Kroakie on 2/9/2009 at 18:56
(
http://gambit.mit.edu/) Singapore-MIT Gambit Game Lab
But I would have if my team had went ahead with my idea :(
I mentioned in the game idea thread that I spent my summer at MIT in the Singapore-MIT Gambit Summer program. Well the games we made have finally gone live, and can be found at the above link, under Load Game -> Prototypes -> 2009. Play them! Critiques welcomed.
Koki on 2/9/2009 at 19:41
No dead babies, no clicky. :mad:
Phatose on 2/9/2009 at 20:58
Well, if you're really going for that kind of angle, the game shouldn't so much have dead babies as killable live babies. Probably edible ones at that.
Tenkahubu on 2/9/2009 at 21:20
I didn't know Singapore was in Massachusetts- lol
Enchantermon on 2/9/2009 at 22:08
Quote Posted by Phatose
Well, if you're really going for that kind of angle, the game shouldn't so much have dead babies as killable live babies. Probably edible ones at that.
And shakeable as well. :rolleyes:
Tonamel on 2/9/2009 at 23:23
I actually just played Waker earlier today!
Beautiful game, with an interesting concept for the play. It's marred by poor controls and collision, unfortunately. The Waker can't seem to walk uphill, making me jump the whole way up, which makes it much harder to sneak past some of the zapper things. I also don't think the tail should collide with anything, as it's pretty frustrating to be able to walk past a zapper in one direction, but if you turn around your tail instantly hits it because it sticks out much further than your head does.
Still a lovely game, but I ended up not finishing because those issues were a little too frustrating.
Kroakie on 3/9/2009 at 01:14
There was actually a good reason for the dead baby. The original idea was that you play as a ghost in a house with a human family which included a child with a serious disability, and you have the power to affect the emotions of people, thereby changing their interactions with each other. In all endings, the child in the family will die, however the manner of his death will change depending on player's actions. So if you play as a sadistic, angry spirit, he dies in a violent death. If you play as a kind and friendly Casper-type, then he dies in peace, surrounded by his family. The twist is that you are actually the ghost of the dead child, which means you are the agent of your own death, which results in the kind of ghost you'll become, in a sort of twisted karmic cycle.
The idea later changed, with you playing as the ghost of a victim of SIDS, came back to help your grieving parents get their lives back together. Everyone loves this idea, but the product owner was afraid that the topic was too sensitive and decides to scrap it. We then through a few more settings, which includes a witch-waitress in a magical restaurant and a low-level cupid whose cupid agency is undergoing restructuring to cover emotions other than love in an attempt to improve performance so that God will not turn their office building into a parking lot. There were lots of strong and different opinions on the ideas, and we had lots of heated discussions. Finally, we ended up with Camaquen, an idea that nobody really loves, but didn't really hate either :erg:
Still think we should have went with the dead baby one.
Dresden on 3/9/2009 at 19:04
Quote Posted by Phatose
Well, if you're really going for that kind of angle, the game shouldn't so much have dead babies as killable live babies. Probably edible ones at that.
(
http://www.youtube.com/watch?v=4YWPwpEwxq8) Beaten.
june gloom on 3/9/2009 at 19:15
lol @ Bonersaw
henke on 3/9/2009 at 19:57
Tried Waker(and Woosh), seconding everything Ton said.
Camaquen was oddly engaging. Even though they say the same things every time I felt complelled to replay it until I had gotten all the endings but 1.
What did you do on these Kroakie? Art, design or programming? All?