bertram_tung
Arcane
How's the testing going? Totally hyped for this release.
Just played through the current build. There are still a few problem areas we've identified (the finale is a mess, but we really haven't spent any time getting it right, I'm sure we'll figure it out), but I'm feeling cautiously optimistic. Though I do think it is reasonably likely that the game will have like 3.5 hours of playing time (with some modest replayability) for anyone who reads reasonably quickly and can manage puzzles. That is largely because we have a lot of conveniences, like double clicking to instantly leave a room, and have tried not to have time-wasting design decisions like deliberately requiring the player to walk from A->Z->A->Z over and over within the same puzzle chain.
[EDIT:
To be clear, "3.5 hours of playing time" was a groan of existential dread and a warning, not a selling point. I had always figured that we would get at least one hour of play time for year of development, but apparently not.]
In this point-and-click adventure by Primordia's developer, explore a surreal carnival in hopes of saving a doomed woman and unraveling your past. Match wits with a mismade mermaid, a living furnace, and others, solve multipath puzzles, uncover secrets—all while hunted and haunted by the Dark Thing.
A man awakes in an otherworldly carnival and watches a golden-haired woman hurl herself down a bottomless well for his sake. He seeks empty answers from mocking ravens, an eyeless scribe, a living furnace, a mismade mermaid, and many more who dwell within the park. All the while, something awful screeches from the top of a towering roller-coaster, and he knows that until he destroys this Dark Thing, the woman will keep jumping, falling, and dying, over and over again....
Summary
Strangeland is a classic point-and-click adventure and the follow-up to our fan-acclaimed first game, Primordia. For almost a decade, we've been working on a worthy successor to Primordia, learning from our loyal and thoughtful players what aspects worked in that game and which did not. In Strangeland, we have built on three key pillars from our past work: (1) beautiful pixel art; (2) rich, thematic story-telling and world-building; and (3) challenging puzzles with multiple solutions and integrated hints for stumped players. We have tried once again to build a world, and a game, that will engage player's imagination and critical thinking, one that weaves in philosophy, humor, and pathos.
Key Features
- Approximately five hours of gameplay, replayable thanks to different choices, different puzzle solutions, and different endings
- Breathtaking pixel art in twice Primordia's resolution (640x360—party like it's 1999!)
- Dozens of rooms to explore, with variant versions as the carnival grows ever more nightmarish
- An eccentric cast, including a sideshow freak, a telepathic starfish, an animatronic fortune-teller, and a 10-foot teratoma
- A non-linear design with puzzles offering multiple solution paths (e.g., sharp-shooting or electrical engineering) and multiple endings
- A rich, thematic story about identity, loss, and self-doubt
- Integrated, in-character hint system
- Hours of developer commentary and an "annotation mode" (providing on-screen explanations for the references woven throughout the game)
Match wits with a mismade mermaid, a living furnace, and others, solve multipath puzzles, uncover secrets—all while hunted and haunted by the Dark Thing.
Match wits with a mismade mermaid, a living furnace, and others. Solve multipath puzzles, uncover secrets—all while hunted and haunted by the Dark Thing.
Strangeland is a classic point-and-click adventure that integrates a compelling narrative with challenging puzzles. For almost a decade, we've been working on a worthy successor to Primordia, learning from our loyal and thoughtful players what they enjoyed most about our earlier game. In Strangeland, we have built on three key pillars: (1) beautiful pixel art; (2) rich, thematic story-telling and world-building; and (3) logical puzzles with multiple solutions and integrated hints for stumped players. We sought to once again build a world, and a game, that will engage players' imagination and critical thinking while weaving in philosophy, humor, and pathos.
At the very least I would split the first sentence in two - i.e. "A new point-and-click adventure by Primordia's developer. Explore a surreal carnival in hopes of saving a doomed woman and unraveling your past. Match wits..." etc. I just don't like the rhythm of it the way it is.You would think, but the majority of consumers apparently think WEG developed Primordia, and having it first probably has some SEO benefits. I think our primary "separate us from the pack" feature is that we made Primordia. But I'm curious to get others' views. Your reaction certainly fits with my own views of how I would prefer to structure it, but I'm not sure my preference (or yours) maximizes marketing success.
That works a lot better IMO.Revised text
This might be right. What do others think?At the very least I would split the first sentence in two - i.e. "A new point-and-click adventure by Primordia's developer. Explore a surreal carnival in hopes of saving a doomed woman and unraveling your past. Match wits..." etc. I just don't like the rhythm of it the way it is.
While sounding trivial, some especially crusty gamers may appreciate knowing this. Not that I know any of thoseI'll add "optional." You call via an in-game phone, something that sadly Thimbleweed Park added about three years into our development.