Don’t forget regular dying!
That of course is true. You wanna keep some surprises. I wanna be surprised too! I´m looking forward to it!
You know, if Fabio did a very cruel Sierra type game but it was still as short as his other ones I´d still play it!
Same here! ![]()
Ok, if Flabbington is done before May and AdvJam2022 takes place, I’ll make a “don’t kill yourself” game
Hah, that sounds great! Make it like a sequel with the same protagonist somehow and references to the other game! 
Any news? ![]()
Sort of
I thought I had the part 2 puzzles all laid out, but I found out today that something just doesn’t work - of the three main goals, two depend right away on the third one, and that’s unfair to the player. I had the same problem in the demo too (you can’t get Water until you set yourself to get Earth) but I made that in 14 days so it’s OK, but I’m going to change it for the final game probably.
Anyway, I think I can improve it by moving forward an event, so that part of one chain is now available. There’s still a bottleneck on the third chain, so I’ll also try to make it clear to the player that the third chain is the most urgent one.
I have to shift my deadline for a part 2 prototype, I was hoping to get to it by the end of February but I’ll give myself an extra week.
I have nothing to show because all the new art is extremely wireframey.
I was late by one day! Yesterday evening I could finally get to the end of Part 2.
I’ll fix a couple of things and on Sunday I’ll make a build for my Level 1 playtesters - @ZakPhoenixMcKracken, @Ema and @seguso. They’re the ones who know a bit about the puzzles, which is absolutely needed to advance in the game right now because it lacks all the hints and lines that will guide the player, so they’re the only ones who can even try to play it with some chances of success ![]()
Next milestone is a “game jam quality version” of Part 2 before Easter. That means adding some basic animations, some red herrings, failure lines, dialog lines, whatever helps in transforming the game from a series of seemingly disconnected actions to a logical sequence of puzzles.
…of course, if it turns out my Part 2 is OK. Maybe some puzzles need revising and then I’ll have to spend more time on design.
If everything goes well, then after Easter I’ll need some more playtesters, and of course you forum friends are the first in line ![]()
I can’t waaait ![]()
I’m moving from “the wireframe” to semi-definitive art, and I’m happy with how things look.
Will this chapter be called: The mistery of the green Pandas? ![]()
P.S. A few years ago many units of this particular model (out of production since years) appeared in mint condition on the streets of center-southern Italy. I used to refer to it as above as a joke.
Was it owned by an old man who drove it wearing a hat?
Because all green Pandas are driven by old men in hats.
So, since we’re all excited for the upcoming Monkey Island, of course you now all want to know about The Will of Arthur Flabbington.
Things are going well. I planned to have a part 2 alpha for Easter, and it seems I managed. I mean, lots of details are missing, but it’s in a shape that already shows how’s it going to be.
It’s long. I have around 25 rooms just for part 2 and a playthrough from start to end skipping dialog took me around one hour.
I’ll be now waiting for new feedback over Easter to see if maybe some small stuff can be improved, and then I’ll focus on part 3, which is going to be much shorter.
For those who don’t follow me on Twitter, here’s my last screenshot. If you played Mutiny on the Clodia, you might recognize someone.
Can I ask you about Loom™?
The background looks great. Did you end up using Unity to build this game?
Thanks
yes, I’m using Unity with PowerQuest as the adventure engine.
So… anyone here wants to test it?
I will!


