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.
I guess iOS support is to blame for the lack of interactive buttons, of which there is just one.
I thought he did the character quite well.
... unless you're just saying that on principle.
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.
Shay's side may be as long as Vella's, but Vella's side has far more gameplay to it if that makes sense. Within seconds you can move around as Vella and start your first bit of point and click fun finding the knife. Outside of the maiden sequence you're always in control of Vella doing traditional adventure game shenanigans until the end.
There are some minor stuff which should get worked out by the time it's released for everyone at the end of the month, but it's mostly good. There are no weird bugs or incomplete stuff in the Act 1 content itself.
So perhaps obvious question, but I'll put it in spoilers just in case, got to the end of the girl's path andit looked like it just started again, do I just switch to the guy's path then something happens after both?
Well Broken Age is literally broken for me. I played the boy's campaign till the ende and then did "Save & Exit" to Desktop and now it starts with the boy standing in his bed and the dialogue from the beginning and I can't click on anything.
Anything I can do?
Can anyone throw me a spoiler-free hint for thesegment? I tried all kinds of combination but I can't figure out how thetinkering with the space weaverfit together.star chart to Prima Doom and honeycombs-like grid
I got this too, I just redid Shays part. Took like 5 minutes skipping all the dialogue and taking the optimal path.Well Broken Age is literally broken for me. I played the boy's campaign till the ende and then did "Save & Exit" to Desktop and now it starts with the boy standing in his bed and the dialogue from the beginning and I can't click on anything.
Anything I can do?
I might have missed it but did anyone else think the?dead eye god was shay
so I have access to the beta but i'm not sure if I should wait for the full release. do you think there is going to be a major update untill then or in other words: is the beta more or less the release version?
so I have access to the beta but i'm not sure if I should wait for the full release. do you think there is going to be a major update untill then or in other words: is the beta more or less the release version?
so I have access to the beta but i'm not sure if I should wait for the full release. do you think there is going to be a major update untill then or in other words: is the beta more or less the release version?
Compare Broken Age with the Ben and Dan games. While they obviously can't compete with the production values, there's a metric ton of descriptive text that's completely absent in Broken Age. It feels sparse in comparison.
I might have missed it but did anyone else think the?dead eye god was shay
The little honeycomb-shaped guys are ridiculously cute and funny.
Just looked at the credits, I guess I'm not in them because I was a slacker backer
There's just solid logic to the puzzles, and that's hugely important. And it's not that brand of silly adventure game logic, either.
I feel that they've also done a fine job subtly hinting at some of the puzzle solutions throughout the game's incidental and item dialogue, which only the best designed adventure games manage to do.
Once or twice I noticed that it was a bit heavy-handed, but usually it managed that balance just fine.
i.e. subtle:upon using the fruit on yourself, Vella eats it, spits out the core and remarks "what a large pit" as a seemingly throwaway comment. But the word "pit" is in the player's mind now and when the Riddle of Yorn comes along, this should direct the thoughts into the right direction. Subtle, not too obvious, yet very deliberate.
Did anyone else approach this object the way I did?
I couldn't figure out how to get Gus down (amusing in hindsight, but that was the puzzle I was stuck on for the longest!). Vella talks about not wanting anything to do with unhooking his underpants, but the way he's hanging there's a clear, er, crevice to aim at. And Vella spits the pit...
For a fair while I thought that my positioning was simply wrong.