So far, this is my only real gripe with the game (outside of the easy puzzles, which I'm willing to waft on a bit as a complaint).The ridiculously low hotspot count plus the lack of a LOOK feature is really disappointing, honestly.
So I'm a backer of this and haven't received an email with the key to redeem. I've gotten all the project email updates without issue. Am I missing something?
Burn a copy of Grim Fandango at midnight under a full moon.
Alternatively, you should contact either Double Fine or Humble Support. Try the key resender also.
I've been thinking about the game more, and trying to figure out why the game feels so short even though there is quite an amount of visual assets, and I think ultimately, it lacks a high level of interactivity.
Consider this: not only are there more screens than puzzles in the game, but in each screen itself, there really isn't that much to interact with. Interaction can come in various forms, but in traditional adventure game lingo let's just use talk/look/take. I don't really think the game lacks in the take department, since most items which look like they can be taken, can be taken. Not a fan of red herring items either, so it's good the game doesn't have them. But there's quite a severe lack of look and talk options.
For look, let's take Shay for example. I'll just use one of the very first screens here - the one where he's sitting at the controls and you have to pick a mission at the start. I was really excited when I saw the screen because it was really detailed and there were all sorts of silly gadgets and stuff on the control panel. I wanted to mess with them or at least click and get reactions. But nope, you can't click on anything there. It's locked to the dialogue menu where you just pick a mission. That's disappointing because simply having fun distractions like that would increase the player's investment in the setting, and also provide fun diversions which pace them through the story in a slower way if they enjoy optional stuff like that.
For talk, I think Vella has a number of examples, but let's take the very first main screen - your house at the start of the game. There are five characters in the room, and there could be a good amount of interactivity if talking to characters about a topic can allow them to say things which open up other dialogue options with the other characters. This is something I find lacking in the dialogue throughout the game - I can't think of a single time where talking to other characters unlock additional dialogues with related characters even if it makes sense.
Playing a good point and click adventure game should involve the player being able to click on anything interesting on the screen and get unique responses whether they are related to a critical path or not. In Broken Age, it feels like a lot of the responses are generic in a given area, and there aren't many hotspots on a screen to begin with. That's probably the main thing which leads to the game feeling very easy and on rails, where you can easily breeze through the game, even though the content on the critical path isn't lacking. Simply with the lack of anything else to do other than to progress, it makes the game feel much smaller than the content represents.
I've been thinking about the game more, and trying to figure out why the game feels so short even though there is quite an amount of visual assets, and I think ultimately, it lacks a high level of interactivity.
Consider this: not only are there more screens than puzzles in the game, but in each screen itself, there really isn't that much to interact with. Interaction can come in various forms, but in traditional adventure game lingo let's just use talk/look/take. I don't really think the game lacks in the take department, since most items which look like they can be taken, can be taken. Not a fan of red herring items either, so it's good the game doesn't have them. But there's quite a severe lack of look and talk options.
For look, let's take Shay for example. I'll just use one of the very first screens here - the one where he's sitting at the controls and you have to pick a mission at the start. I was really excited when I saw the screen because it was really detailed and there were all sorts of silly gadgets and stuff on the control panel. I wanted to mess with them or at least click and get reactions. But nope, you can't click on anything there. It's locked to the dialogue menu where you just pick a mission. That's disappointing because simply having fun distractions like that would increase the player's investment in the setting, and also provide fun diversions which pace them through the story in a slower way if they enjoy optional stuff like that.
For talk, I think Vella has a number of examples, but let's take the very first main screen - your house at the start of the game. There are five characters in the room, and there could be a good amount of interactivity if talking to characters about a topic can allow them to say things which open up other dialogue options with the other characters. This is something I find lacking in the dialogue throughout the game - I can't think of a single time where talking to other characters unlock additional dialogues with related characters even if it makes sense.
Playing a good point and click adventure game should involve the player being able to click on anything interesting on the screen and get unique responses whether they are related to a critical path or not. In Broken Age, it feels like a lot of the responses are generic in a given area, and there aren't many hotspots on a screen to begin with. That's probably the main thing which leads to the game feeling very easy and on rails, where you can easily breeze through the game, even though the content on the critical path isn't lacking. Simply with the lack of anything else to do other than to progress, it makes the game feel much smaller than the content represents.
Not exactly, but I never actually talked to Gus, sinceOut of curiosity, did anyone stumble onto puzzle solutions looking for funny reactions? Like,I randomly showed the bucket of sap to the mayor because I thought he might have a good response, I didn't realize that was a solution to a puzzle I hadn't started think about yet xD
Not exactly, but I never actually talked to Gus, sinceI immediately fell down the hole and freed him.
Not exactly, but I never actually talked to Gus, sinceI immediately fell down the hole and freed him.
For talk, I think Vella has a number of examples, but let's take the very first main screen - your house at the start of the game. There are five characters in the room, and there could be a good amount of interactivity if talking to characters about a topic can allow them to say things which open up other dialogue options with the other characters. This is something I find lacking in the dialogue throughout the game - I can't think of a single time where talking to other characters unlock additional dialogues with related characters even if it makes sense.
I'm not actually that familiar with the voice actor, since I've only the the original internet short and not the full show, but I was (not surprisingly) bummed out to miss out on a character in a Tim Schafer game.I did the same exact thing. And I was looking forward to talking to him sincedoes the voice.Pendleton Ward
Oh well, there's always next time.
Okay I feel dumb, how do I get past (early Shay story)The plant to get to the boom arms? I figured out how to put the tank on my suit and use the knife to get free movement, but nothing gets me past the stupid plant
You need something for propulsion... check the ice cream avalanche area and you'll find something of use
Out of curiosity, did anyone stumble onto puzzle solutions looking for funny reactions?
So yeah, I think a bunch of things are at play. I like the game a lot as it is, so I'm not really complaining, but the unique structure has definitely made it's mark on things.
I get the criticism and all, but it didn't keep me from greatly enjoying my time with the game, so I guess I'm not too bothered. The team's going to get plenty of feedback on this piece and my guess is that it'll be reflected in some increased puzzle difficulty on the back end.
So is Vella's campaign longer then Shay's? Or does the game put a limit on how far you can go in one character's campaign based upon how far you are in the others?
Neither. Both campaigns were about the same length for me.
It took me a little over an hour to finished Shay's campaign and I feel like the first 20ish minutes you have no control out of picking dialogue options. I've spend about the same amount of time on Vella's an unless I'm 15 seconds away from the ending I feel I still have a ways to go (in terms of inventory items I've got that I've not used yet). This might be because Vella's campaign opens up much sooner then Shay's in letting you explore and do the whole adventure game thing.
I beat Shay's campaign in about 90 minutes, and beat the entire Act 1 in about 3 hours 8 minutes. I pretty much did everything with both characters though. I didn't feel like I was rushing anything, and in the end the content quantity in both scenarios felt pretty close.
One thing I did notice is that I think Shay's section has more stuff you can miss, because there felt like points where you can either explore everything, or just very quickly complete the critical path if you've figured out how to do so (it's pretty easy). On the other hand, Vella's scenario feels more guided in the sense that the player is encouraged to explore more and interact with even optional stuff while looking for the solutions to the critical path.
What optional stuff exists in Shay's side? I felt I did a good job exploring and seeing all the dialogue but his side still felt shorter. Less screens to explore, less items to find, less puzzles to solve. Unless there is a way toI don't see how there was anything I missed on his side of the game.get inside the room where his mom is making a surprise
Even early on in Shay's scenario, there's a lot of stuff which you can quickly skip past. I dunno if you did, but it's possible, unlike Vella's scenario. Right from the start, you can either let him keep sleeping or click to get up. That's a few lines there which can be skipped.
The choice of cereal is another one where there are a ton of ones if you keep rejecting them. If you don't pick the spoon up, he also keeps talking for quite a while, which is completely skipped once you do pick him up.
For the missions at the start, if you pick the Train one first, you can skip everything else if you know what you're "supposed" to do. On the other hand, if you play through each one normally, there are two variations of each (the first one where he's still playing along, and another where he's really sick of it).
Later on in Shay's scenario, getting the Knife early and using it on everything gets a fair bit of bonus dialogue as well.
I thought he did the character quite well.ugh Will Wheaton? blah
I've been thinking about the game more, and trying to figure out why the game feels so short even though there is quite an amount of visual assets, and I think ultimately, it lacks a high level of interactivity.
Consider this: not only are there more screens than puzzles in the game, but in each screen itself, there really isn't that much to interact with. Interaction can come in various forms, but in traditional adventure game lingo let's just use talk/look/take. I don't really think the game lacks in the take department, since most items which look like they can be taken, can be taken. Not a fan of red herring items either, so it's good the game doesn't have them. But there's quite a severe lack of look and talk options.
For look, let's take Shay for example. I'll just use one of the very first screens here - the one where he's sitting at the controls and you have to pick a mission at the start. I was really excited when I saw the screen because it was really detailed and there were all sorts of silly gadgets and stuff on the control panel. I wanted to mess with them or at least click and get reactions. But nope, you can't click on anything there. It's locked to the dialogue menu where you just pick a mission. That's disappointing because simply having fun distractions like that would increase the player's investment in the setting, and also provide fun diversions which pace them through the story in a slower way if they enjoy optional stuff like that.
For talk, I think Vella has a number of examples, but let's take the very first main screen - your house at the start of the game. There are five characters in the room, and there could be a good amount of interactivity if talking to characters about a topic can allow them to say things which open up other dialogue options with the other characters. This is something I find lacking in the dialogue throughout the game - I can't think of a single time where talking to other characters unlock additional dialogues with related characters even if it makes sense.
Playing a good point and click adventure game should involve the player being able to click on anything interesting on the screen and get unique responses whether they are related to a critical path or not. In Broken Age, it feels like a lot of the responses are generic in a given area, and there aren't many hotspots on a screen to begin with. That's probably the main thing which leads to the game feeling very easy and on rails, where you can easily breeze through the game, even though the content on the critical path isn't lacking. Simply with the lack of anything else to do other than to progress, it makes the game feel much smaller than the content represents.
Even early on in Shay's scenario, there's a lot of stuff which you can quickly skip past. I dunno if you did, but it's possible, unlike Vella's scenario. Right from the start, you can either let him keep sleeping or click to get up. That's a few lines there which can be skipped.
The choice of cereal is another one where there are a ton of ones if you keep rejecting them. If you don't pick the spoon up, he also keeps talking for quite a while, which is completely skipped once you do pick him up.
For the missions at the start, if you pick the Train one first, you can skip everything else if you know what you're "supposed" to do. On the other hand, if you play through each one normally, there are two variations of each (the first one where he's still playing along, and another where he's really sick of it).
Later on in Shay's scenario, getting the Knife early and using it on everything gets a fair bit of bonus dialogue as well.