Phocas Island 2 Released

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Nash
 
 
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Post by Nash »

Spoiler:
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Skunk
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Post by Skunk »

Oh! That wasn't in the pre-public beta. At least I don't remember it.
Scuba Steve
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Post by Scuba Steve »

Sorry, I must interject. Phocas Island 2 is one of the single greatest doom experiences of my life. Everything in this map makes me jealous that I can't make anything this amazing.
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Osiris Kalev
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Post by Osiris Kalev »

Far out, this really rocked. I had to say, it was fun and challenging. I chose the hardest skill with monster respawning, and that was fun. It took me 3 hours and 21 minutes to finish it. There was only one particular part that took me a long time to figure out, but the rest of it was challenging but not at an impossible level.
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Nash
 
 
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Post by Nash »

Some of the puzzle solutions are very hidden and easy to miss, despite passing the area many, many times...
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Osiris Kalev
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Post by Osiris Kalev »

Heh, you're right about that. I don't know how many times I did that, too many I think.
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Skunk
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Post by Skunk »

I liken it to an interactive 3D version of the old school text adventures, honestly. The ones which gave few hints and wanted you to try more exploration and experimentation. But without the walkthrough I was completely lost. I hope the hints I gave Chop have fixed all that.
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chopkinsca
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Post by chopkinsca »

Nash wrote:Some of the puzzle solutions are very hidden and easy to miss, despite passing the area many, many times...
If there any in particular that you felt are hidden too well, let me know. Of course I want the player to find things on their own, but have clues to some extent. I tried to design it so you wouldn't figure out everything on the first run.

Edit: I changed the colour of one of the rock textures, and it made quite a difference in the caves. No idea if it fixes the contrast issue, but not having two textures almost the same looks better.

If there aren't any more problems, I'll upload it to the idgames archive.
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Nash
 
 
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Post by Nash »

chopkinsca, if you're going to upload the walkthrough with the WAD, I'd recommend against providing a direct walkthrough... but rather a sort of hint book. Like questions and answers. Let the player think for themselves...
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chopkinsca
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Post by chopkinsca »

I'll see what I can do. When you say hints, I think of the old Infocom text games hint system. I'm not sure how to deal with having multiple paths though. I'm afraid that my hints will not be subtle enough from lack of cleverness and wit.
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Skunk
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Post by Skunk »

I could do it!
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chopkinsca
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Post by chopkinsca »

Skunk wrote:I could do it!
If you want to, that'd be great!
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Nash
 
 
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Post by Nash »

An example hint in your text file would look something like this:
Spoiler:
Or something like that, heh. :P
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Skunk
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Post by Skunk »

Oh yeah. I was going to do that. But I couldn't come up with more than two or three hints for a few things. Here is an example of what I did. What do you think?
Spoiler:
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chopkinsca
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Post by chopkinsca »

Skunk wrote:Oh yeah. I was going to do that. But I couldn't come up with more than two or three hints for a few things. Here is an example of what I did. What do you think?
Spoiler:
Those ones are good. That is the style I was thinking of doing them in.
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