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	<title>Comments for Thank You For Playing</title>
	<atom:link href="http://tyfp.wordpress.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://tyfp.wordpress.com</link>
	<description>Amateur game design for the technically impaired</description>
	<pubDate>Wed, 23 Jul 2008 19:30:17 +0000</pubDate>
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		<title>Comment on The Indie Gaming Primer by Cobalt</title>
		<link>http://tyfp.wordpress.com/2008/03/22/the-indie-gaming-primer/#comment-105</link>
		<dc:creator>Cobalt</dc:creator>
		<pubDate>Sun, 04 May 2008 09:26:24 +0000</pubDate>
		<guid isPermaLink="false">http://tyfp.wordpress.com/?p=47#comment-105</guid>
		<description>I think the dialogue in The Underside Preview 2 should go back to the dialogue in Preview 1. Anyone agree?</description>
		<content:encoded><![CDATA[<p>I think the dialogue in The Underside Preview 2 should go back to the dialogue in Preview 1. Anyone agree?</p>
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		<title>Comment on Putting Polish on Simple Games by Entar</title>
		<link>http://tyfp.wordpress.com/2008/03/31/putting-polish-on-simple-games/#comment-102</link>
		<dc:creator>Entar</dc:creator>
		<pubDate>Fri, 25 Apr 2008 03:45:08 +0000</pubDate>
		<guid isPermaLink="false">http://tyfp.wordpress.com/?p=67#comment-102</guid>
		<description>I think I agree with most of the stuff you're saying.  I'm working on a casual game right now and I'm getting to the stage where there is some polishing to be done.  More than once I've come up with some idea that I think might add a little twist or spice to the game, but I decide in the end that it would either not be worth the trouble, or would not contribute to the player's gameplay experience at all, or worse yet, even make it worse by distracting him or otherwise making gameplay more difficult (bad controls difficult, not challenging difficult).</description>
		<content:encoded><![CDATA[<p>I think I agree with most of the stuff you&#8217;re saying.  I&#8217;m working on a casual game right now and I&#8217;m getting to the stage where there is some polishing to be done.  More than once I&#8217;ve come up with some idea that I think might add a little twist or spice to the game, but I decide in the end that it would either not be worth the trouble, or would not contribute to the player&#8217;s gameplay experience at all, or worse yet, even make it worse by distracting him or otherwise making gameplay more difficult (bad controls difficult, not challenging difficult).</p>
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		<title>Comment on The Indie Gaming Primer by Nathan Nolte</title>
		<link>http://tyfp.wordpress.com/2008/03/22/the-indie-gaming-primer/#comment-100</link>
		<dc:creator>Nathan Nolte</dc:creator>
		<pubDate>Sat, 19 Apr 2008 00:50:01 +0000</pubDate>
		<guid isPermaLink="false">http://tyfp.wordpress.com/?p=47#comment-100</guid>
		<description>Definately just a primer, the more you look, the more games you find, and more are being conceptualized each day, I could see maybe expanding this to a 10 game primer.</description>
		<content:encoded><![CDATA[<p>Definately just a primer, the more you look, the more games you find, and more are being conceptualized each day, I could see maybe expanding this to a 10 game primer.</p>
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		<title>Comment on Expected Gameplay Mechanics Part 1 by Fishy Boy</title>
		<link>http://tyfp.wordpress.com/2008/04/01/expected-gameplay-mechanics-part-1/#comment-91</link>
		<dc:creator>Fishy Boy</dc:creator>
		<pubDate>Mon, 14 Apr 2008 01:33:13 +0000</pubDate>
		<guid isPermaLink="false">http://tyfp.wordpress.com/?p=70#comment-91</guid>
		<description>Pssh, you act as if all games must be exactly the same. Collecting things is okay, as long as it's not forced. Stepping away from the live system is great, especially if you're trying to appeal to the lowest common denominator. Points can add to a game, giving people their own goal to reach, instead of some arbitrary game goal. For boss fights, you must have not fought many bosses. SEE: Treasure. Also, there's nothing especially wrong with that kind of boss fight, and it can be fun, or they wouldn't do it. I agree with your save point opinion. Unlocking characters is great, if it's not done by mindless fighting. Is their something horrible about getting a surprise bonus as you play? Robots/Pirates/Zombies/Ninjas are all fine beasts, just easily corrupted.</description>
		<content:encoded><![CDATA[<p>Pssh, you act as if all games must be exactly the same. Collecting things is okay, as long as it&#8217;s not forced. Stepping away from the live system is great, especially if you&#8217;re trying to appeal to the lowest common denominator. Points can add to a game, giving people their own goal to reach, instead of some arbitrary game goal. For boss fights, you must have not fought many bosses. SEE: Treasure. Also, there&#8217;s nothing especially wrong with that kind of boss fight, and it can be fun, or they wouldn&#8217;t do it. I agree with your save point opinion. Unlocking characters is great, if it&#8217;s not done by mindless fighting. Is their something horrible about getting a surprise bonus as you play? Robots/Pirates/Zombies/Ninjas are all fine beasts, just easily corrupted.</p>
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		<title>Comment on The Indie Gaming Primer by ok</title>
		<link>http://tyfp.wordpress.com/2008/03/22/the-indie-gaming-primer/#comment-90</link>
		<dc:creator>ok</dc:creator>
		<pubDate>Sun, 13 Apr 2008 09:12:44 +0000</pubDate>
		<guid isPermaLink="false">http://tyfp.wordpress.com/?p=47#comment-90</guid>
		<description>nice arthur is awesome ...  i want to freeze his semen.. underside rules!!!</description>
		<content:encoded><![CDATA[<p>nice arthur is awesome &#8230;  i want to freeze his semen.. underside rules!!!</p>
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		<title>Comment on Clearcross by I. H.</title>
		<link>http://tyfp.wordpress.com/2008/02/29/clearacross/#comment-89</link>
		<dc:creator>I. H.</dc:creator>
		<pubDate>Sat, 12 Apr 2008 23:03:09 +0000</pubDate>
		<guid isPermaLink="false">http://tyfp.wordpress.com/?p=22#comment-89</guid>
		<description>Forgive me: http://img147.imageshack.us/img147/1143/hardgamesolveyi7.png</description>
		<content:encoded><![CDATA[<p>Forgive me: <a href="http://img147.imageshack.us/img147/1143/hardgamesolveyi7.png" rel="nofollow">http://img147.imageshack.us/img147/1143/hardgamesolveyi7.png</a></p>
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		<title>Comment on Clearcross by I. H.</title>
		<link>http://tyfp.wordpress.com/2008/02/29/clearacross/#comment-88</link>
		<dc:creator>I. H.</dc:creator>
		<pubDate>Sat, 12 Apr 2008 23:02:40 +0000</pubDate>
		<guid isPermaLink="false">http://tyfp.wordpress.com/?p=22#comment-88</guid>
		<description>

I think I have the basic gameplay right, and I'm assuming that once you form a gap, you can't clear "across" it, but even if you can, this solution should work . . . ?</description>
		<content:encoded><![CDATA[<p>I think I have the basic gameplay right, and I&#8217;m assuming that once you form a gap, you can&#8217;t clear &#8220;across&#8221; it, but even if you can, this solution should work . . . ?</p>
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		<title>Comment on Interview with Nicklas &#8220;Nifflas&#8221; Nygren - Creator of Knytt Stories and Within a Deep Forest by Billy King</title>
		<link>http://tyfp.wordpress.com/2008/03/26/interview-with-nicklas-nifflas-nygren-creator-of-knytt-stories-and-within-a-deep-forest/#comment-72</link>
		<dc:creator>Billy King</dc:creator>
		<pubDate>Tue, 01 Apr 2008 09:46:37 +0000</pubDate>
		<guid isPermaLink="false">http://tyfp.wordpress.com/?p=57#comment-72</guid>
		<description>Great stuff. Knytt was pretty much my door into the indie scene.</description>
		<content:encoded><![CDATA[<p>Great stuff. Knytt was pretty much my door into the indie scene.</p>
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		<title>Comment on Interview with Nicklas &#8220;Nifflas&#8221; Nygren - Creator of Knytt Stories and Within a Deep Forest by Michael Bacon</title>
		<link>http://tyfp.wordpress.com/2008/03/26/interview-with-nicklas-nifflas-nygren-creator-of-knytt-stories-and-within-a-deep-forest/#comment-71</link>
		<dc:creator>Michael Bacon</dc:creator>
		<pubDate>Tue, 01 Apr 2008 02:22:42 +0000</pubDate>
		<guid isPermaLink="false">http://tyfp.wordpress.com/?p=57#comment-71</guid>
		<description>Yay for Nifflas' games! Everyone should try his old games too. (I want those old Soldat maps!)</description>
		<content:encoded><![CDATA[<p>Yay for Nifflas&#8217; games! Everyone should try his old games too. (I want those old Soldat maps!)</p>
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		<title>Comment on Putting Polish on Simple Games by justindopiriak</title>
		<link>http://tyfp.wordpress.com/2008/03/31/putting-polish-on-simple-games/#comment-70</link>
		<dc:creator>justindopiriak</dc:creator>
		<pubDate>Mon, 31 Mar 2008 22:05:46 +0000</pubDate>
		<guid isPermaLink="false">http://tyfp.wordpress.com/?p=67#comment-70</guid>
		<description>I'd actually like to throw in my own two cents here, since you brought up Polarity.

That gameplay mechanic is absolutely fantastic - a point which I don't think comes across in this commentary. You mentioned that the visual style falls short, and I certainly agree with that, but there's so much more to the game's flaws. In fact, other than that basic gameplay mechanic, I can't think of anything I like about it. 

The level design, for instance, is bland and the boss encounter is a joke. In gameplay terms, the encounter works as an introductory level fight, but I just can't look passed the fact that the enemy (whoever he is) has trapped you in a room that is clearly designed in such a way as to allow you to defeat him. This is done all the time in games, of course, but it's much less distracting and much more satisfying when the room is designed with the appearance of functionality. 

Instead of a big square room with conveniently placed magnets which can launch the enemies projectiles back at him along a conspicuous track, why not achieve the same effects within a believable scenario? Perhaps it is the enemy's firing range and his projectiles are supposed to be launched back? Perhaps, instead of tracks, there are exhaust pipes? With a more fleshed out premise to the game, making more realistic and compelling scenarios would be easier, but that's the general idea.

I really do love the magnet-inspired gameplay of Polarity and I can't express my disappointment enough at how much the rest falls short. We saw with Narbacular Drop that an innovative idea can be fostered into something spectacular (it became Portal); I hope something like that happens here.</description>
		<content:encoded><![CDATA[<p>I&#8217;d actually like to throw in my own two cents here, since you brought up Polarity.</p>
<p>That gameplay mechanic is absolutely fantastic - a point which I don&#8217;t think comes across in this commentary. You mentioned that the visual style falls short, and I certainly agree with that, but there&#8217;s so much more to the game&#8217;s flaws. In fact, other than that basic gameplay mechanic, I can&#8217;t think of anything I like about it. </p>
<p>The level design, for instance, is bland and the boss encounter is a joke. In gameplay terms, the encounter works as an introductory level fight, but I just can&#8217;t look passed the fact that the enemy (whoever he is) has trapped you in a room that is clearly designed in such a way as to allow you to defeat him. This is done all the time in games, of course, but it&#8217;s much less distracting and much more satisfying when the room is designed with the appearance of functionality. </p>
<p>Instead of a big square room with conveniently placed magnets which can launch the enemies projectiles back at him along a conspicuous track, why not achieve the same effects within a believable scenario? Perhaps it is the enemy&#8217;s firing range and his projectiles are supposed to be launched back? Perhaps, instead of tracks, there are exhaust pipes? With a more fleshed out premise to the game, making more realistic and compelling scenarios would be easier, but that&#8217;s the general idea.</p>
<p>I really do love the magnet-inspired gameplay of Polarity and I can&#8217;t express my disappointment enough at how much the rest falls short. We saw with Narbacular Drop that an innovative idea can be fostered into something spectacular (it became Portal); I hope something like that happens here.</p>
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