Re: Mailman has been released!

2019-10-07 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

Post 69, I replied.  Post 70, yeah, I’m sorry about that. I had to upgrade to a 64 bit version for several reasons, and I knew I was gonna run into people not being able to play this. I don’t think there’s much I can do, I’m sorry.

URL: https://forum.audiogames.net/post/466678/#p466678




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Re: Mailman has been released!

2019-10-07 Thread AudioGames . net Forum — New releases room : ElizaBaez via Audiogames-reflector


  


Re: Mailman has been released!

windows in a VMware doesn't run well as an x64 system, and it won't work

URL: https://forum.audiogames.net/post/466658/#p466658




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Re: Mailman has been released!

2019-10-07 Thread AudioGames . net Forum — New releases room : musicalman via Audiogames-reflector


  


Re: Mailman has been released!

@amerikranian glad you are not deterred and you seem perceptive to what people are saying. Yeah, getting a team together is difficult, it was just a passing suggestion. I'd probably find it hard, too.Also, I sent you a pm.

URL: https://forum.audiogames.net/post/466638/#p466638




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Re: Mailman has been released!

2019-10-07 Thread AudioGames . net Forum — New releases room : musicalman via Audiogames-reflector


  


Re: Mailman has been released!

@amerikranian glad you are not deterred and you. seem perceptive to what people are saying. Yeah, getting a team together is difficult, it was just a passing suggestion. I'd probably find it hard, too.Also, I sent you a pm.

URL: https://forum.audiogames.net/post/466638/#p466638




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Re: Mailman has been released!

2019-10-07 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

I have no plans to stop developing, no. I won't be doing anymore spinoffs, though. I do agree with the statement that we have enough of those already.Like I said earlier, this is learning. I understand where I need to provide more documentation should I touch the concept of figuring it out on your own again, and I also have begun learning the necessary attitude one must maintain when releasing a product.

URL: https://forum.audiogames.net/post/466636/#p466636




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Re: Mailman has been released!

2019-10-07 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

I have no plans to stop developing, no. I won't be doing anymore spinoffs, though. I do agree with the statement that we have enough of those already.Like I said earlier, this is learning. I understand where I need to provide more documentation should I touch the concept of figuring it out on your own again.

URL: https://forum.audiogames.net/post/466636/#p466636




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Re: Mailman has been released!

2019-10-07 Thread AudioGames . net Forum — New releases room : SkyGuardian via Audiogames-reflector


  


Re: Mailman has been released!

Sorry to derail the discussion a bit. But will you ever make any more games in the future? I like this game and I’d like to see more from you

URL: https://forum.audiogames.net/post/466632/#p466632




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Re: Mailman has been released!

2019-10-07 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

@62, thank you for the suggestion, I'll see what I can do about a learn sounds menu.@63, why can you not play the game? Do you get a fatal error dialog? If so, can you paste the contents of the error.log file here?@64, points noted down for the future. Thing is, it's really hard to get a team of people together who can successfully test a game. I mean this with no hostile intent, but a lot of people who sign up for beta testing just play the game, spread it around, and don't give any feedback on what should be improved, which kind of defeats the point of having such a team in a first place.@65, maybe the learn sounds option will cut out some of the guessing out of the game? I don't know. I will also reduce the volume of the ambiances or add an option to do so within the game, we'll see.Again, I want to thank you all for sticking with me despite the rough start I seem to be having. I am learning a lot from this already and am hoping to continue doing so in the future.

URL: https://forum.audiogames.net/post/466630/#p466630




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Re: Mailman has been released!

2019-10-07 Thread AudioGames . net Forum — New releases room : LordLundin via Audiogames-reflector


  


Re: Mailman has been released!

Sounds like an interesting idea, but lacking way too much information. Given the high speed it really doesn't give you much room to figure things out. You decide if you want a puzzle game or an arcade game.Also the ambiance is rambunctiously loud.Edit:just edited to say, I get your stance on the matter, although the criticism given is very valid. It's up to you how much you want to work with the community on improvements or if you develop for entirely selfish reasons (nothing wrong about doing so)Also guys, if you are going to give feedback, please be constructive. Most of you seem to try and spell things out on how to improve the game, but some answers are really obtuse.

URL: https://forum.audiogames.net/post/466619/#p466619




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Re: Mailman has been released!

2019-10-07 Thread AudioGames . net Forum — New releases room : LordLundin via Audiogames-reflector


  


Re: Mailman has been released!

Sounds like an interesting idea, but lacking way too much information. Given the high speed it really doesn't give you much room to figure things out. You decide if you want a puzzle game or an arcade game.Also the ambiance is rambunctiously loud.

URL: https://forum.audiogames.net/post/466619/#p466619




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Re: Mailman has been released!

2019-10-07 Thread AudioGames . net Forum — New releases room : musicalman via Audiogames-reflector


  


Re: Mailman has been released!

Personally, the new readme makes things a bit more cryptic for me than it actually helps, but it told me something I don't know. The game is not actually supposed to get too chaotic if you're able to do things which keep it in check. That's one I'll have to figure out. And I've probably inadvertently triggered it too.Amerikranian, I legit believe there is a communication gap here and I'm gonna try to help you.amerikranian wrote:Excuse me? Where did I say that you, the royal you, are frustrating to me? I made the game because I enjoy making games. I released the game because I wanted you all to enjoy the new twist on the mechanics that I made. Let me explain why this is a truly horrific start.Firstly I get it. You're frustrated, I can see it in your word choice and you've said so a number of times. And as the only person who is "boasting about his limited knowledge" (which is probably very accurate btw) I can relate to your frustration. But as a developer, it's expected that you adopt a professional attitude and set your frustration aside. It's a skill that everyone, self-included, struggles to deal with, but as a dev it becomes way more important to do so. So when responding to criticism, it's hardly ever a good idea to get personal. Even if the person criticizing is saying an awful lot about you. Whether you feel they were right or wrong, try to steer it away from a personal level unless you believe you can keep calm. Use I statements if you have to: "I believed..." "I feel..." "I thought..." "I'll try to..." and so forth. But at this stage of the game, I think it's better to avoid that entirely if you can, since your personal statements often come out as more condescending than you intend. I think you're safer addressing the criticism, not the person making it. Granted, I didn't much care for the way your audience was referred to as lab rats either, but it's a valid point. I know you know this, but you're making way too big a deal of acknowledging you've read it.The other things you mentioned, the writing a tips file for each grid because you care about your players, or the remark of "don't tell me what's wrong, show me or I frankly won't listen to you." Same principal as above. No dev should be saying that. If you care about your players, write up the tips instead of confrontationally telling us why you were going to do so. Don't even respond to the person who infuriated you.If I were in your situation, I wouldn't continue to ask why people don't like my game, and how their brains are different. It's a perfectly valid question, but I think you've gotten much of the explanation you're going to have. Whether you change anything is up to you.If you're looking for a more specific answer which actually explains someone's personal experiences with figuring out cryptic things (and don't worry, I'd be looking for that too) I think you'd be better off getting a good team of people to beta test/brainstorm with you. If you have any good friends who are gamers, talk to them about it. If you can find one who has the motivation to sit down and try your game with minimal instruction, even better. Have them try it and get their feedback. Even watch them work it out. If they seem frustrated, ask them why. I'm not a dev, but if I were, I would be doing that right now. I think either doing that, or having a design/beta ttteam to brainstorm with, would help you immensely to work a lot of this frustration out and find compromises that you and the players will be happy with.Of course, not everyone is comfortable with a team, and some just like doing things solo, which is fine, but as has been demonstrated here, a lot is at stake when you do that.

URL: https://forum.audiogames.net/post/466596/#p466596




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Re: Mailman has been released!

2019-10-07 Thread AudioGames . net Forum — New releases room : ElizaBaez via Audiogames-reflector


  


Re: Mailman has been released!

I wish I could play this. It looks cool

URL: https://forum.audiogames.net/post/466593/#p466593




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : nyanchan via Audiogames-reflector


  


Re: Mailman has been released!

I was able to figure almost everything out. The most cryptic part was the implicit rule of delivering letters. In my opinion, it cannot be logically explained other than "because that's how the world works in this game". What I wanted is adding such "logically unguessable" elements to the readme, just like you have done.Another thing I want to see is the learn game sounds option. We are implicitly associating a sound to a certain physical object in the virtual world while playing audiogames. In order to think and experiment with the game world, we must do it correctly. In other words, knowing what each object is truly opens the opportunity for players to think.Let me raise another example about how to handle pits. I browsed the sounds folder and how files were named. When I heard one of the sounds, I remembered how it was named and guessed what it was. It was associated with a different object in CP, so I couldn't have been correctly get the new usage of that sound without reading the file name. Now I knew what it was. Then, I was able to logically understand that it might be usable to handle pits. Do you get what I mean? Differences between what must be explained and what doesn't have to be.Another option is making tiny bits of information scattered in the game. In this approach, readme doesn't need to be changed and "figuring out the world" consept survives. Plus, players will be able to naturally and gradually get how the world "truly" works, not their guesses that might not be 100% correct and sometimes don't make sense.When we (not necessarily blind persons) buy a console game, what we do first? Read the xxx-page manual? Go to their website and search for accessible version of that manual? Nope. We insert disk, cartridge, or just run the game. And we can play. That's how mainstream games well design what I have just talked.That being said, this game is yours. So, make it as you like. Generally the number of players will follow based on how we handle our releases, but it is still a choice that you do not care about how many players like it.After knowing the mechanics, yeah, that's a challenging game indeed. You've certainly added new strategy to the CP spin-offs!

URL: https://forum.audiogames.net/post/466576/#p466576




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : nyanchan via Audiogames-reflector


  


Re: Mailman has been released!

I was able to figure almost everything out. The most cryptic part was the implicit rule of delivering letters. In my opinion, it cannot be logically explained other than "because that's how the world works in this game". What I wanted is adding such "logically unguessable" elements to the readme, just like you have done.Another thing I want to see is the learn game sounds option. We are implicitly associating a sound to a certain physical object in the virtual world while playing audiogames. In order to think and experiment with the game world, we must do it correctly. In other words, knowing what each object is truly opens the opportunity for players to think.Let me raise another example about how to handle pits. I browsed the sounds folder and how files were named. When I heard one of the sounds, I remembered how it was named and guessed what it was. It was associated with a different object in CP, so I couldn't have been correctly get the new usage of that sound without reading the file name. Now I knew what it was. Then, I was able to logically understand that it might be usable to handle pits. Do you get what I mean? Differences between what must be explained and what doesn't have to be.Another option is making tiny bits of information scattered in the game. In this approach, readme doesn't need to be changed and "figuring out the world" consept survives. Plus, players will be able to naturally and gradually get how the world "truly" works, not their guesses that might not be 100% correct and sometimes don't make sense.That being said, this game is yours. So, make it as you like. Generally the number of players will follow based on how we handle our releases, but it is still a choice that you do not care about how many players like it.After knowing the mechanics, yeah, that's a challenging game indeed. You've certainly added new strategy to the CP spin-offs!

URL: https://forum.audiogames.net/post/466576/#p466576




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : nyanchan via Audiogames-reflector


  


Re: Mailman has been released!

I was able to figure almost everything out. The most cryptic part was the implicit rule of delivering letters. In my opinion, it cannot be logically explained other than "because that's how the world works in this game". What I wanted is adding such "logically unguessable" elements to the readme, just like you have done.Another thing I want to see is the learn game sounds option. We are implicitly associating a sound to a certain physical object in the virtual world while playing audiogames. In order to think and experiment with the game world, we must do it correctly. In other words, knowing what each object is truly opens the opportunity for players to think.Let me raise another example about how to handle pits. I browsed the sounds folder and how files were named. When I heard one of the sounds, I remembered how it was named and guessed what it was. It was associated with a different object in CP, so I couldn't have been correctly get the new usage of that sound without reading the file name. Now I knew what it was. Then, I was able to logically understand that it might be usable to handle pits. Do you get what I mean? Differences between what must be explained and what doesn't have to be.Another option is making tiny bits of information scattered in the game. In this approach, readme doesn't need to be changed and "figuring out the world" consept survives. Plus, players will be able to naturally and gradually get how the world "truly" works, not their guesses that might not be 100% correct.That being said, this game is yours. So, make it as you like. Generally the number of players will follow based on how we handle our releases, but it is still a choice that you do not care about how many players like it.After knowing the mechanics, yeah, that's a challenging game indeed. You've certainly added new strategy to the CP spin-offs!

URL: https://forum.audiogames.net/post/466576/#p466576




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : nyanchan via Audiogames-reflector


  


Re: Mailman has been released!

I was able to figure almost everything out. The most cryptic part was the implicit rule of delivering letters. In my opinion, it cannot be logically explained other than "because that's how the world works in this game". What I wanted is adding such "logically unguessable" elements to the readme, just like you have done.Another thing I want to see is the learn game sounds option. We are implicitly associating a sound to a certain physical object in the virtual world while playing audiogames. In order to think and experiment with the game world, we must do it correctly. In other words, knowing what each object is truly opens the opportunity for players to think.Let me raise another example about how to handle pits. I browsed the sounds folder and how files were named. When I heard one of the sounds, I remembered how it was named and guessed what it was. It was associated with a different object in CP, so I couldn't have been correctly get the new usage of that sound without reading the file name. Now I knew what it was. Then, I was able to logically understand that it might be usable to handle pits. Do you get what I mean? Differences between what must be explained and what doesn't have to be.That being said, this game is yours. So, make it as you like. Generally the number of players will follow based on how we handle our releases, but it is still a choice that you do not care about how many players like it.After knowing the mechanics, yeah, that's a challenging game indeed. You've certainly added new strategy to the CP spin-offs!

URL: https://forum.audiogames.net/post/466576/#p466576




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : nyanchan via Audiogames-reflector


  


Re: Mailman has been released!

I was able to figure almost everything out. The most cryptic part was the implicit rule of delivering letters. In my opinion, it cannot be logically explained other than "because that's how the world works in this game". What I wanted is adding such "logically unguessable" elements to the readme, just like you have done.Another thing I want to see is the learn game sounds option. We are implicitly associating a sound to a certain physical object in the virtual world while playing audiogames. In order to think and experiment with the game world, we must do it correctly. In other words, knowing what each object is truly opens the opportunity for players to think.Let me raise another example about how to handle pits. I browsed the sounds folder and how files were named. When I heard one of the sounds, I remembered how it was named and guessed what it was. It was associated with a different object in CP, so I couldn't have been correctly get the new usage of that sound without reading the file name. Now I knew what it was. Then, I was able to logically understand that it might be usable to handle pits. Do you get what I mean? Differences between what must be explained and what doesn't have to be.That being said, this game is yours. So, make it as you like. Generally the number of players will follow based on how we handle our releases, but it is still a choice that you do not care about how many players like it.

URL: https://forum.audiogames.net/post/466576/#p466576




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : nyanchan via Audiogames-reflector


  


Re: Mailman has been released!

I was able to figure almost everything out. The most cryptic part was the implicit rule of delivering letters. In my opinion, it cannot be logically explained other than "because that's how the world works in this game". What I wanted is adding such "logically unguessable" elements to the readme, just like you have done.Another thing I want to see is the learn game sounds option. We are implicitly associating a sound to a certain physical object in the virtual world while playing audiogames. In order to think and experiment with the game world, we must do it correctly. In other words, knowing what each object is truly opens the opportunity for players to think.That being said, this game is yours. So, make it as you like. Generally the number of players will follow based on how we handle our releases, but it is still a choice that you do not care about how many players like it.

URL: https://forum.audiogames.net/post/466576/#p466576




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : The Dwarfer via Audiogames-reflector


  


Re: Mailman has been released!

Meh dude. I read the notes and they say nothing about the different areas and some of the random things you find on them that aren't mail.I don't think you're really getting the point, - and that's fine. Maybe I'll check this out again once actual instructions are provided and I am given an objective / method to the madness, but not again until then. I've tried to explain why, but yeah.Gl dude. Heh.

URL: https://forum.audiogames.net/post/466549/#p466549




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

@59, thank you. That did help a lot.I have just updated the read me with some information as to how to play. I do not give an explanation of the gameplay, but I do give a few bits of information. Let me know if this is enough or if you wish for more of an explanation. Links are in the first post

URL: https://forum.audiogames.net/post/466537/#p466537




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

@59, thank you. That did help a lot.I have just updated the read me with some information as to how to play. I do not give an explanation of the gameplay, but I do give a few bits of information. Let me know if this is enough or if you wish for more of an explanation.

URL: https://forum.audiogames.net/post/466537/#p466537




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : Jayde via Audiogames-reflector


  


Re: Mailman has been released!

Americranian, I'm afraid my chess analogy still holds true.All of your beginner chess players, so to speak, are Crazy Party players. You assume that either 1. the only people who will like this game are Crazy Party players who ought to know a little of what they're doing, or 2. everybody plays Crazy Party. Both assumptions are fallacious. Therefore, your average player may indeed be a beginner chess player, but they may not be either. You won't know until or unless they really start getting frustrated when you start telling them their moves don't work.Let me put this another way, and dispense with the analogy for now. You make a lot of assumptions, it seems, and most of them are wrong or unverifiable. These hurt your credibility. Why, for instance, would you assume that everyone plays Crazy Party? Just to put a nail in that coffin, I don't. I actually am among a smallish group of people who ultimately does not like CP's minigames. I think they are an excellent way to ruin keyboards, and I find the grind for coins pointless when coins...uh, kind of don't do anything. At least the battle mode requires the sort of strategy I like. Now obviously, lots of people like the minigames in CP, and power to them, but it's not for me, personally. But why would you deliberately limit your audience to those who enjoy CP? A better question: if you're not assuming everyone plays or likes CP, then why are you treating everyone as if they have knowledge that they may not in fact have? That's just backward.I recognize that you don't want to spoil everything and that you do want some exploration and figuring out on one's own to be part of the way the game works. I can respect that. But the clear consensus is that you're not doing enough, so if you are going to sit down and try to explain things a little better, this is a really excellent time to do it.You'll note that I said you still have the time and the ability to turn this around. I believe it; wouldn't have said it if I didn't. I'm underwhelmed by the first impression I've gotten from you, but the beauty of first impressions is that they can be fixed in time. You owe me nothing in this case, but I do hope you get stuff together.Now, as far as your question, let me help with that.I find there are three levels of game knowledge overall. I'll rank them from lowest to highest.1. What the hell is going on?Players know very little of what to do or how to do it. They also don't know what to expect. They may be capable of learning, but the first little while is going to feel like hitting one's head against a wall while one dies or loses over and over. To me personally, this is insanely frustrating. Other players appear to feel the same way. Not absolutely everybody hates this, but if you insist on it too much, it will send some players away long before they gain enough skill rr knowledge to get to whatever it is that makes your game worthwhile. That entry barrier I spoke of in my last post is very high, and if players don't break it, then you've lost them.2. Okay, let's see how to do this betterThe player is armed with the basics of gameplay and set loose. They should understand at least entry-level mechanics. They may explore or experiment and die a lot, but they're doing so because there's a point to it...or because they think there is. A lot of MUDs do this really well (Alter Aeon being a bad example, actually). They'll, say, give you starter gear, a map or two and some basic quests, help you get around the first few areas, then basically say "Okay, you're on your own". Players are given the tools to succeed but not hand-held in how they use those tools. A lot of players (self included) like this. The more complex or frenetic a game is, the more this matters. Entry barrier is middling to low, so while one might find frustration with a few repeated failures, one has the idea that with persistence, it will get better. In short, there is a sense of progress, even from failure. It doesn't feel so random; we're not just throwing stuff at a wall to see what sticks. To me, at least, and to many players I've spoken to over the years, this is the sweet spot.3. What's the point?This is the other end of the spectrum. You have told the player absolutely everything, and either they're gaming the system hard because they're pros, or else they think the system is too weird/overcomplicated without even playing. These games are the sort which tell you every keystroke, provide a cheat code or two to make gameplay easier, warn you about every big surprise and mechanic, and try to give you optimal strategies for success. I actually feel that Alter Aeon does this for a large part of its early game, really hand-holds newbies by making the first eighteen levels or so ridiculously easy, and then just sort of yanks the security blanket. Other games which do this to some extent would include A Hero's Call (which despite nasty exploration issues give

Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : The Dwarfer via Audiogames-reflector


  


Re: Mailman has been released!

@53: Oh wow, I thought everyone knew it was based on CP! (And this is not me condescending to you or being snarky in any way, I was just surprised you didn't know. But you said you didn't play cp, so I can see why. I'm really glad you enjoy and are doing well at it . There you go though, proof that not everyone who plays Oh Shit plays CP.:)). amerikranian wrote:See, and this frustrates me as well. Why are some people able to figure this out and others aren't? What's so different about the way people approach this game?1: All people are different. It is impractical to assume that - because one person understands something, everyone else will as well. 2: They don't. The one person that really boasts understanding of the game still has major gaps in his understanding, and everything he's telling us is speculation except that maybe delivering mail gives you points and you have to climb to other, more dangerous areas.(For the record when I got transported from the factory to the volcano, I never climbed once because I had no idea I was on a staircase to begin with. I assumed those would make noise, and consider there is jumping I just assumed there would not be a stair case everywhere. And Maybe there's not).

URL: https://forum.audiogames.net/post/466529/#p466529




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

Can we get the fact that I am not attempting to "invalidate" anybody's concerns here out of the way? Yes? Alright, let's continue."First off, not everyone has the time nor inclination to figure things out with little to no documentation."No disagreement there, this game is not for everyone."The attitude I'm seeing from the dev is that the people who are doing the thing as they'd expect are good little lab rats, and the ones that are not are just frustrating."Excuse me? Where did I say that you, the royal you, are frustrating to me? I made the game because I enjoy making games. I released the game because I wanted you all to enjoy the new twist on the mechanics that I made. Hell, I was in the process of sitting down and writing down exactly what each grid did with some tips as to how to play the game. You know why, ironcross? Because I, despite what you may think of me now, care. I want to have players. I have explained earlier that the earlier issue was miscommunication, to which you promptly have closed your eyes and continued stating that I do not care about anybody besides whomever is playing the game correctly. Post 27's words, "the mentality of I'm always right" doesn't help anyone. What is it in my posts that sets you off?I wrote this:"See, and this frustrates me as well. Why are some people able to figure this out and others aren't? What's so different about the way people approach this game?"That was a genuine question. I want to know how people approach this. I want to know the thought process behind somebody trying things out because I may want to redo the same "figure things out" concept in the future. The quote above doesn't mean "God those people who can't figure the game out are idiots and those who can play my game are amazing", it means "I am frustrated with the way this game was received because I overlooked the many different ways one's brain may function and am looking for feedback as to why my approach didn't work."Nyanchan and Stevo have raised excellent points, one about the mailboxes and one about pointing to oh shit's cryptic bit of info at the start. I am doing my best to take their knowledge and use it to further this project. You, on the other hand, have contributed little to the development process, and constantly badger me about my attitude. If my attitude is horrendous, show it to me, don't just say it's crappy. Explain your position, don't just state it."I can say from their attitude and presentation, I'll probably never try another game they make unless it gets a hell of a lot better reception."That is your choice. Like I said, until you show me exactly where I'm going wrong, I can't improve and frankly, won't listen to you.

URL: https://forum.audiogames.net/post/466526/#p466526




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : ironcross32 via Audiogames-reflector


  


Re: Mailman has been released!

I had written earlier after post 54 but decided not to post it. I think I will re-write it now due to 55's attitude.First off, not everyone has the time nor inclination to figure things out with little to no documentation. The fact that some people are doing this is great, the fact that others are not is fine as well. The attitude I'm seeing from the dev is that the people who are doing the thing as they'd expect are good little lab rats, and the ones that are not are just frustrating. Excuse me, but that's just rude and condescending.I play games for fun, if it's fun for me, I play it. If not, I will set it aside. I think people are generally in agreement with that statement. What is fun for some is not for others, and vise versa. But for the dev to be in here and talking down to us because of our preferences is bullshit in my opinion.As a developer, I can understand the fact that you'd want to make a game you'd actually play. So, you'll get people who will want to play it, because the genre and content align with what they like, but you'll have others that won't want to play it. I was actually excited about this game until I spent some time with it, then saw it for what it was. And again, if people are cool with this, fine, so be it, play it and have a good time. But don't try to invalidate our concerns and feelings about the game, especially the dev. I can say from their attitude and presentation, I'll probably never try another game they make unless it gets a hell of a lot better reception. I tried this one without letting the rest of the thread influence me, and it just wasn't a good fit for me.

URL: https://forum.audiogames.net/post/466521/#p466521




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

The game is called mailman because the original phrase that got all of this started was "All I wanted to do was just deliver letters!" I don't remember where I heard it, but it stuck with me ever since.See, and this frustrates me as well. Why are some people able to figure this out and others aren't? What's so different about the way people approach this game?@54, different areas are there to add more things for the player to be concerned about... Try not delivering letters or ignoring the bottom 2 grids completely to see what happens... it ain't pretty, if you can survive to see the outcome of your choice. I'll push an update soonish that will finalize the mailbox grid, no staying and delivering mail all the time.

URL: https://forum.audiogames.net/post/466509/#p466509




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

The game is called mailman because the original phrase that got all of this started was "All I wanted to do was just deliver letters!" I don't remember where I heard it, but it stuck with me ever since.See, and this frustrates me as well. Why are some people able to figure this out and others aren't? What's so different about the way people approach this game?@54, different areas are there to add more things for the player to be concerned about... Try not delivering letters or ignoring the bottom 2 grids completely to see what happens... it ain't pretty, if you can survive to see the outcome of your choice.

URL: https://forum.audiogames.net/post/466509/#p466509




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

The game is called mailman because the original phrase that got all of this started was "All I wanted to do was just deliver letters!" I don't remember where I heard it, but it stuck with me ever since.See, and this frustrates me as well. Why are some people able to figure this out and others aren't? What's so different about the way people approach this game?

URL: https://forum.audiogames.net/post/466509/#p466509




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : musicalman via Audiogames-reflector


  


Re: Mailman has been released!

Meh. I sat down with the game for about an hour? And honestly, I found it easy to work a lot of stuff out. I'm not at all trying to sound arrogant or mean, nor am I saying that the op totally did everything right and nobody can appreciate a masterpiece. Nope, I'm not saying that at all. I am just shocked that I actually had success with this game. I've tried other more recent audio games like The Blood Rain, Branble, Marina Break etc. Okay, admittedly not fair comparisons but, in all of those cases, I just got frustrated because I couldn't figure out how to get past the first level of those games comfortably. And those games had direcctions. Mailman was easy for me to get the hang of, once I read some of the info in this topic anyway, and I just don't understand how I'm the only one who actually doesn't mind the game as it is, for the most part. Maybe I'm just too easily impressed.Anyway I was originally going to PM this to americranian but I think it might be better for the public to see this also. Since the game has received much negative attention and hardly any positive, I'll just lay my knowledge out in a vague format in the hopes that it will help those who turned away because of the blatently cryptic and uninformative readme. If you still want to see what the game is about, this is for you. But if you don't want any hints or don't care about the game, then you may not be interested...spoilerFirst the main objective is to walk up to mailboxes which make metallic dinging sounds and press enter to deliver mail. Why you're doing this I don't know. Why the game is called mailman, I'm not quite sure either, but delivering mail is the easiest way to earn points imho.There are four mailboxes on the street. If you hear a buzz sound when you press enter on a mailbox, try another one. Hint; You need to use the mailboxes in a fixed rotation, similar to twisting the valves in Pipe 2 Blast Chamber if you're familiar with that. Get the order wrong and you lose points.Kill the ghosts or bad things will happen. When you hear one coming, hit f immediately or else you'll be sent to a random spot on the map. You can't outrun them, don't even try.The game board is not randomly generated and doesn't consist of simple chaos. It's actually a 3d grid consisting of a number of 2D grids stacked atop each other. Each 2D grid has a different theme or area. The street with the mailboxes is one area. So far as I can tell, three of the areas have specific tasks you can perform to get points, and the other areas are either really dangerous! or comparatively safer (I won't spoil what each area is, partially because I don't at all want to give it away and partially because I haven't quite worked out all the kinks of each one yet). "How do I go between the different areas?" you ask. The proper way is to climb. Check readme for a hint on something you can climb. But if you want to explore, then shamelessly kill all the ghosts that get near you otherwise you're gonna have a really bad day.Climbing can be dangerous. Be very very careful!As you progress, the ghosts get faster and more plentiful and other bad things happen. Most areas also get harder in their own way.As cool as the different areas might sound, I'm not quite sure what the point is, other than to confuse unfamiliar players. Maybe the game is called mailman because you aren't actually scoring well unless you're delivering mail? That's the best I can come up with, though I feel like the other areas do have a purpose that I'm missing, or else I haven't found efficient ways to get good scores in other areas.There are a number of other things I don't know, like sometimes I swear I should be getting a point but I don't, and sometimes I get 5-10 points and don't know how I did it. or sometimes I hear sounds I haven't yet worked out. So I don't know everything, but that should reveal information many of you are looking for.Edit: added more personal explanation of how I felt about the game

URL: https://forum.audiogames.net/post/466497/#p466497




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : musicalman via Audiogames-reflector


  


Re: Mailman has been released!

Meh. I sat down with the game for about an hour? And honestly, I found it easy to work a lot of stuff out.I was originally going to PM this to americranian but I think it might be better for the public to see this also. Since the game has received much negative attention and hardly any positive, I'll just lay my knowledge out in a vague format. If the cryptic readme is a dealbreaker but you still want to see what the game is about, this is for you. But if you don't want any hints or don't care about the game, then stop reading here.spoilerFirst the main objective is to walk up to mailboxes which make metallic dinging sounds and press enter to deliver mail. Why you're doing this I don't know. Why the game is called mailman, I'm not quite sure either, but delivering mail is the easiest way to earn points imho.There are four mailboxes on the street. If you hear a buzz sound when you press enter on a mailbox, try another one. Hint; You need to use the mailboxes in a fixed rotation, similar to twisting the valves in Pipe 2 Blast Chamber if you're familiar with that. Get the order wrong and you lose points.Kill the ghosts or bad things will happen. When you hear one coming, hit f immediately or else you'll be sent to a random spot on the map. You can't outrun them, don't even try.The game board is not randomly generated and doesn't consist of simple chaos. It's actually a 3d grid consisting of a number of 2D grids stacked atop each other. Each 2D grid has a different theme or area. The street with the mailboxes is one area. So far as I can tell, three of the areas have specific tasks you can perform to get points, and the other areas are either really dangerous! or comparatively safer (I won't spoil what each area is, partially because I don't at all want to give it away and partially because I haven't quite worked out all the kinks of each one yet). "How do I go between the different areas?" you ask. The proper way is to climb. Check readme for a hint on something you can climb. But if you want to explore, then shamelessly kill all the ghosts that get near you otherwise you're gonna have a really bad day.Climbing can be dangerous. Be very very careful!As you progress, the ghosts get faster and more plentiful and other bad things happen. Most areas also get harder in their own way.As cool as the different areas might sound, I'm not quite sure what the point is, other than to confuse unfamiliar players. Maybe the game is called mailman because you aren't actually scoring well unless you're delivering mail? That's the best I can come up with, though I feel like the other areas do have a purpose that I'm missing, or else I haven't found efficient ways to get good scores in other areas.There are a number of other things I don't know, like sometimes I swear I should be getting a point but I don't, and sometimes I get 5-10 points and don't know how I did it. or sometimes I hear sounds I haven't yet worked out. So I don't know everything, but that should reveal information many of you are looking for.

URL: https://forum.audiogames.net/post/466497/#p466497




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : Munawar via Audiogames-reflector


  


Re: Mailman has been released!

@52: I never knew until now that Oh Shit was based off of Crazy Party. Oh Shit is one of the few games I downloaded and play to this day and a lot of that has to do with the instructions. And, I've never played Crazy Party and am still rather successful at Oh Shit. You're correct that in your game you've hidden away a lot of things, but your instructions don't spoil things at all. Maybe you and OP can team up and you can give some guidance there? Because you did it correctly.

URL: https://forum.audiogames.net/post/466488/#p466488




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : The Dwarfer via Audiogames-reflector


  


Re: Mailman has been released!

It's funny. When I created Oh Shit, I honestly didn't expect many people to play it. If you could see the code base, you'd know how horrible it is - laden with spaghetti code and all sorts of no nos.I originally coded it because I wanted to make a spin off of a CP game that was similar to an idea I've always had - a game where things fell from the sky. For some reason, I'd always wanted to create a game like that, lols.Still, I had to assume that even though I was making it like some cp games, even though it was a side scroller with even the same interact key, even though it was using the same sounds, not everyone would know what to do. I made a game that was based off of a cp concept but which used *none* of the original code. Why should players expect that I would make everything work the way it worked in CP?Also, what about the people who never played CP in the first place?I'll admit, there are some Easter eggs and stuff in Oh Shit that are not told to you. People still don't know exactly how to unlock the runner.  In terms of the game though? I think everyone's pretty clear. I tell you - move left and right, avoid falling rocks, get the items they drop, jump pits and avoid cannon balls, and get power ups. This isn't hand holding; a paragraph of text won't help you survive for 10 minutes. It'll just help you know... how to play the game.I tried Mail Man. I read the first post, and the read me. I know what you said about it, and I know what you actually get when starting the game because I played. Deliver mail and then you'll have other stuff to deal with makes it sound like delivering mail will be the main course, like you'll spend most of your time doing it, and the other stuff will just be extras. No, the other stuff was not the extra, it was the main course.I played for 3 minutes. In that amount of time, I walked around picking up blingers, killing ghosts because I happened to play CP and thus know that the little laughing things can be smacked down with my sword, avoiding trolls because again I played CP and know that those can't be killed, pressing enter on things and hearing weird noises, getting killed by I'm not sure what because my screen reader got interrupted, getting transported to random rooms with fires and fountains and doors and something which I *think* sounded like a factory?Oh yeah, and also there was a mail box. I think it was a mail box - because like in CP, it sounded like someone tapping a pencil on a window. At least I saw it within 1.5 minutes of starting the game. Even still, I didn't know what to do with it, and I've probably clocked in hundreds of hours on CP over the years. Give me the name of any of the 230 minigames and I'll tell you the description without looking.This isn't fun, dude. It's one thing to be cryptic - as someone who develops Oh Shit and Scramble, you best believe I enjoy being cryptic. I have plenty of cryptic little bonuses and such in Scramble that I want people to find, but I'm providing a manual that explains the game and its purpose. Even the most cryptic CP minigames give you enough instruction to figure them out.You want your game to be cryptic? Give us a cryptic objective or a puzzle to complete. But for god's sake, tell us how to even begin playing the damn game! Just a key summary doesn't work in this case - especially if your players haven't played CP. I know for a fact that people who don't play CP have played Oh Shit.

URL: https://forum.audiogames.net/post/466480/#p466480




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: Mailman has been released!

@Jayde, I just want to quickly pop in and say that your chess analogy is incorrect here.In my case, you know how all chess pieces move if you play crazy party, at least you have a good idea of how they're supposed to behave. So, it's a matter of figuring out the strategy, figuring out what to do at certain times. This is more like me pulling out a beginner from the crowd of chess players and saying "Hey, wana play?" That beginner only knows the basics, very rarely do they know any good strategies and or tricks. Those will either be taught by someone else (not really applicable here) or be learned from playing.@49, shoot me a pm with your ideas as to how to make the game less cryptic. I truly thought that a lot of it was logic/common sense/thinking when I released it, I didn't have any bad intent in mind when releasing this, I thought that people would enjoy seeing the concepts they're so used to receiving a new twist.

URL: https://forum.audiogames.net/post/466460/#p466460




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : giorgi elbaqidze via Audiogames-reflector


  


Re: Mailman has been released!

so when i read name of this topic, i thort hey dude another game, about mailman, hmm interesting let's check. Then, ahem i launched game and, pritty another situation. Nothing have to do this game with mailman. What about changing name?

URL: https://forum.audiogames.net/post/466453/#p466453




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : musicalman via Audiogames-reflector


  


Re: Mailman has been released!

Unpopular opinion alert!I'm crazy enough to enjoy a game that tells you nothing, especially if it is based on CP's minigames, or has arcade action. I do prefer some directions, but can appreciate what it feels like to be thrown into a situation not knowing what you're doing. And having cryptic hints like "everything does something," just makes it that much better for me. I really want to know what the fountain does, for example. It's sad that you have to know the ins and outs of CP games to understand this one; more and more games seem to be doing that and I don't think it's fair for people who haven't gotten far in CP, but this isn't the only case of that taking place by any means. Putting that aside, I think Mailman has a funny little way of saying "less is more." More frustrating, more chaotic, more evidence that CP minigames are popular, more evidence that devs don't actually want to put the effort in designing a proper game... I won't go there but it's an arguable point. And for the record, I've played the game for only a minute or two so I don't know everything there is to know about the game, but I am hooked.Americranian, on one hand I can see why you were upset by the criticism and reacted the way you did; you tried something you considered a little different and you probably felt super stoked about it, and most people criticized the foundation of your idea and it made you feel invalidated. That said, your initial reaction to criticism was not at all good. I'm sure you realize that now. It looks like you're trying to work with people recently, so I'm keeping my hopes up that something good will happen that the community will like. I highly encourage you to listen to the community more. If you don't feel comfortable with some aspect of explaining the game, I'd not mind talking to you about it and maybe brainstorming some ideas of how to make things less cryptic but not too detailed. I'd write up a more detailed help doc for it myself, but I know that'd go against your wishes, and I have the propensity to get way too detailed, so I'll just focus on getting the hang of the game well enough to actually survive for a long time haha

URL: https://forum.audiogames.net/post/466434/#p466434




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : dardar via Audiogames-reflector


  


Re: Mailman has been released!

Ehh, the main reason I've not played this game is very similar to the reason I have avoided playing other similar projects recently, and goes similar to what @jayde was saying:The first post is your innicial shazam! Your tada for your fantastic new game. It is your opportunity to tell me why your game is fantastic, why it is unlike any other on the market.I don't have the time, pacients or caring to scroll through two pages of posts to try and read other player opinions, when as the dev, you have the power to, in your first post, convince me of your games worth and utter amazingness.As a lot of recent developers do however, this topic harps back t o the, "I made a game, it's awesome, go download it!" Which not only tells me absolutely nothing about it, but is very unconvincing.Mailman, for example, ok so... I'm delivering letters. Great. So am I just enter, arrow up arrow up arrow up, enter? package delivered? Or are there more features, fun easter eggs, and such for me to discover. It's these things being mentioned, feature lists, a description written that shows you've at least glanced at techniques on marketing products and such that will make me take you serious.

URL: https://forum.audiogames.net/post/466419/#p466419




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Re: Mailman has been released!

2019-10-06 Thread AudioGames . net Forum — New releases room : Jayde via Audiogames-reflector


  


Re: Mailman has been released!

So I'm not even going to try this game at this point. Two main reasons why.1. There are games and environments where trying stuff out makes sense. This sort of random kitchen-sink-style game does not lend itself well to that sort of exploration. Rather, it's the sort of thing where, even if you don't know the precise mechanics of everything, you should start the game knowing what the hell you're up against. If a developer says straight up that they don't want to do this, then that's cool, I just won't play your game. I have other things I can be doing, like grinding in other games that don't delight in being obscure. I only have so many free hours in a day, and I don't really feel like time-wasting in a game that can't even do me the decency of explaining how it works. To me, letting me know how the game works and the basic mechanics isn't hand-holding, it's just common sense. Doing what you're doing would be a lot like me telling you how amazing chess is, then having you sit down across the board from me, and all I tell you is "Some pieces move differently than others." The next hour would have me telling you "nope, you can't move that way" or "Okay, cool, I just took your queen". You'd get wailed on. You wouldn't learn. You'd get frustrated. You'd probably wonder why I was being so obscure when I wanted you to play the game. In time, you'd probably get up and walk away because you're frustrated or downhearted. Anything you actually learned would likely seem arbitrary and haphazard; sure, there'd be a moment of "aha! that's how that works!" but when it's buried in all the failures, it kinda loses its luster. And I didn't even invent chess! You ostensibly made this game because you want to gain some sort of notoriety. I recognize that it's only your second project, but if you want to alienate your player base, remain obscure this way, and you'll do just that.2. This follows from 1, but it gets worse. It's very important to be aware of the language you use. I know this well, and I've made more than my own fair share of goofs over the years of my life. In this topic, especially, you're not handling criticism well. You've gotten a little better since the start, but to me at least, this is like Aaron Baker but two or three times worse. I cite Aaron Baker because Aaron is historically very reluctant to take player feedback, and you seem not only the same way, but also extremely defensive in the bargain. Please consider more carefully how you're coming across. If you make a game that pisses people off (and you have), and then you respond to criticism by telling people they're wrong...well, remember that you came to them with a product they don't need. You can be very quickly tossed on the scrapheap. I hate to break it to you this bluntly, but these players owe you absolutely nothing, while you are using them as an audience. You need them; they don't need you. This requires, in my estimation at least, a drastic shift in how you approach your potential player base. Speaking personally, you've definitely alienated me, and I didn't even download the game, much less play it.I'll amend my opinions when and if you change for the better. Until then, all I can say is that I wish you good luck, because I feel that you're going to need it. All the neat ideas and randomness and good code in the world don't matter if you upset your players or make the game mechanics obscure or peculiar enough that players are turned off by a lack of info. Set that entry barrier too high, and it's you who loses, not your players. Your players will go elsewhere and go back to doing what they were doing before. Take this as a lesson, and improve; if this is only your second game, you have plenty of time to do so.

URL: https://forum.audiogames.net/post/466411/#p466411




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Re: Mailman has been released!

2019-10-05 Thread AudioGames . net Forum — New releases room : Jeffb via Audiogames-reflector


  


Re: Mailman has been released!

I feel that this is a poorly thrown together game with no real objective. Nothing to do with delivering mail. No angry dogs chasing you or anything like that. I agree that a paper boy game would be cool as well.

URL: https://forum.audiogames.net/post/466391/#p466391




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Re: Mailman has been released!

2019-10-05 Thread AudioGames . net Forum — New releases room : Jeffb via Audiogames-reflector


  


Re: Mailman has been released!

This is a poorly thrown together game with no real objective. Nothing to do with delivering mail. No angry dogs chasing you or anything like that. I agree that a paper boy game would be cool as well.

URL: https://forum.audiogames.net/post/466391/#p466391




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