Woah, just looked over what I've written - my apologies for the long post
Also, this whole post (yes - all of it!) contains spoilers, so it'd be best to play through the game before reading.
Quote: "haha, nice ending"
Thanks
At one point I wondered whether I was making it too fun, with the flamethrower in the last level and everything, and moving too far away from the basic concept of the game. But I think the ending tied it all together surprisingly well
I sort of put it together, watched it and went "phew!"
Quote: "You could definitly use another font"
Hmm, now that you mention it, that's not a bad idea. I was going for a kind of retro look, with all the sprites and the low resolution, so the DarkBasic font made sense, but I could look through the free fonts websites and see if anything jumps out at me.
Quote: "Yeah, it takes too long to fill the blood-thing and i think it would be more fun if you wouldnt have to reload so often"
Yeah, in retrospect the blood-o-meter takes too long
And I could easily change the clip size. I wanted to force the player to actually read the text (hence the really strange reloading system) but as long as they read the text a couple of times and understand "okay, this isn't very nice" then perhaps the "concept" of the game still holds? And, I admit, the gameplay isn't *that* fun after a while, so anything that makes it flow better might be a good thing.
Quote: "The shotgun and the rifle didnt feel very "brutal""
Hmm, I could change the sounds and make them louder and more explosive or something - maybe increase the bass. I'm not sure if I could do much gameplay-wise, though: if this were a FPS I could cause the camera to jerk upwards violently with each shot, but that sort of thing doesn't really apply here...
Quote: "I felt a little guilty, kind off"
Excellent! I wasn't sure if the game would cause *any* kind of guilt. Even if you then went off and played Child Killer 6 (okay, I jest), just the fact that this has made you think just a *bit* is an achievement for me!
Quote: "The backgrounds where very nice and also the classic background music"
Thankyou! I did all the pixel art myself; I wasn't really sure if it'd turn out okay since I've not done anything like this before. The classical music in the first level is all Mozart: the slow choir piece is "Lacrimosa" form Mozart's Requiem, and the faster piece with the full orchestra is Mozart's Symphony number 25. I thought it was appropriate for that level.
Incidentally, the music for the 2nd and some of the 3rd levels was from NGXMusical's site:
http://www.soundclick.com/bands/default.cfm?bandID=629296 It's rather good, I think.
Quote: "The flamethrower rocked! Nice light-effect man!
Gooood menu"
Haha, yes. I remember watching the flamethrower from the Scorpio episode of the Simpsons where Scorpio flattens an entire platoon of GIs from 20 feet away, and thinking "why do flamethrowers in games have only a five-foot range?" I thought that a weapon like that would fit right into the Id level. It was a *lot* of fun to make!
The menu kind of came into my head fully formed. I already had the "you MUST kill things" idea, so it was a logical extension of that. I think it worked out quite nicely
Quote: "i like this kind of experimental game better then 10 wannabe-commercial-game clones.
-Concept-games are (nearly) always good, i think you should stick to this and do another one with the same theme
Very nice! "
Thankyou - and I also think that games which try to break the mould and perhaps make you think a little are worth 100 "let's kill some Nazis" games. Yes, they can be fun, but it's a shame games aren't being used more experimentally.
Quote: "didnt really bother me though cause I beat it first try without dieing"
Yeah, Valle's right: there's no way to die. You just get knocked down, which is why I didn't bother fixing the bug where police shoot at you from off-screen. I was kind of sneaky, putting in that "TOTAL LIVES: 1" thing at the bottom, but deliberately wanted to challenge the typical platforming idea of lives, and give you just the one life, which you then of course lose right at the end. The whole game is basically putting a horrible, unspeakable situation in a form that disguises what's happening (a game), hence the "TOTAL LIVES" thing.
Secretary of Unknowable Knowledge for the Rock/Dink administration '08