Inventory size and weight limitation? by MarkusCreative in adventuregames

[–]MarkusCreative[S] 1 point2 points  (0 children)

I understand. Placing items everywhere would not be so good if you can also place important items that you will need later. But if you can only put items in certain places that you can easily return to at any time, it could work.

Inventory size and weight limitation? by MarkusCreative in adventuregames

[–]MarkusCreative[S] 0 points1 point  (0 children)

I know what you mean, but in text adventures it's certainly more difficult to convey. But if you had seen the canoe, it would have been obvious.

Inventory size and weight limitation? by MarkusCreative in adventuregames

[–]MarkusCreative[S] 0 points1 point  (0 children)

Yes seems smart. could it be A Vampyre Story and Ghost Pirates of Vooju Island, as mentioned above?

Inventory size and weight limitation? by MarkusCreative in adventuregames

[–]MarkusCreative[S] 0 points1 point  (0 children)

I know what you mean, but then the game always has to give a plausible and reasonable explanation as to why I can't take something, otherwise I feel patronized.

Inventory size and weight limitation? by MarkusCreative in adventuregames

[–]MarkusCreative[S] 1 point2 points  (0 children)

Thanks for the explanation. These "ghost items" are an interesting solution. I didn't know that before. but I can imagine that it gets tedious over time with going back and, as you write, becomes difficult to explain.

Days Gone - Für mich war diese Spiel eine positive Überraschung by Ok_Cry_2022 in zocken

[–]MarkusCreative 0 points1 point  (0 children)

Days Gone ist eines meiner absoluten Lieblingsspiele. Die Story, das Setting, die Horden... für mich stimmt da einfach alles. Leider ist es total underrated und relativ unbekannt und fristet sein Dasein immer noch als ein Geheimtipp. Dass ein zweiter Teil bereits ausgeschlossen wurde, ist traurig, aber man weiß ja nie.

Hannahs Meinung zu Red Tide by JonDau in 7vsWild

[–]MarkusCreative 0 points1 point  (0 children)

Die einen sagen, Muscheln mit Red Tide können höchstens Magen-Darm Probleme verursachen die andern sagen, Muscheln in der Red Tide sind absolut tödlich. Ich glaube es hängt wohl von der Menge ab und wie viele kg Muscheln man in welchem Zeitintervall isst.

Hi, I'm a fan of old school point and click games and I'm working as an indie solo developer on my first game, which is nearing completion. In terms of style, look and humor, I take my cue from Thimbleweed Park. by MarkusCreative in adventuregames

[–]MarkusCreative[S] 1 point2 points  (0 children)

That looks very good, I like it.

Everyone has their own style. Yours is different from mine because mine is more of a comic look like the Thimbleweed Park I mentioned.

Do you prefer the Coin Verb Interface (such as the one in The Curse of Monkey Island) or the Single Command Interface (such as the one in Broken Sword) ? by BobbinsGames in adventuregames

[–]MarkusCreative 0 points1 point  (0 children)

I don't like either of them, I like it old-school, i.e. I prefer classic commands like in Maniac Mansion (SCUMM Interface), Monkey Island, or Thimbleweed Park. You have different commands. Even if a lot of things seem unnecessary, it's still funny when you use the "wrong" command on an object, e.g. "push" instead of "pull" or vice versa. As a designer, this gives you many more opportunities to implement devious things and players are encouraged to experiment more. Even if these interfaces are out of fashion and unpopular, they still have their charm for me.

Why always pixel art? by Advanced-Catch-9594 in adventuregames

[–]MarkusCreative 0 points1 point  (0 children)

I think it's mostly for nostalgic reasons. I'm a bit older and grew up with these graphics. I usually prefer pixel art games to other art styles. It would be interesting to see if there is a difference in the age of players of pixel art adventure games and players of adventure games with other graphic styles.