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"Imprisoned" released

Posted: Sun Mar 23, 2008 11:08 am
by gugusm
"You, Gallathan the Knight, wake up with your 8 companions in a square room without any door or windows. You don't know who and why imprisoned you here. You can't even recall what had happened before you fell asleep. The only chance for you is to follow some instructions engraved in a stone tablet, which you held in a hand when you awoke. That's how your nightmare begins..."

My new solo/coop map "Imprisoned" is ready to download. You can grab it from The Tain:

http://tain.totalcodex.net/items/show/imprisoned


You can also check out my trailer which I've already uploaded before, to have a view of how this map looks like:

http://pl.youtube.com/watch?v=YTHsfrgVVmQ


Enjoy!

Posted: Sun Mar 23, 2008 1:30 pm
by William Wallet
'Releasing' something called 'Imprisoned' is so cool :)

I'll have to try this in the mornin', good job getting it out matie!

Posted: Sun Mar 23, 2008 7:38 pm
by gugusm
Thanks, hope you'll like it.

Posted: Mon Mar 24, 2008 11:50 am
by pompey
Having a great time with it already!

I'll get my crew together and we'll try some coop in the next few days. Well-constructed and quite creepy. Thanks for the hard work, gugusm!

Posted: Mon Mar 24, 2008 12:34 pm
by gugusm
Thanks Pompey :)


NOTE: posted link will direct you to the version 1.1, the previous one had some little bug (or just detail that I changed already), so if you can, grab the newer version. Sorry and thanks :)

Posted: Tue Mar 25, 2008 1:08 pm
by Anthson
About how long should it take to complete?

Posted: Tue Mar 25, 2008 1:34 pm
by Baak
Anthson wrote:About how long should it take to complete?
I did it in about a week on Timid.





j/k ;)

Posted: Tue Mar 25, 2008 1:53 pm
by gugusm
Hehe, about half an hour, but it isn't Mazz style, where you're defending all the time, here you have to move all the time and the gameplay is hmm... crazy I'd say.

Posted: Tue Mar 25, 2008 1:56 pm
by vinylrake
gugusm wrote:Hehe, about half an hour, but it isn't Mazz style, where you're defending all the time, here you have to move all the time and the gameplay is hmm... crazy I'd say.
_half_an_hour_? I seriously hope you are kidding. I've played it for over an hour and only passed through two of the 'checkpoints' and less than 1/3rd of the cells.

Posted: Tue Mar 25, 2008 2:49 pm
by Tireces
Gugusm is right Vinyl - it took as around 30 - max 45 minutes to beat in coop but when I played it alone (singleplayer mode) it took way longer (on timid btw :P ) couse I used a lot 1/2 and 1/4 speed and saved after every room - this for sure ate some time.

Posted: Tue Mar 25, 2008 4:23 pm
by vinylrake
Tireces wrote:Gugusm is right Vinyl - it took as around 30 - max 45 minutes to beat in coop but when I played it alone (singleplayer mode) it took way longer (on timid btw :P ) couse I used a lot 1/2 and 1/4 speed and saved after every room - this for sure ate some time.
WHAT? You can SLOW down a game while you are playing it??!?! OMG! U CH337R!

heh. I wasn't going to mention how much of the game I played at 1/4 speed. But now that you mention it, I guess a 1 hour session could be like 20 minutes of elapsed game time.

Posted: Mon Mar 31, 2008 1:37 pm
by Anthson
I played through two rings. Really neat concept. I enjoyed it. A few suggestions:
  • Modify terrain height for some encounters inside the squares. The flat surfaces can get tiresome along with the repetitive scenery.
  • Rewrite the narrative and flavor. Looks like this area was the one paid the least attention.
  • Add more narrative to the in-game environment. Story is good!
More when I get a chance to complete it.

Posted: Mon Mar 31, 2008 9:16 pm
by ditwidget
Love the game..... how about allowing Heron knight to pick up
the fallen healing roots. After all are they not the spoils of war.

Lots of fun!

Posted: Mon Mar 31, 2008 9:45 pm
by vinylrake
ditwidget wrote:Love the game..... how about allowing Heron knight to pick up
the fallen healing roots. After all are they not the spoils of war.

Lots of fun!
I have been wishing the same thing. That and I've wished more than once that duffs could pick up satchels.