Thursday, April 5, 2012

Get Poachin'

Poacher 1.1 now available! Download link updated!


So my latest freeware game, Poacher, an unashamedly retro platformer starring stout Yorkshireman Derek Badger and his trusty shotgun, has been released. The download's being hosted by my good chums at the Escapist. Read the news post about it here or just click here to download the installer. Yes, it's an executable you have to download and install onto your PC, remember that?


I'll have a proper page set up for it soon. Until then, feel free to give it a download and let me know what you think. This is the first Game Maker rather than AGS game I've released and perhaps the most overtly gameplay-focussed I've ever done (I've been trying to move more in that direction since Art of Theft), so I'll be interested to know what lessons I can learn. Also it's freeware, so if you hate it you can't demand your money back. Basically what I'm saying is 'aaah don't hit me'.

123 comments:

  1. When throwing grenades too rapidly, the following error appears. I was able to get it to come up again by constantly firing grenades in the save room, saving to replenish my grenade supply. It doesn't take too long for it to occur.

    I'm about 17% in. Looks good so far!
    ___________________________________________
    ERROR in
    action number 1
    of Step Event
    for object egotop:

    In script grenadescript:
    Error in code at line 50:
    if(gg.type = CH_PEACE) gg.goaway = 1
    ^
    at position 10: Unknown variable type

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  2. Okay, I figured out what caused it. If you fire your last grenade and press 'x' while it's still in the air, you can cause the grenade to bounce a second time and go further. This seems to be a bug, and taking advantage of it will throw an error once the grenade explodes.

    Any subsequent presses of 'x' while your grenades are out after taking advantage of the last grenade bounce will throw the error, but it can be safely ignored.

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  3. The "glitch grenades" I mentioned a second ago can be guided, and if you hold the right arrow and then press the left arrow, you can moonwalk right. The same cannot be done to the left. There's a platform that goes through some spikes in a jumping puzzle, but you can move far enough left on the platform to avoid the spikes and skip the brunt of the puzzle.

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  4. Thanks for the bug report, I'll look into the grenade issue. Moonwalking I'm tempted to leave in. Where specifically is the platform you mentioned?

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    1. It's when you're trying to escape the Spirit Kingdom (not sure if that's the right name) after all of the giant rabbit puppets appear. There are several platforms that move up and down through spikes. Normally you have to jump from platform to platform to get through it, but if you jump on the first platform and move as far left as possible, you can stay on the platform and avoid the spikes.

      I've actually used the moonwalking once or twice - you can still shoot while doing it, so it's an effective way to retreat. You can only do it when retreating to the right, though.

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    2. Please do, Moonwalking is great :) Influenced how I fought one of the later bosses!

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    4. This is probably a stupid question, but how the hell do you swim down? I'm stuck at the part right after you go through the Blinimeg tunnel and I don't know what to do. You might want to put swimming controls in the control menu so this problem can be avoided.

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  5. Congrats on the launch! I've played to the first save point, am enjoying it so far!

    Though that's not why I'm getting in touch - see, I'm the guy who invented the Spider-Man 2 swinging system, and I want to kickstart a new 3D swinging-mechanic game - and I thought you might be interested in helping, you being a big fan and all. Please get in touch! jdfristrom@gmail.com

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  6. Yahtzee: great game and all so far. I've just completed the Great Library chapter.

    One thing though: it's too fucking hard! If you hit an auto save point with one pinch of health you're pretty much fucked as enemies almost never drop health. What's the drop rate, like 5%?

    My worthless suggestion: bump up the base drop rate of health and scale it for how much you have left, up to 30% or so if you have one point of health left. That way if you're in a pinch you have a good chance at not dying. If that pussifies the game too much, stick in an easy mode. Please? I love the game but it's making me rage.

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    1. Save points reset your health... But, I do agree with the drop rate being SUPER low for my taste.

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    2. I strongly advise buying the Spirit Of Peace upgrade the second you have 350 coins. Just finished the game thanks to that little beauty and the Library was by far the hardest section, and the only one that made me ragequit-ty.

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  7. It's hardly a bug but sometimes the shot from the gun won't show. Either that or I'm too bloody tired right now.
    Anyway, so far I'm loving the game. Reading that accent really boomps oop me spirit, like!

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    1. It seems like it only shows when there's a target in range for it to hit. Is that what you mean?

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  8. It's possible to wall-jump onto the roof of the save room, where Derek can't be seen. You can get back down, but the only way to tell where you are is by the dust cloud formed when you jump.

    Also, and this is probably just me being an idiot, but I'm on the Oil Rig, and I don't know where to go next... I've hit the lever between two oil spouts that you have to drop down to get, and it doesn't seem to have really done that much....

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    1. Same here about the oil rig, i am sooo stuck, and i flipped every switch in different combos and i still can't figure out how to get past.

      In general though, great game, loving it so far.

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    2. In the screen/zone/whatever to the left of where you are, the first time you came through you had to throw a lever to change which spout some oil was coming out of to proceed. With the two spouts you just turned off, you can go back to this area and return them back where they were and take the lower path around.

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    3. Matt - THANK YOU SO MUCH! I had been rage-quitting from having no idea where to go. You rock.

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    4. If you wall-jump into the roof of the save room (just before the worm boss at least) and leave the room, then you appear to leave the save room as normal but when you die it just hangs at the death screen... so don't do that :)

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  9. But, it's a great game so far, and I love it!

    Also, Kizi - the shots from the gun only show when its hitting something within ~3/4 of the screen from you, e.g. if you fire at a wall on the opposite side of the screen, the shots won't show as the wall is too far away.

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  10. I always thought you where a game developer at heart. <3<3<3 Thanks for keeping me entertained all these years on a pentium 2.

    -Random poor guy #84

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    Replies
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  11. oh, and its easier than contra for christs sake :P

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  12. Love the game so far. 18% through. Currently uploading a Let's Play of it. Will reply with the link when it's up tonight.

    Bugs so far, the only one that I've come across is the first bunny boss, when he's dying (blowing up) and giving coins he can still damage and kill you.

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    1. Yeah, that one killed me the first time I beat him.

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    2. Here is episode one:
      http://www.youtube.com/watch?v=MbDuA5OFbvU

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  13. During the medusa boss, if you toss out all your grenades at once, you need to pick up a few before the counter starts showing them, slowing you down.

    After the medusa boss and the return through the giant pipe, if you go towards the pipe on the right and keep pressing space and right arrow, you eventually get stuck right after a zone transition.

    Zone transitions in general seem to be weird, if you stop just as you enter them you can fall off the screen, sometimes down a level. Saw it the most times in the oil rig, after entering the screen right above the save sign, if you go up a level then transition to the right you're liable to fall if you're not running.

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  14. Just finished the game with 100%. I must say I'm really impressed, I had a ton of fun with this game and I'll just share my thoughts. I'll try to be vague to avoid spoiling people, but if you want my completely spoiler-free opinion - 'Yeah - It's good'

    I think the stand-out sections were the 'dark area' (forgot what it was called) and the final section of the game. I'd forgotten how good you were with horror and this really got to me. Heck, the 'dark area' isn't hard but even when I was fully upgraded I thought twice before entering.

    I also really enjoyed the forest platforming section after the shotgun upgrade. It was ridiculously challenging but in a way that made me want to press on through the frustration. Although it did go on for a bit longer than it needed too - I was begging for a save point by the end.

    The only part I honestly didn't like was the underwater section, especially the boss (which I felt was the hardest of the game). It's basically down to a lack of control, typical of water sections. If I had to suggest a simple improvement - I'd say maybe make the air bubbles spawn more frequently (especially when the player approaches), since that was the source of the most annoying deaths.

    In fact, what's probably the biggest problem is, ironically, the annoying little things. There's a lot of enemies and projectiles coming out of nowhere that you would need psychic powers to avoid; The shotgun seems to miss shots that it feels it should have hit; There's enemies that have difficult patterns - that are only difficult because you can't shoot at an angle (looking at you mossbats); Those annoying oil monsters that slowly chip away at your health while you're trying to figure out a puzzle. Now granted, none of these are memories I take away from the game, but they are still pretty annonying.

    Level design is very strong and I would recommend playing for 100% - don't worry it's not that difficult. The secrets are well-hidden but usually have a small clue pointing you towards them. Plus the map system is incredibly convenient, so finding your way around is never too much of a problem.

    Finally, as for the story, well I can't say much about it obviously but, it starts fairly slow but builds magnificently towards the end. It's probably the best compliment I can think of, is that by the end I genuinely cared for all the characters (even the secondary ones). Heck, even some of the enemies I felt a strange fondness for when I saw them in the credits.

    All in all, I really enjoyed this game and I hope you make more, especially if it's a horror game, -shivers-.

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  15. Quite a fine game, sir. I got to 20% in one sitting and am now at the library so it's time to set the controller down awhile. I've found no big bugs so far, just occasionally Derek decides to hurl himself in an opposite direction, but that may be my controller. I also like how the saves are are spaced just far enough that one starts feeling a bit desperate. Thanks for making it and putting it out! Also, rabbits.

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  16. In a word, excellent. I just beat the library and I'm loving it so far.

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  17. Another bug - if you are standing under an oil spout, and oil starts coming out of it, you can't move away, and the oil will keep hurting you, which can lead to frustrating scenarios where, because of one small error in timing, all five sections of health are taken away, and you end up back at the save room.

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  18. I found a bug, if you stand in a certain spot in the library you can shoot a rabbit through a solid wall but if you get closer to the wall then the bullets won't phase through

    It might be just me but nonetheless hope it helps :)

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  20. I will write down whatever I come across and put it in Notepad, then I will copy-paste:

    The room where you meet the dark one for the first time (and the spirit lass tells you not to shoot him), the character can simply stay at the very bottom right corner and not have to worry about the rabbits coming out of the right opening; Since they will stay on the ledge up top and jump to the right, which is blocked by the walls at the edge of the screen (they will be jumping in place).

    When you defeat the Bargart (The giant rabbit with a skull for a cutie-mark), as it is dying and shooting out coins, the character can still take damage if he touches the sprite during mid-explosion.

    When a monster gets killed on a thin wall/platform (the ones that the character can shoot through), sometimes items will fall through as they bounce.

    Some floating/movable platforms (like the one to the right, in the room that the character reaches when he goes all the way left from the rooms that are infested with giant rabbits on the floor) take a bloody long time to get to where you need to jump on.

    The structures of the locations are somewhat confusing; the character drops into a cave and keeps going down until he's told to go find the blemineg, then he descends even further down by an elevator and when he reaches the bottom he is in a beach (apparently at sea level) with a jungle to the left. Would this mean that the Yorkshire is on top of a mountain, which is also on top of a forest?

    The scarcity of saves makes this game unforgiving, since many levels/rooms will have to be repeated over and over. It would have been better if the character simply respawned from the beginning (the door entered) of the room in which he died.

    So far I have only gone through 20%. Even though what I have written down is mostly criticism, I am enjoying the game as well as the houmous scenes (my favorite quote being "Take advantage of my generosity, like").

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  21. I don't know if i second the "respawn at the begining of the level" approach. Yes it can be annoying (very annoying) to have to go through things you already did, over and over again, just to get to the point where you died and then die again because you didn't have enough time to form a plan and propably die again, but it is kind of a good kind annoyance, the kind that good old games had. You learn the stages so you will not loose life, so you can get past the point that is troubling you.

    Although Yahtzee, what about saving before "long" cutscenes and boss fights? How many times did you call a game out on this issue and now you are doing it in your own game! Of course the bosses are few and you can skip the cutscenes pretty quickly, it gets annoying after the 5th time you die and have to do it all over again. Get's worse if you have to walk to the boss for longer then a minute.

    Good game though. Congrats!

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  23. Somebody already noticed my bug about the falling off the screen issue, but I will add that it can be used to skip certain parts of the game, and possibly be used to sequence break.

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  24. I've gotten through 39% of the game and I'm loving it.

    Drops are a rarity and the game can be unforgiving, but I'm a novice platformer at best and didn't have to repeat the rooms too many times unless I just didn't get what I was supposed to do. A few times will really get you, for sure- like climbing the Library tower...

    But from listening to Yahtzee's ZPs/Podcasts and reading XPs, methinks he's done all of this rather intentional like, aye. Thee needs t'think abowt taht a bits 'afore ya go cryin' wolf alikes.

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  25. Um I've come across another glitch, I got killed by one of the worms while trying to climb the tower and instead of taking me back to the save point, its been stuck on the place I got killed and I've tried pressing all of the controls and nothing helps

    help? D:

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  26. Is it possible for the user to reconfigure the keybindings - by editing config files or otherwise? I poked around in the .DLLs but couldn't find anything.

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  27. Also, a typo - the description for Spirit of Power says "Fires a huge clearing beam if you're compensating for something", not "...beam AS if you're..."

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  28. I'd like to play this through to the end but there aren't enough save points at the beginning. I died 3 times against the first couple of bats (I thought they'd have a set lunging distance like in Wonder Boy) and got sent back down to where you get the bigger jump. The 4th time I thought screw this and stopped playing.

    Also, spacebar for the most frequently used button in the game is kind of annoying. Keys are more responsive and not as clanky (new word).

    But good work! I want to play more and hopefully will some day.

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  29. Just got finished with the Oil pipes area, and it's looking pretty decent so far, Especially the caves area! Those ghost creatures are an amazing idea, though I was expecting them to Rush me and instantly snuff me, or deal heavy damage, not that strange red laser thing...
    Anyways I thought I might offer a few suggestions so far.

    The shotgun blast should have a slightly wider cone of damage, as there are a few times the little bunnies manage to somehow sneak under a shot, especially at closer range (maybe a little damage muzzle flash as well, so the cone isn't completely useless point blank?) This might also help with those little Castlevania birds that fly around, as they seem to be random and are a complete bitch to hit when they fly at just around head level. Those damned bats too.

    The infinitely spawning enemies can get annoying, and slowing down their spawn just a bit would be nice, but in the case of boss fights, a little more warning would be greatly appreciated, as I died to both the Massive bunny AND the Giant worm not by the bosses themselves, but by the little guys dropping directly onto me out of nowhere. this is especially frustrating with the worm since the player is more likely to stand directly below that spot to get the best vantage point when the worm is travelling the lower half of the screen.

    The tubes of oil have a frustrating glitch where if you are caught under one as it starts to pour, Derek gets stuck and continuously takes damage instead of being knocked backwards, with respect to hit invulnerability of course. On a similar note, in most of the spike mazes in the library, there are quite a few spots where failing a jump leads to at least 3 or more damage simply due to all nearby platforms being out of reach. a small set of landings on the far side of these rooms would help alleviate this.

    Finally, I noticed there are some odd spike/enemies placements around the game so far, might want to take a run through yourself and find a couple. I remember that one is on the way up the tower towards the worm, and it sits below a vertically moving platform. it's not really dangerous, but it makes the platform glitch out a bit when it gets to the bottom so it is needlessly difficult to get onto it. it doesn't hurt the player, the lift just kind of...reverses at almost exactly the same height as Derek's jump.

    Do I expect you to implement any of this? the glitches maybe, but I might be misreading your intentions with the game after all. Since this is a piece of entertainment coming from fabled video game critic Yahtzee, I thought perhaps some criticism of your game would be appropriate, and hopefully appreciated. I must admit, this is a surprisingly well put together leap from the old Chzo days.

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  30. I love the game so far (20%) - the art, sound and dialogue have a very coherent and amusing style, and I'm enjoying the story, but it is too difficult for me. Partly (mostly) this is because I'm clumsy and ham-fisted, and partly because of some design elements like not being able to shoot diagonally (green bat bastards I'm looking at you).

    I'm aware that the difficulty is intentional, but I think it could be modified by increasing the health drops from enemies - currently they are too infrequent. This would mean not having to restructure levels with more save points. Perhaps you could have different difficulty settings which change the number of drops? All w' t'up Nor' names 'n' such-like? "Pansie", "Gaffer", 'n' "Proper Lad"?

    Regardless, thank you very much for the game, I'm very much enjoying it when I'm not smacking my own head in frustration! As someone who mods/makes games in his free time as well, I know that it requires a lot of time, perseverance, and slog - so congratulations!

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  31. Welp, maybe someone here can help me ...
    I downloaded the game yesterday, installed it, tried to start it.
    Got a little box telling me that "an unexpected error occured while running the game" (which made me wonder if there are any EXPECTED errors).
    I use an old WinXP-Computer and I have two accounts, one with admin rights and one without and I know the non-admin has some issues ... so I changed accounts, tried to run the game again.
    Another unexpected error occured; so I thought "I'll just uninstall and reinstall this, maybe then it will work".
    But I couldn't uninstall it, because it's got a write protection. I removed said write protection, tried to run the game again, got about fifteen messages telling me that "OpenAL32.dll" could not be found and that I should try reinstalling the game.
    Then the game started.

    Fast forward to today. I tried the same, got the same "stuffs-missing" warning, then my old friend "unexpected error" returned. I tried removing the write protection, but somehow this didn't work.
    Tried reinstalling it (twice!), game still won't start.

    Now I'm sitting here, typing this comment, starting the game another time to check what exactly I'm missing (you know, the .dll-file) and the bloody game starts. But due to reinstaling it, my 10%-save file from yesterday is gone.
    I'm at my wit's end.
    Anyone any idea what my problem is?

    But what I've encountered from the game was pretty cool, very funny and sometimes excrutiatingly difficult. But that's what I like to have in a game, sometimes.
    So, yeah, keep up the good work.

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  32. At about 32% and loving it so far. Quite a nice break from my usual gaming venues.

    One bug problem: Sometimes when I fire my gun, I can hear the gun sound and see the muzzle flash sprite, but I don't think the gun is actually shooting. When this bug occurs, the gun "fires" but no bullet particles are released. I cannot see the white lines from the bullets and often the enemy I'm aiming at is unaffected. I'm not sure what causes this and it hasn't been game-breaking, but It has become a minor annoyance. The good thing is that when it occurs and is then resolved, it stays resolved for a long while. It usually appears when entering a new area.

    I just wanted to bring that to your attention. Keep up the good work!

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  33. How about a Kamikaze Achievement?

    If you manage to kill something while being killed at the same time you unlock it
    (with the caption: I'm taking you fuckers with me! lol)

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  34. Finished at 97%. Good game.
    Few things I'd like to mention:

    1. Why is there no option to turn off the music and the sound effects?

    2. Also, an option to configure the controls would be nice, because most European keyboards do not have the X and the Z button next to each other, but the Z swapped with the Y. This makes playing the game even more difficult.

    3. Why is there one power up with one particular key combination and 4 (?) that have to share a key combination? I never effectively used the 'Mines', but really could have used the 'Beam' and the 'Health' power up at the same time.

    4. Why is it impossible to move after being hit? Castlevania 2 did that 25 years ago and is still getting critcised for it to this day. Why still cling to that old design flaw?


    All in all I liked it, but I really feel that Yahtzee is capable of so much more. Why not work on that "Backward Leveling" game you wrote about in XP? Why not explore some new gameplay paths instead of re-hashing that worn out Metroidvania formula? I am absolutely certain that after having played and reviewed so many games, Yahtzee could come up with something extraordinary.

    "Pocher" certainly is good, but it really lacks a 'spark', something that elevates it and makes it special. And even though I liked the dialogue, the story is just not good enough (and too close to Lovecraft) to be that special something.

    But I still want to have your babies, Yahtzee!

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    1. I agree with a lot of what you said, but I had a few differences of opinion:

      I wouldn't say that the Castlevania-esque "fall back after being hit" mechanic is a design flaw. The reason Castlevania was criticized was because it allowed you to be hit immediately afterwards, and you could easily fall to your death. Poacher gives you invincibility for a short time after being hit and there's no insta-kill falls in the game.

      It's ridiculously hard to create a new genre. The most any single work can hope to do is warp a known genre into something else, because it's human nature to think of things in terms of stuff we already know. Most of the time the challenge isn't in defying the formula, it's using the formula to better communicate a new story or better gameplay.

      All respect.

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  35. The only glitch I have found that I don't think has been pointed out is that when you are on those platforms that go down because of your weight, if you die on them they continue to go down despite your body vanishing. Not bad just thought I'd mention it. Also Yahtzee, I know you hate when people try to tell you what to do but i think Gabe's next play could be this. I think that would be fun to listen to/watch...just a thought, thank you for making a quality game!

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  36. What am i supposed to do at the oil rig? I have gone to a room where four pipes drop oil on a platform and bellow there are two pipes droping oil on a green thing. I have stoped the two top, but i cant figure what to do with the other two! Help!

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    1. Never mind, found out that you can jump n the top of the four pipes. It's just a tricky jump.

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  37. Yahtzee,

    Why the hell aren't you milking Kickstarter? The US only restriction? I find it pretty hard to believe you couldn't wrangle something around that and/or just know someone half decent in the US to put it up for you.

    You know you have the fans that would throw their pocket money at any silver-lined turd you'd produce and since your games are quite un-turdish I'd be inclined myself to throw some dosh.

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  38. On the Kickstarter thing, yes! And there's IndieGoGo, which I believe let's you do it from just about anywhere.

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  39. Just finished it. The Abyss was -by far- the best part; the kind of thing I'd expect to see based on the kinds of games Yahtzee likes. The library was a really odd difficulty spike, though, although it is possible it only felt easier after the library because of how overpowered the healing spell was.

    No idea how to unlock that "secret ending", though. Unless it's referring to the bad ending and there's actually only two endings. I doubt that's the case, though. Maybe I just need to 100% it? Shrug.

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  40. Finished the game today, had a ton of fun with it! The Dark section of the game was very memorable, and I thought the boss battles acted as boss battles should, a good summary of the new skills you have learnt from that section. I also loved the boss battle music!

    You definitely didn't make the last stretch easy, but the story and relatively tight gameplay convinced me to tough it out.

    Mossbats are rage inducing :)

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  41. Bug report: When Gamey attacks you in the beach area after leaving the forest, if you run off screen and then come back the cutscene doesn't trigger again and you don't fight him.

    It's a fun little game, but it's missing a certain something and reading all the bug reports above, I think you need some better quality playtesters, preferably not friends or fans.

    Now to try and finish the bloody thing.

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  42. 35% now, I've yet to figure out how to survive the giant jellyfish boss, but I've played enough for today.

    Very good game. Better than most 2D platforming game I can remember, though I haven't played that many. Varied environment, fun boss fights, challenging platforms. It makes me rage a lot when I restart the same passage for the 39th time (I'm talking about you, evil Library), but I know the game is intentionally requires trial and errors until the passages are known nearly by heart.

    Congratulation for this one-man-made game, it's awesome. I haven't experienced any major bug, except maybe that sometimes the cone of fire from the shotgun goes right through enemies and does not kill them. But it's not that big of a deal. Also, sometimes, during cutscenes, enemies will still move around and might hit or kill you while you're defenseless.

    I don't find the bats annoying at all, after 30 minutes of gameplay, they stopped surprising me. Just the infinite zombies from the library, sometimes jumping right in my face as I am about to exit the hedge of the screen can be very annoying. Or lending on my head as I am making a jump. But again, it's a trial and error type of gameplay, the second time you pass, you know how to position yourself to avoid them.

    As if it wasn't clear enough, I really enjoy it, even though I was raised with 3D games through the N64.

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  44. In the Spirit Mines, loving the game so far. However, noticed another bug - if you're down to one grenade, and you throw it, and press the grenade button again while that first grenade is in the air, you can actually go into negative grenades.

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  45. Finished the game with Bad and Good ending. It was enjoyable, although the exploration and backtracking often feel like a chore (for example the sloooow elevator from Spirit City)
    - maybe some more music would help?

    Could you make it so the map would show, which secrets you have already found?


    Kinda expected neutral ending, where you leave Rebecca in the Abyss. Any clues on how to find Secret ending?

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  46. An alternative pussified version (or difficulty settings) would be broader the game's audiance too, for more casual players. I wouldn't decrease the original's difficulty at all, its perfect as it is, but create difficulty choices for players would be for the best.

    Suggestions for a pussified version: higher health/grenades drop rates, slower respawn rates for continuously respawning badies, slightly longer breath underwater, slower movement speed for some badies, etc. That would considerably reduce difficulty, without maybe too much scripting and still keep places like the library very challenging.

    For a first play through, I'll do it the rough way, but if I'm to do a second playthrough for exploration, I'd probably want to do it on an easier and more forgiving version.

    As for achievements, here are some suggestions. I can't write at all in that kind of scottish?? speech that the character uses. They'd probably make better titles in such speech.

    Hitchcock no more - Kill 50 birds.
    Can I fly? -Fall X feet (like in the Kingdom early in the game, where you can fall down a huge drop and survive, it would require a long backtrack)
    There's a hole in your wallet - Get 60 coins within the same room, without exiting it
    Some cute bunny slippers : Kill 250 bunnies


    Don't throw rocks on me for the bad titles!

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  47. Well, I'll play it. But as it's from GameMaker, I'll be holding it to the standards of Iji! And that's pretty high on my list.

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  48. Me again, Back with another wall of text!

    just finished with 100% completion, good ending, and I have to say that it was a marvelous little game despite some little niggling flaws. The story was great, not too in my face, but there enough to drive me forward, though the exposition dumps from the Bleminig lady could do with a skip button, since they are pretty long.

    a couple more bits of advice coming froma guy who hasn't ever made a game, but plays a whole lot of them:

    A) That ending climb with the grenades coming from the bottom is just irritating. I would have preferred the wall of *Spoilers* chasing me instead. The grenades have this terrible tendency to come up from the bottom right below Derek or the platform he is on and knocking him off without so much as a second to do anything about it, and reclimbing that pit twenty times to fall all the way to the bottom just really saps all dramatic tension that had been built in the scenes before, until the escape in not a relief, but a "Fucking" relief.

    B) Screen Transitions that aren't at the extreme edge of the screen can be walked out of when done carefully, or by accident in my case, and this lets Derek roam free about the level geometry. Not really terrible, as continuing into the black exits the screen, but it's a bit funny. might even be able to use it to hide a secret.

    C) Due to the order I nabbed the Artefacts, I seemed to have obtained the "Spyrite shot" out of sequence, and basically rendered the upgrade useless except for treasure hunting... maybe a little bit of prodding to go there first would be helpful?

    D) The Skills... are dandy and all, but the only one I ever wanted/needed/was helpful was the exchanging of spirit bombs for health. Everything else just seemed like eye candy to me, since the bosses damage delay nullifies extra hits anyways, and the charging is just difficult to do while running and shooting instead of tapping quickly for a grenade. add a third buttong ( I suggest "D") for some of the extra abilities and they might get more use.

    E) Make Derek have that shotgun over the shoulder and hand in his pocket graphic from the credits as an idle animation. It really drives home the whole relaxed Mindset that Derek seems to constantly be in. It also happens to make him look badass.

    That's everything that is coming to mind now. It is 4 AM as of writing this after all, and I'm going to have a go at the secret ending. I'll probably have more some other time, and I'll get to take satisfaction in the knowledge that I probably made you say "Oh for god sakes just shut up."

    Until then, I'll be looking forward to sequel or successor, because Derek and Rebecca are great characters!

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    Replies
    1. I feel your pain. I did the Forgotten City (?) without the Spyrite Shot, and was forced to use grenades the whole time.

      The Spyrite Shot isn't useless after the Forgotten City is completed, though - it seems to make the shotgun quite a bit more powerful against enemies (spiders that previously took 2 shots take 1, shelled creatures that took 3 take 2, etc).

      Delete
  49. Played through this last night, finished with 100%. I liked it! Thoughts:

    The controls feel good, for the most part. The only exception I'd say is the double jump; having to shoot downwards to do it has some interesting effects (like having to pay attention to timing so that you can actually shoot the right thing), but it took a long time to retrain the muscle memory. Especially since you can't jump while holding down, so I spent a lot of time in the forest falling off the end of ledges.

    Everything does 1 damage when you get hit, regardless of where you are in the game. This means that difficulty is always just a matter of how much health and maneuverability you have, ie. the game gets easier as you go along. You get to make your HP in mistakes between each save point, and that's it; no wonder everyone thinks the healing skill is the best one! Metroid and Castlevania both have health totals in the hundreds; as a result, there is really granular control over the damage that enemies do. Normal enemies at the start might do 5 damage out of your initial 100, while the big obvious special attack of a later boss might do 100 on its own if you don't avoid it.

    Although it's presented as non-linear, it's pretty clear that there's a preferred order to do things, in retrospect. Once you complete the oil rig you can get to all three of the artifact locations, but having forced my way through through the ancient city without a working shotgun, I can't really recommend it.

    I have a suspicion about how to get the special ending, although doing it is going to be a real challenge – what happens if the Abyss doesn't have any material to throw at you? I'm not sure how you could get there without killing any rabbits, but I think not touching the zombies is doable, and maybe there's a way to not shoot Gamey...?

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  50. @Mike - You can kill rabbits, just not innocent ones...

    @Yahtzee - If you enter the abyss with only 3 grenades and health, you won't recover any grenades during the fight with the King (where you get Rebecca back) and so are trapped in the room.

    Also, please don't remove the ability to fall through the right side of the screen- sequence breaking is pretty awesome.

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  51. I don't know if this is happening just to me, but I can't shotgun-jump properly to the left, just to the right. For some reason, if I'm holding left and down at the same time, the fire button doesn't work. So I have to jump left, release left in midair, fire down, and then start moving left again. This makes me jump only about three quarters the distance that I should, and it's completely impossible for me to reach some things like this, like trying to climb the rightmost part of the elevator tower, for what I think is a health upgrade.

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  52. Just finished the game for a second time. I experienced some of the "bugs" that people have been commenting on on my first playthrough. The second time I either got used to them or I knew where everything was and how to manage through the levels that none of them apperead once again.
    The frustrating bits (plataforming while being chased, timming to avoid getting hit by an enemy, etc...) are like they should be, irritating but challenging enough that you keep going instead of quitting.
    This is the most fun I've had with a videogame lately. Good enjoyable fun with a nice told story and endearing characters.

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  53. once more.

    Found the secret ending you sly bastard (Here's a hint, white bunnies and slaves weren't the only things you probably shot for no reason.)

    The secret boss is kinda...long... I'm afraid to say that for a secret boss he was more tedious than challenging. I can no-damage the first two forms now, and it still takes for bloody ever. It's terrible that my computer is hooked up to a Plasma TV, because now I have a burned in pair of Eyes staring back at me whenever the screen goes white or black.

    Also, you might want to play with the coding for the Eyes as well... sometimes by luck there seems to be a dominant eye which will attack pretty much constantly with the swirly shots, which means the only way to get to it is to basically tank hits and hope you can kill it first.

    And for everyone who's having problems with the shotgun jumps, I have some terrible, terrible news for you about this boss.

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  54. Just about to take a second run at the final boss, and I have to say this game is a delightful blend of Zeliard and Lost Vikings. But I am biased, if you can count the pixels in a game I am going to adore it.

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  55. Bug: When you are in Abyss, when the king apologizes and the floor disappears, it is possible to run left and make the jump. When you exit the room and return, the dialog does not reatart and the game cannot be finished.

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  56. This comment has been removed by the author.

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  57. Secret ending down! Pretty amazing boss- I was completely stuck on the last part, then a method came to me when I woke up this morning. I was terrified he would have another form, though (phew)

    Final thoughts:

    -Great Library was kind of annoying; stuff falling on your head is rarely fun.

    -Double jump is *incredibly* satisfying- target shooting up through the forest is probably some of my favourite platforming in any game.

    -Played with the X-box controller. Pretty great, certainly not as glitchy as the readme suggested. The only problem I found was that changing directions too frantically would confuse the game and cause inadvertent moonwalking.

    -Playing through the underwater area both with and without shotgun was a joy. Also going through the mines while taking out enemies with either one or two shots. Both of these require radically different playstyles depending on when you attempt them. Good call. Going through the dark areas seems separate from this though, being largely the same whenever you attempt it. Not really a fault, but seems like a missed opportunity, maybe? Or not? I don't know.

    -Scrolling text. WTF.

    -It may be too late for this, but I'm going to reiterate: *please* don't remove the falling through the right side of the screen. It's a small enough area that you pretty much have to try to do it.

    -I know nothing about game-maker or making games in general, so this might not be possible, but more save slots would be greatly appreciated. Also, the save room is pretty cool, but the thought that I might overwrite the wrong save terrifies me.

    Anyway, this is starting to feel like a list of demands and I'm starting to feel like an entitled jerk. To whatever extent you decide to support the game from here, playing it is a really great experience. Well done.

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  58. Stopped due to Oil Rig. No idea what to do after getting a ways through. Any advice?

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    Replies
    1. When you open your map with the M key, your next destination has a red X on it. At the Oil Rig, you must get an artifact that lets you sink in water, therefore allowing you to proceed to either Crystal Tombs, Webweave Jungle or Sunken City. I would recommend going to Jungle first...

      Delete
    2. Are you saying I need to go to Jungle before I can finish Oil Rig? I can't get to Jungle.

      Delete
    3. Your description is a bit imprecise, are you stuck with the oil rig unfinished or completed? Have you had the swimming upgrade?

      Delete
  59. Excellent game! Working on the third ending, but might have to postpone that for tomorrow...

    I encountered two bugs: the one where you get stuck in falling oil, which was mentioned above too, and [spoiler] one during the first stage of the secret boss, where Rebecca would stay out constantly and use my Heal power, even after the fight, immediately converting the mana pickups into health. [/spoiler]

    On my second and third playthrough, I found you can skip almost the entire target range section. Guess it's a feature, and one I much appreciate, since I died about 1000 times in it during the first playthrough :)

    Also, the game is hard! Keep it that way :D

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  60. Regarding some comment above, I do not agree that the game just keeps getting easier and easier. The target-shooting forest climb was a fun nightmare, I didn't die often, but I wasted more time there than in the library.

    And just after the forest, the crystal mines, are FULL of enemies and hazards(freakin bats, purples eyes shooting homing balls, millions of spikes, flipping platforms, etc), if it wasn't for a health bar twice as long as when I was doing the library, I wouldn't be able to get far at all.

    You still get only 1 health point down per hit, but you get hit twice as much. With 7 health points, the library would've been so much easier than it was. Crystal cave would be sooooooo difficult with only 4 health points. And you can't just waste all your grenades away in healing, cause sometimes its a lot more efficient to blow to hell those blue spiders than try to time your jump from a moving platform with spikes beneath you...

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  61. I really enjoy the game and I think it's fantastic that you are both a critic and a developer.

    That being said, If you really want better feedback on the technical aspect of the game I'd make it open source. Giving people the ability to download the project and take a look at it could really help us help you figure out how to make it function better and be more efficient. You can often identify what is wrong with a car by listening to or driving it, but if you really want to solve the problem you need someone to look under the hood.

    The game is freeware so I don't see why you shouldn't.

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    1. He doesn't need to worry about making the game more efficient (if it runs fine on my computer, it'll run on anything) and there are few issues with the game. Open sourcing a game that's already completed isn't going to help that much.

      On the other hand, making a game open source allows people to modify it in unexpected ways, taking away the developer's control over the game and allowing others to play with their idea. This can be a good thing, but it can lead to the original material being degraded by people with bad ideas or bad intentions.

      I'm an aspiring indie developer and I've thought a lot about open source. I've decided against it for the reasons I gave, but that might just be out of fear of people making parodies of my ideas.

      Take my opinion as you will. I haven't released a game, so I have no experience in the open source vs. closed source debate.

      Delete
  62. What a fantastic game! This has been the most fun I've had in a very long time. :D Thank you very much for making it - I'm keeping a copy of this, as well as alerting others in my gaming circle about it. 97% - GRR. I need to go find that last 3%. I enjoyed the gameplay challenge, and adored the story. I hope you continue creating games, as a hobby or professionally.

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  63. My only thoughts right now...

    THIS FUCKING OIL RIG! GAAAAAAR!

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  64. This is amazing! Hardcore, but so rewarding!
    I forgot the last time I swore so much at a library ;) Fully trough the game, need to figure out how to get the sad ending though.

    I'm not sure if it's a glitch, but when I got the the shoot'n'jump part of the forest, combination of left+down+z didn't work, however, right+down+z worked perfectly. I switched to the num pad (why not make it more complicated? :) and it worked fine there.

    Also, not a bug, but pretty annoying: when you walk into new screen, Derek stops and you have to press left or right to keep him going. This especially sucked during water missions.

    Overall, I was hooked from first seconds and these 6 hours spent playing were amazing!

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    Replies
    1. The same thing happened to me, except right+down+z didn't work, and left+down+z worked fine.
      To elaborate, pressing down while walking to the right prevented me from jumping, and jumping to the right while pressing the right button prevented me from aiming down.

      I don't have a numpad on my laptop, but switching the controls to WASD seemed to fix it. I tried other button combinations, but WASD was the only one that seemed to work.

      Personal note and spoilers:
      I hadn't thought of messing around with the controls until I got to the final run of the game past ghost dad. After much fury, I had managed to get through the majority of the game by perfectly timing my jumps by letting go of the right directional button and pressing the down button midair thereby losing most of my momentum. Many times I have to wait for Derek to switching to his down-aim position, which has a bit of a lag delay, in that split second.

      I got to the obstacle course in the abyss and gave up. By then, I started messing around with the controls when I discovered the WASD combination, but it was waay too late for me to re-learn the entire moveset flipped around.

      For reference, I think by the time I got to the shot-jump, I bought the rubick's cube, money scroll, black sausage, soul grenade, and health spell upgrades.

      Delete
    2. This part is a hardware issue. Many cheaper keyboards are designed to only allow a certain number of keys to function at the same time, in order to keep the amount of circuitry down to a minimum. If you want that fixed, buy a better keyboard.

      Delete
  65. Thank you for putting the best ending in there, I loved that last boss fight (the music really made it).

    Was leaving out an autosave after you beat the last boss and have to rise from the abyss intentional?

    Also, the top of the rock things at the end of the game (they are only there on the best ending) overlap Dereks' body, but not his legs.

    I'm not sure if it is just for my computer, but holding "X" then pressing and holding up and fire, after a few shots causes your spirit ally stay out after you let go of all the buttons.

    Likewise, holding down X when going into a talking sequence causes the spirit to stay out as well.

    I did not think of using the special weapons the first play through, and the second time I tried them on a few bosses and
    firing the shotgun repeatedly seemed more effective half the time. You may want to either lower the casting cost, or let the player switch between weapons during gameplay if you want them used, as loosing the healing powerup doesn't seem like a good tradeoff.

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  66. Speaking as a long-time fan of the Metroidvania, I think this one will be remembered as a shining example of the genre. Good show, Yahtzee.

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  67. I've played further in the game now. And my measured response is...

    AAAARGH! THESE FUCKING MINES!!!

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  68. Instead of installing it, I will extract it using 7zip and see what happens.

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  69. seems to run just fine as a stand alone exectuteable

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  70. So I was reading comments on YouTube to get an impression on how people reacted to Poacher now they had a chance to play it, and what I found was proof en masse of Sturgeon's Law. Having played through the game and being an opiniated sod pretty much just like the rest of the anonymous blokes on the Internet, I thought "credit, where credit is due" and wrote the following (too long for YouTube apparently, so in hope the master himself will give it a read I post it here. On his blog. One can always hope!)

    So to start out with, I will digress. The first game I played made by Yahtzee was Trials of Odysseus Kent. I did not really care for the gameplay (I never do) and the story had a few holes in it, but it was a truly funny game, although tied together with a string of logic as hard to follow as the old Tex Murphy games (I'm looking at you 'Under a Killing Moon').

    Following that I played 1213 in hope of more brilliant humour, boy was I wrong. Rather than having a great sense of humour, 1213 was one of the best written games I had seen in a long while (Oy trolls! I said "one of the best", not "the best"!). The story is well-written and the characters were immensely characterised with lots of depth and emotion.

    Following that I sunk my teeth into Chzo's Mythos. I did not care for the gameplay that much, but the characters were well-made, the story well-written (although that the combination of stick, salt and teddy bear should constitute a carcass homing device is a bit hard to believe in any setting, but questioning the reality of game narratives can be a slippery slope) and the puzzles were entertaining with the unique Yahtzee humour always present at the right moment, but never the wrong moment. An easy observation is, Trilby is a character close to Yahtzee that he has spent a lot of time on polishing.

    Let that be the end of my digression (and loveletter to Yahtzee apparently - by the looks of it) and move on to Poacher. To quote the critics master himself: "Yeah, it's pretty good". The gameplay is infuriating at times with a difficulty curve fluctuating wildly like a rollercoaster and the mossbats deserve special mention for being the most annoying of the annoying mobs.

    I hear people banging on about the game design and graphics being bad, but I don't see it. I thought the world Yahtzee created had a certain charm with mob design varying from unnerving to outright cute and diverse themes for each part of the game easily recognisable to anyone. I guess here one could post a snide comment about lack of imigination creating the need for Crysis-like graphics - to cheese off the trolls?

    The story of Poacher (I guess I cannot hedge around this any further) is very comprehensive compared to that of Chzo's Mythos, but equally as complex and deep as the story of 1213. The juxtaposition caused by the seemingly stereotypical and stoic Derek Badger and the emotional Rebecca creates the unique Yahtzee humour ever present throughout the game along with their part sarcastic and part naive interactions with the well-characterised various other NPCs throughout the game. Yahtzee has and does still to this day make a good case for weaving exposition into the narrative of games and in Poacher, Yahtzee achieves this well. After lengthy runny-jumpy-shooty sequences a few breathers, albeit optional, in the form of text-dumps are scattered throughout the game, but these feel like a much needed breaks rather than a forced stops breaking the flow of the game.

    In summary, I do not know. My train of thought left the station several paragraphs ago, but I think what I wanted to say was, Poacher is a charming, atmospheric, funny and well-written free game you should not miss out on if you play for story and an - at best - mediocre game if you do not give a toss about story and just want entertaining gameplay, in which case playing Poacher is like wearing shutters or shades during a tour of an art museum.

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  71. Bug note. If, during the second part of the secret boss, if you jump off of the platforms just before the boss pops up, the death music is replaced by the boss music which keeps playing until you return to the front screen.

    Side note, perhaps on easy mode you can include an auto-save between these two portions?

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  72. HELP!!! I'M STUCK!!! I just finished killing the giant skull boss but i don't know what to do now. I read somewhere that you get a double jump upgrade, that would explain why there are certain places i can't get to by jumping like the ice platform next to the guy that sells stuff. What should i do now? Does that upgrade exist? where can i get it?

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  73. Now that I've joined the Mad Bastard Club, bug report time!

    Actual Bugs!
    If you hold up, fire, and grenade, while you have healing grenades equipped, the game throws the same exception as that "too fast" grenade bug from 1.0:

    ERROR in
    action number 1
    of Step Event
    for object egotop:

    In script grenadescript:
    Error in code at line 52:
    if(gg.type = CH_PEACE) gg.goaway = 1
    ^
    at position 10: Unknown variable type

    On the screen where you exit the escape pipe after the jellyfish boss, the left wall of the large vertical pipe in the upper right corner of the screen isn't solid at the top, and you can swim right through it. You can sink off the bottom of the screen by going down, but if you go up, you get stuck in the very solid pipe on the next screen and have to re-load.

    Graphical Glitches!

    When facing left and aiming down, Derek has no firing animation, unlike every other orientation.

    Derek's legs are on a much more forward layer than his torso, and if you stand on top of certain other sprites (spirits, wormclods, and moving platforms in the Spirit Realm), Derek's legs will be on top of the sprite but his torso will be behind it, making it look like he's stuffed a ghost in his pants.

    Mostly Irrelevant Clarification!

    It'd be nice if the Bloody Hell (3-heart challenge) achievement specified that you need to get the Good ending to earn it.

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  74. I am thoroughly befuddled. Installed the game, but every time I open it, the guy on the main screen just automatically runs left and looks up as if left and up are being held down, and pressing other directional buttons does nothing to change this. I can't do anything to close the game so I have to End Process it in Task Manager just to exit out of it. Then, from that point on, multi-touch and the scrollbars on my touchpad don't work. Every time, without fail, this happens. I've tried messing around with controls doc to see if that would, but no luck. Setting left and right to the same button at least got him to stop running, but he looks up even if i set up and down to the same button. Tried different compatibility settings, reinstalling, nothing changes. I can't be the only one having this problem can I? I'm really at a loss as to what's causing it.

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  75. Wow, having not played retro games in a while, I forgot how much they kick my ass. Thanks for the refresher Yahtzee.

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  76. I know this is stupid but... How exactly do I download this game? I can't find a download link.

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  77. This comment has been removed by the author.

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  78. Well, never mind, I got my head wrapped around that. What a great game. Now I'm actually planning on going through the whole thing, again, because of all the winks and nods. Lots of great fun. I don't think there's any "artificial difficulty" (Tricky, jayisgames.com) at all. Everything seemed pretty straight-forward platformer with jumping puzzles just shy of malicious. The fact that I'll play again says a lot -- the last platformer I bothered to replay through was Castlevania: Symphony. The game also has me intrigued by the engine.

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  79. Bugs!

    Dialogue - Even if you don't chat with whatsisface, later on when you run into him you say "I thought I told you to stay in the village". Maybe you could use a boolean to make an alternate dialogue?

    During final fight, holding grenade to refill health while also firing upward (2 grenades left):
    ------cut-here------
    ERROR in
    action number 1
    of Step Event
    for object egotop:

    In script grenadescript:
    Error in code at line 52:
    if(gg.type = CH_PEACE) gg.goaway = 1
    ^
    at position 10: Unknown variable type
    ------cut-here------

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  80. Inconvenience:

    Maybe you should make cinematic scenes interruptable for the purpose of quitting the game.

    Any game where: I have to force the game closed because I don't want to (1.) play one more iteration, tonight (2.) sit through the fairly lengthy cinematics and animations leading up to the next opportunity to quit the game; is likely to get a little tag, "don't open me, again, it wasn't worth it last time, what makes you feel it'll be worth it next time?"

    What's worse, if I don't feel like engaging in the final battle any more, I can't even force it to close. Closing the window doesn't bring up the courtesy "this window isn't responding, would you like me to force it to close?" message from windows. Probably because it's completely operational in how it's robbing me of my chance to close it and shut it down until it gets done slowly drafting me into a godlike difficulty of assault.

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  81. rolandoftheeld already mentioned this, but there's a bug where you can get stuck in a large piece of wallpipe. Here's a pic to illustrate: http://25.media.tumblr.com/tumblr_m6y6ratr9v1rahy01o1_1280.jpg

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  82. Finished the game earlier this week. It was spectacular. I'm glad to see that you hold yourself to the same exacting standards you hold every other game designer to in your reviews.

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  83. Everyone's bitching about how hard the game is. Fuck those guys, I just beat it ("good ending," considering 3hp challenge...), the difficulty was refreshing.

    As far as critique goes: 1 or 2 more weapons would have been nice, some more item types to make exploring more worthwhile would be nice, and the backtracking in the last half hour of the game is tedious. That's it. Great game.

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  84. great game with rewarding difficulty, on the library level sometimes on the falling benches, you will fall straight through them but thats the only complaint.

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  85. This comment has been removed by the author.

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  86. Either my computer is shitty or I need to download something I'm unaware of or maybe... this game is not Mac compatible? Have you played machinarium?

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  87. Loved it. Got 100% on my first run (The map to the secret areas was a nice touch) so I'll have to replay it for the bad ending, as well as the secret ending.

    The difficulty curve was a bit uneven at first (And yes, I did the underwater section without the shotgun upgrade) but I got hooked as soon as that worm died (Yes, the library...)

    Now, while playing the game, I had the Let's Plays playing in the background, so I could curse at your voice whenever I died a horrible (yet surprisingly non-flaming) death.

    Which brings me to.... What about a developer commentary as in your previous games? I'd love to learn about your thought processes during development. (Disregard this if the secret ending unlocks it or something)

    Oh, and... Fucking mossbats!

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  88. An impressive share, I just given this onto a colleague who was doing a bit analysis on this. And he in reality purchased me breakfast as a result of I found it for him.. smile. So let me reword that: Thnx for the deal with! However yeah Thnkx for spending the time to discuss this, I really feel strongly about it and love studying more on this topic...kizi

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  89. I have to say, I have played each and every one of the games you have come out with Yahtzee and have to say that I check this site for new ones periodically, even though I know you had stopped making the games. I thoroughly enjoy all of these games, and can't wait to play Poacher.

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  90. The hit detection on the shotgun seems broken to me. If I fire my gun at a rabbit standing on the same platform as me, half the time it seems to just do nothing. I've tried it with them both sitting there, and hopping, with the same result. It seems like a neat game based on what I've seen, but I can't get past that rabbit swarm after you see the dark one, because I don't have time to take multiple shots at each rabbit, hoping for them to work. It's just for the evil rabbits, by the way, no problems with the normal ones or the bats. It might just be a problem with that room. Either way, it renders the area nigh-unwinnable.

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  91. Hey,

    Would you consider playing through one of your games on youtube and doing a commentary on the design decisions done while making the game? Something like a developers commentary, only in a let's play form. On poacher maybe, as it would be interesting to hear.


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  92. Has he made his supervillain sandbox yet?

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  93. Here's an interesting little glitch. In the room between the dark realm and the great city. When you try to enter the dark realm Rebecca gives you the "I'm too much of a baby to go in there" dialog and forces you out. However, if you get two of the floating worm blob projectiles following you and start the dialog, but don't click through it, the blobs will hit you and knock you through the door. Unfortunately, at this point you're totally stuck, unable to move or even quit to the menu. The game isn't frozen, but input seems to be ignored.

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  94. Hey, found another bug. During the scene were you're sent down into the abyss, right after the king says "surface dweller...forgive us" it is possible to jump back to the platform near the spirit guard before the one under you collapses. If you leave the room and come back, the floor reappears but the event will not trigger again causing you to become stuck. You cannot go back as the wall kick appears to stop working.

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  95. The other thing that appeals to me about the concept is that it can be done a lot quicker than a Zero Punctuation, so I can be a bit more topical with the humour. Ho yes, I'll never be caught short by a news trend again. Last thing I need is something like Margaret Thatcher dying and me not noticing. elo boost
    lol elo boosting service

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  96. Okey-pokey, late to the party but I only just downloaded Poacher. And I love it, huzzah for Yahtzee as ever!
    But...26% of the way in, after our compacty lass and I encounter a couple of Dark Ones and then a giant purple worm/anglerfish thing comes on from top-left, I get a CTD every time. It encounters one of those pesky unexpected problems and karks it.
    Any thoughts, Yahtzee or similarly useful person?

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  97. Correction "Tha's Got Wrong End Of Proverbial"

    there is no t' for "the" a common misconception - it is used for "to" as in "ahm goin t'shops mother, d'ya want me t'get yer owt?"

    (owt = pronounced oat)

    Thanks :) The Colloquial Grammar Nazi

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  98. I've got a rather big problem with this game, when I start it up, it starts taking more than 300 MB of memory, which is unacceptable for a game of this kind of graphical quality.

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