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Don't you think it's a bit strange how she pays 25 grand for the cellphone but only brings in 15 dollars in the game?
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could be great game, but things like "check every section of fence for needle" (which I got from the walkthrough on your site) are bad game design. there's nothing distinguishing aboot one piece of fence from another, so if I try one and it says it's just a wooden fence, then I have no reason to suspect other parts of the same fence to be any different. The effect you get from this is that it becomes a 'check every square' type of adventure.
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time sensitive things are no good - like the needle not being on the fence til later... means that i might have to go check time sensitive things any time i might need something... as opposed to them just being there... :/
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Anyone notice they said "how am I going to find a taser this time of the night" or something, then later, there is a notice at the bar saying "out for lunch"...
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good game, amazing plotline and music, though the gameplay could use some work, like the accelerator in the car minigame is really glitchy, especially going forward, also i do agree with watto in the whole, check every square, timed out items, ect. i ran into multiple dead ends where i pretty much juct ttied to use every item with every item, andd every place/person i knew was worthwhile interacting with, great game, though work on the gameplay would be nice
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lol! "There's no way you're not going in the mens restroom right now!" double negative, she is so going in there right now.
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I like how the game yells at you for talking to certain people. "There's no need to talk to that creep!" But later in the game you will have to talk to that person for no apparent reason.
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Game started with promise, but the quests became so random and the solutions became increasingly bizarre (exploding ketchup packets? really?). By the end, I only completed because I had already invested 90 minutes into it, not out of a sense of excitement. The game should have been shorter, and some of the mini-quests forgotten about.
It was also really annoying to go through a screen with a fine toothed comb only to find that randomly talking with someone caused a new item to appear. It became agonizing to repeat and repeat searches, playing find the magic square.
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Brad? BRAD!!! DAMMIT! I knew I took too long getting that insulin shot!! Diabetes is a real bitch... Just look what it did to his head!
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One of the most frustrating moments of my life was when I repeatedly clicked on the shop shelf with *batteries* on it. Dear Anaksha, if you are fine poisoning a guy in cold blood just because you suspect him of being a drug dealer, has it ever crossed your brilliant mind that you can actually steal this battery? Just saying...
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I'm really enjoying this game, I love the save anytime option, as I will be bookmarking this and playing more later. 4/5 so far!
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1) I really enjoyed the music in the Shop.
2) I enjoyed the dialogue. I thought it was mostly fun and comical :), despite the convo with the cult lunatic and couple other instances.
3) The excitement of the game went down over time. It was decently long and somewhat chaotic searching many a pixel just to move on to the next task.
4) Though this game may have "850 possible solutions," I highly doubt many people will play it again to make sure they get all the possible points, let alone to try out some of the other "solutions". My game took around 2 hours.
5) It seems like many others came up with 59/60 Virgo signs. In the room # 2 when we first get the assassin, are there 1 or two signs there? Otherwise, i have no clue. Also, I'd be bummed if there wasn't a cool reward for finding all of them (like a clothes change, at the very least)
6) Do the splint/tweezers/scissors/pen/old phone have a use?
Thanks for the feedback. I've taken your words into account and I agree with the 'pixel hunting' issue. I'm working on the third game in the series at the moment which hopefully won't have that problem. The missing Virgo symbol was probably in the little grey hallway before the apartment. There's a full list of symbols and walkthrough on the anaksha forum. Also the items you mentioned do have a use in some of the other puzzle paths.
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great game. its detailed, thought provoking and good story line. my only pet peeve is at certain parts (car game, eg) that you have to replay if you dont beat the 1st time, it gets old fast to have to repeat dialogue in between every try. i wish it was just 1st time you saw the dialogue and subsequent tries it was skipped
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So, I have both an old crappy cell phone AND a new, high-tech super-duper top-notch stealth cell phone in my possessions, yet when I want to call a florist I have to cough up a dollar to use a payphone? That's just stupid.
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really liking the story more than i thought I would. art style is nice and the dialogue is not to long or short. Only complaint is that there are too many logical jumps. Everyone just "happens" to have the next item even though it is totally unrelated. It makes it tricky to find where to go next. Dark and not for everyone, but still high quality, and non-linear is always a good thing.
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"any similarities of characters to real people are completely coincidental"
Hm. Does that include Arif in the club? :P
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To say the game isn't linear is unfortunately untrue - it's linear to the extreme. With items and clues appearing only after you have solved something unrelated, there isn't much deduction involved. You search everything, get a few "Give me this" and some items, then you match those up and begin again at "search everything". The only real puzzling is in the combining. A well-written adventure gives you the chance to get things at the start if you're in the right place and uses actual location discovery to control the flow - any sending back to notice something changed in an explored area is logical and based on clues. Great atmosphere, however.
Thanks for the feedback. I'm working on another larger adventure right now and it's good to get some insights into the issues you've highlighted (which I am making a note of by the way along with all other rational opinions posted here). As for the non-linear aspect, yes you're right. The game is linear. But I never claimed it was non-linear. There's just many different linear solutions; forks in the plot are selected randomly, giving a slightly different experience each time you play. Check the walkthrough on the forum to see what I mean. :)
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The kind of features that "assassin" phone has, I wouldn't mind paying 25 grand either. Then again, I'm not a sniper assassin... :P
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talks to the lady at hotel desk after getting access to cody "better not disturb her, she looks busy"... me "WITH WHAT!!!???? STARING BLANKLY THROUGH ME AND THE WALL AND WHATEVER ELSE THERE MIGHT BE"
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Why can't I blunt the goddamned screws anywhere else? No indications, no hints, nothing. Just "somewhere you wouldn't mind vandalizing". Sure. Like the bathroom of the bar, where there's something that I have to peel off to see what's written on the wall? Nope. Maybe the fence on the alley where there's no one, or the trash bin? Nope. The XXX cinema, that the main character seems to hate anyways? Nope.
Obviously it's a specific section of a wall where there is no indication or reason to examine the goddamned wall.
Great.
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Adventure games are amongst my favourite genres, but I really hated everything in this one. There is a lot of annoying pixel hunting, you need to visit the same places multiple times to collect something that wasn't avaiable before, the dialogues are sexist and childish, the trades make no sense, sometimes the clues are accessed only on the first dialogue, you need to combine item in totally random places with absolutely no indication of doing so. You seriously have no idea what makes adventure games fun and/or challenging; this is only slightly saved by my love for pixel graphics, but even with that this is an utter fail.
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This game does seem to have a lot of issues that can be learned from. I have to go over every pixel like three time before anything happens which makes the game too tedious.
Also there are points that make me raise my eyebrow, like why do i have to pay to use the payphone when i already have two cellphones?
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... there are so many walls in this game that I could've used to grind the screws into bluntness. Why did it have to be the bar?
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Wait wait wait. After trying to use both the cellular phones which work to use the florist's number, I have to use a freaking PAY PHONE? What the crap?
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Here is the Walk-through.
+1 this so everybody can see it easily.
http://www.anaksha.com/forum/viewtopic.php?f=34&t=581&sid=aeb49e7ae1247a16a5e1d09a9446700c
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A few easily fixable bugs:
Door key #8 no longer works on Door #8 after you've gone in once
Bobby pin only works on doors the plot knows you need to get into (text fix?)
J**z stains don't show up on skeezy guy in alley (shouldn't the UV light work on him if nothing else?)
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Needle on the fence isn't a big deal: read next time and you'll see it says "There's nothing in particular of interest on this part of the fence at this time" or something to that effect: Besides, it's in the style of the old Sierra games. One complaint I do have is that damnedable driving game though; Even while parked using the handbrake, you can suddenly start sliding sideways/backwards/forwards for no reason against all logic right into a wall. The controls are also very touchy and the track far too narrow to do it at any reasonable speed- you basically have to be holding the handbrake at all times.
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The one thing about this game. She randomly always gets exactly the little uncommon things she looks for. "Oh! heres some random screws you can use to blunt down and give to Cody!" says the dirty theater man. great game otherwise
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2 minutes into the game, leaving the hotel 'Omg XXX Cinema YES PLEASE!' > 'You've no reason to enter fleapit' WHY OH WHY :ยด(