Update: v1.2 (09.01.2010)
Significant changes to level layout, checkpoint behaviour and general difficulty. The intro and first tutorial should both now be shorter and smoother, the ropes easier to use, and various other small refinements. Thanks to everyone who reported bugs and issues - they are taken notice of and fixed as soon as possible. See the change-log at HiVE for details:
mirror | HiVE
(with change-log in full)
New gameplay trailer:
The game is very well done, nice and long and vast. It could be a whole nother experience if it was in color, have you ever tried basic coloring a screenshot to get an idea of what it would look like?
Thanks, glad you like it. Yeah, I coloured a couple of tilesets in and loaded the game with them, but it wasn't anywhere near as nice. The forst environment is mainly browns and greens which isn't a particularly interesting scheme. This is one case where greyscale is a real advantage.
Fixed them all, thanks. Good eyes.
And I'm not sure if it's because you use the freeze game when the window isn't selected or because you have joystick use on, but sometimes there's major strain put on your game because of bluesoleil which causes it to run at a few FPS with max cpu usage after I switch back and forth between windows sometimes.
This sounds like a very specific issue. It's a shame it affects your system, but I'm not sure what could be changed in the game to improve the problem - I've added the disabling joystick suggestion to the list though, so it might make it into the next update. Sorry to hear it's getting in the way of your enjoyment.
Lots of cake pieces were positioned in seemingly impossible to reach places.
All these are addressed in the latest version.
Combat consists of standing still and spamming the attack button.
The dark silent rainy atmosphere is excellent for a mysterious exploration game. But collecting cake? Sounds like you just gave up on a well-started concept and quickly 'finished it off'.
As with most games of this type, you unlock more abilities as you progress. Aside, it isn't really intended to be action-oriented in any way so 'combat' insofar as it exists wasn't one of our priorities at any time. I'm not sure what exactly about collecting cake makes you think it was a rushed decision - after all, it's as arbitrary as coins, stars, eggs, pendants etc. It was intended from the beginning, and there was certainly nothing 'quick' about 'finishing off' development.