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News: Forge's Chapter One has been released on the 16th of December 2013!
Read more in the Winter Update 2013.
 
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1  Everything Forge / Updates & News / Re: One year later... (New Year 2015 Update) on: February 20, 2015, 05:25:04 AM
Hey, since all this project is a free labour of love, any news is good news!
Thanks for sharing your situation, and keep holding the dream.
The game as it is is really beautiful, and I personally can't wait to see how the story will unfold, even if it takes five more years... how long has it been since Loom, after all?
So take care of yourself, and enjoy the wonderful crystal fruit of your work!

Hugs
2  Everything Forge / Discussion - Chapter One / Re: Forge: Chapter One - Discussion & Feedback on: January 18, 2014, 05:21:01 AM
Ciao everyone,
posting for the first time as well.

I just finished playing through the Chapter 1 Demo, and I want to tell everyone who worked on it that you did an amazing work.
The art is fantastic, the voiceover is perfect. The atmosphere is the right one, straight from the golden days of point-and-click adventures. Congratulations. I guess if you wanted to raise money through crowdfunding, like a Kickstarter or other non US-based ones, you would made a great impression with the demo. And I'm sure Brian Moriarty himself could be proud of what you did, if just for the love and dedication you put in it.  Wink

If I may add just my personal aesthetic preference, I found the strongest difference with the original game Loom is the ratio between the time spent trying to get on and solve puzzles, and the time spent watching cutscenes. I mean, Loom had great cutscenes, epic, and some really long as well, but they were few and far from each other in the game. In this demo I had the feeling that almost every single puzzle led to a very long and detailed cutscene. Some times even my screensaver kicked in (after 5 minutes). And this left me a bit unsatisfied, because once the cutscene starts, it's not a game anymore, it's an animated film. No interaction.

So yeah, if I can make a suggestion for the final version of the game (which I'm positive you'll be able to get out soon!), is to split the cutscenes, and give back control to the player in the really dramatic moments. An example in Loom is the confrontation between Bobbin and Chaos. There is almost no freedom, there is only one action you can take to go on, and it's between a long chase scene and the end of the game, but just doing the action myself made me feel much more involved in the story.
If you'd like it, I can play through the demo again, and give you a list of those moments where I felt the cutscene could have stopped, and I could have interacted, just to feel part of the action.

Last feedback on the interface:
I played the Standard mode, and I found the Schematics drawing a little unforgiving with the tracing between dots, but I was stubborn enough to get through. I was using a mouse and it was ok. With the trackpad on my laptop was a bit worse.

Last-last feedback:
 Grin Grin Grin Grin Grin Grin Grin Grin Grin GREAT GAME!!!  Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin
3  Everything Forge / Forge Progress - Melting Pot / Re: Standard "Introduce Yourself" Thread on: May 19, 2011, 01:38:31 PM
Hello everybody! I'm CloudBow, 27 yo, from Italy, and I would like to thank all the developers for picking up this great project, and for doing such a wonderful work so far! I've played thru the tech demo and it looks awesome!
Needless to say that Loom was one of my favorite games as a child, and I must say, so far Forge keeps to the same standard!
I would really like to help the project somehow get completed, but I have no idea how... never done any pixel art, and I understand this is the main bottleneck right now.
Maybe I can bring pizza around when the first Forge Developer Meeting will take place!  Grin
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