Hi Mike,
If you do find any more bugs (highly probable!) I would be eternally grateful if you would kindly let me know via the email address in the FEEDBACK page within the game.
Many thanks,
Larry Horsfield
Hi Mike,
If you do find any more bugs (highly probable!) I would be eternally grateful if you would kindly let me know via the email address in the FEEDBACK page within the game.
Many thanks,
Larry Horsfield
It’s something I want to revisit too–I got stuck early in Finn and would really like to give it another look. I enjoyed what I saw.
So there may be more of us willing to help out with bugs etc.!
Popping in from our road trip (currently in Chattanooga, TN) to say thanks. The thing about being reviewed by you lot is that as writers yourselves, you always identify the exact issues I wrestled with. Player flow was, I think, my biggest worry with this model: how do you make sure that each player is busy, invested in their own game, and invested in their partner’s success? And of course although this is the area I thought most about and spent the most time addressing, it’s still the weakest point of this particular game and of the model in general. I have high hopes that someone will run with this and figure it out better than I did (ahem, @pinkunz ), because I do think there’s a lot of potential here. I especially think anyone interested in writing AIF might want to think about this, because of the many possible levels of interaction with your partner (sexting/phone sex, fantasy game interaction, collaboration on a puzzle, like how on Earth do we get that dildo out of the tree?). Anyway, my bestie and I await the imminent torrent of killer 2-player parsers with bated breath.
Happy to hear the model mostly worked for you!