New Space Cube
Pixel art based on videogame Star Trek V Final Frontier for game console NES. 8 bit space and sci fi adventure. Space, well known space ship. It continues its way amongst the stars. Where no man has gone before. So, I cannot not to say it. As I can say. Game should to be in genre of walking or action. According to screenshots.
And this is my drawing about the same theme. Space ship is docked. And you step into a space cube. It is a standalone big space station. At first look, it is empty. And it functions ok. And, by the way, it has a lots of tech and computers. Everything works in automatic mode. But no one here.
Everything is like new. There is a light at the station. An all the parts are working very well. But, there is no one. What place it come from? Who made this? Can it be something alien? Or someway other way?
With such a questions to step into the station. With blaster in your hands. But here it is a station and computers. So, at first look, maybe, blaster - there is no purpose in blaster. But feeling of abandoned and danger. There is. It is good to be carefully. And to be ready for unexpected things.
Station has no designation signals. And who is owner of station -it is unknown. It can be from any place. There is no sigh of some manufacturer or owner. There is some, well known, parts and some new devices. It is amazing place! Fascinating space cube! Looks like, it is everything familiar, but at the same time, it is absolutely new place. And, some times, it looks very familiar. What place it came from?
Station is rather affable, at first look. So, it is very clean here. And all doors can be opened. Computers reacts at rather logical commands. Easy to understand. And simple. It is easy to go to deep into the station. Is not it a trap? But who can do such tricks? Maybe, such paranoid is excessive.
So, it can be a game explore. As such games were FlashBack, and Another World. Or such quest retro as Space Quest about episode style of science fiction.
Dima Link is making retro videogames, apps, a little of music, write stories, and some retro more.
WEBSITE: http://www.dimalink.tv-games.ru/home_eng.html
ITCHIO: https://dimalink.itch.io/
GAMEJOLT: https://gamejolt.com/@DimaLink/games
BLOGGER: https://dimalinkeng.blogspot.com/
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Just so you don't get too-high expectations - there's not really big branching paths or anything like that loop-to-loop. Stuff changes, but it's not like a tree of choices with huge impacts. My partner got very frustrated at the limited choices because she had previously played DBH and Life is Strange and expected something similar (way beyond the scope of an RPGmaker game with one writer). I've also seen people get frustrated at 'unfair' deaths in the story because they went into it expecting a roguelike's fair challenge and got a visual novel in the shape of an RPG instead.
Also, there's a couple things early on that almost everyone misses, so I'll let you know.
Firstly, there's three Loop chats that are only available when you have done something 2-3 times, 4-8 times, and 13+ times respectively. It's a once per loop thing and you haven't seen it yet. If you lock yourself out of a chat you can still get the later ones.
Secondly, there's a secret room - many people find it at some point, but there's interesting dialogue in it in Act 2.
...we think that you presenting "visual novels" as something that doesn't imply that your actions will have a branching tree of consequences with huge impacts that may also include a large amount of scenes locked to obscure and strange combinations of actions that may or may not lock certain things behind them is messing with our brain a bit, sorry.
Maybe it's because of the specific visual novels we're playing, but we're fairly used to them having adjacent staples to older point-and-click games, just with less things to click - which, uhh, older point and click games are actually one of the main genres we enjoy, and probably where we picked up the foundation of our problem solving. The fact that DOSbox is on our desktop probably dates us quite a bit, though we only really remember where a handful of the games we have that work on that currently are.
We quite enjoy visual novels. We've played quite a few of them, they lend themselves well to writing in formats we quite like, and make it very easy to break down where to poke to find certain things. We are also very very used to visual novels having alternate routes and extremely elaborate unlock requirements for those routes. We also use this same sort of technique when we play text-based RPGs, or similar. We spend a lot of time exploring alternative routes for, uhh, pretty much anything - the difference between RPGs and visual novels tends to just be that in the visual novel, the secret might-lock-your-whole-game-if-not-picked-up option is an option that clearly pops up on the screen, rather than a missable pixel on the floor.
...if you can list the things that we need to do 2-3 times/4-8 times/13+ times when they turn up so that we don't accidentally lock ourselves out of conversations, it would be appreciated. We'd rather not run ourself into a wall too early - we'd like all the dialogue we can get! Also, if there's any dialogue that's locked behind stuff like staring at barrels, we've already failed the 2-3 times requirement and the 4-8 times requirement, we've checked literally every barrel in the game that we have access to. Some multiple times.
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Darn it all! Due to your
curiosity, you have met an
explosive death.
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Starfield Radio Station Soundtrack
Plug in your headphones, fire up the game, and let the music transport you to a world where the possibilities are as endless as the universe itself.
Embark on an interstellar odyssey like no other with our specially curated Spotify Soundtrack Playlist for Starfield. In the vast expanse of space, where radio stations are but a distant dream, we’ve compiled a thematic collection of songs that will enhance your gaming experience to new heights.
Starfield, developed by the creators of the legendary Elder Scrolls and Fallout series, offers a…
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