Latest Comments by flesk
Valve Looks Like It's Removed The SteamOS Icon For Games That Work On Linux, But Not Perfectly On SteamOS
16 October 2015 at 5:33 pm UTC

Quoting: HoriI own StarMade and it worked without installing any extra software...
Did they remove it because it requires Java? Java is required by a lot of things, I don't really see how this is an issue

I don't think so. Puppy Games and Orangepixel's games all run on Java, as far as I can recall, and they still have the SteamOS icon.

Valve Looks Like It's Removed The SteamOS Icon For Games That Work On Linux, But Not Perfectly On SteamOS
16 October 2015 at 5:26 pm UTC Likes: 1

Anodyne and Lume have also had their SteamOS icons removed. Sokobond, Blueberry Garden and NEO Scavenger still have their icons though, so it's not all Adobe AIR games. At least not yet.

First Wonder Announced For Linux, Spiritual Sequel To MDK And Giants: Citizen Kabuto
15 October 2015 at 10:26 pm UTC

Quoting: flesk
Quoting: rea987Sounds like Evolve. I cannot see its connection with my childhood's beloved MDK.

[...]

I'll ask the developer to clarify.

I've received word back from Keith-Kit, developer at Rogue Rocket Games, and he provided a very extensive explanation of the planned game mechanics of First Wonder that he allowed me to share unedited:

QuoteFirst Wonder takes some inspiration from Giants: Citizen Kabuto, a title released back in 2000 and it was designed by our lead designer and co-founder of Rogue Rocket Games, Nick Bruty. Since then, a few games have revisited similar ideas of having a hulking beast pitted against smaller scaled human/humanoid type characters such as Black & White and in more recent history, Evolve. A majority of the game's premise will derive from the single-player, story driven campaign where the players uncover the story behind everything they're doing and why. These elements will be incorporated into the multiplayer.

I did not play Evolve so I cannot speak on behalf of what it does or does not do, but I can provide you more detail about the gameplay elements in First Wonder and maybe that will help you see where our games differ. Monstro will eventually know the goals it has to achieve, which will be dispersed throughout a multitude of islands. The path and objective the Monstro player decides to take will differ due to personal preference. The Cargonauts on the other-hand are stacked with a number of dilemmas such as: gathering enough resources to upgrade their gear, protect/save the villagers from threats which may or may not have been caused by Monstro, scout for Monstro and tag it with camera drones to keep an eye on it, devise elaborate ways to impede Monstro, and eventually stop it. The Cargonaut players' roles are defined by their intent and how they utilize the gear they have on them. It is also worthwhile to note that the resource used to upgrade the Cargonaut gear is can only be detected with the Cargonaut gear. Monstro cannot easily detect the resource, but can utilize it to become more powerful in various ways. We're aiming to create a vast number of environmental pieces for each player to interact with and creatively use to their advantage. Right now our prototype allows you to pick up a large bolder to block off a volcano, which prevents Monstro from blasting off to the other island, and trees can be plucked from the ground to extend Monstro's range and bash booby traps from a safe distance. Eventually all of these pieces will allow additional functionality and there will be more objects to play around with. It might also be important to note that we intend to create additional modes, but at the moment we'd like to remain conservative about that thought as it will highly depend on our overall funding.

They have since posted an update saying that they've decided to cancel the campaign, but they'll give it a day or two so that anyone interested in updates from the campaign will have time to make a pledge (which won't cost you anything, since Kickstarter campaigns are all-or-nothing).

Quoting: GuestGunpowder seems like it could be fun, first time I hear about it.

I meant to write about it, but I think I was on vacation when it was released and never got around to buying it either.

Minecraft: Story Mode - A Telltale Games Series Looks Like It's Heading To Linux
15 October 2015 at 9:19 am UTC

Quoting: ttgdbradyI would like to just point people towards this:

https://www.telltalegames.com/community/discussion/100608/linux-steamos-port

Thanks for working on a Linux port and for reaching out to us for testers! :)

First Wonder Announced For Linux, Spiritual Sequel To MDK And Giants: Citizen Kabuto
15 October 2015 at 8:25 am UTC Likes: 1

Quoting: rea987Sounds like Evolve. I cannot see its connection with my childhood's beloved MDK.

As far as I understand, it's a spiritual sequel in the sense that it's the game Nick Bruty would have made if he had continued expanding on the principles of MDK and Giants. I could have sworn I saw this exact concern addressed somewhere, but I can't for the life of me find it. Anyway, it's not a game that encourages direct confrontation, like most shooters and what I understand Evolve to be: As the Cargonauts you don't actually stand a chance up against Monstro and have to find clever ways to manipulate your environment to trap and divert him. Monstro, on the other hand, doesn't particularly care about the Cargonauts, and is only interested in fulfilling his prophecy.

I'll ask the developer to clarify.

They are planning a DRM free version for distribution on e.g. GOG, but they have also gotten the game greenlit on Steam, so a possible contingency plan they're considering is to first launch the game on Steam Early Access to fund development.

Minecraft: Story Mode - A Telltale Games Series Looks Like It's Heading To Linux
14 October 2015 at 4:10 pm UTC

Wow, this is certainly interesting. Like others, I'm not even remotely interested in this particular game, but I'd love to see everything up until Hector and the first Puzzle Agent available for Linux. I dual-booted back then, and have played them all (minus CSI), but I'd buy them again on GOG or Steam if they get ported.

Abstract Physics Platformer IO Has Received Massive Update And A Price Cut
14 October 2015 at 3:52 pm UTC

Go for it! :)

I haven't played the game with my kids, by the way, but I agree that this should be well suited for that, and I will try once my oldest is a bit older and more skilled.

Abstract Physics Platformer IO Has Received Massive Update And A Price Cut
14 October 2015 at 8:08 am UTC

We've actually covered it twice on GOL: First by HadBabits when they were looking for testers, and then by me when it was released for Linux. I agree that it's a great game that deserves more attention here on GOL though, and I should write a review of it now that I've finished it (and loved it). Unless you want to do it? Remember that we encourage anyone to submit their own articles. ;)

Linux Prototype Available For Platformer RPG Indivisible From Skullgirls Developer
13 October 2015 at 9:39 am UTC Likes: 1

Quoting: IgnisWatched the video and got a bit of Valkyrie Profile vibe, which is a good thing, assuming it's even remotely true :)

Valkyrie Profile is mentioned as their main inspiration for the game. :) I haven't played it myself (never owned a PlayStation console), but it looks very interesting.

I also just noticed the part about the Inner Realm in the description, and that makes me even more excited about the game, as I do love a good hub.

QuoteAlong with her ability to absorb certain people, Ajna will also discover she can meditate and enter a mysterious dimension growing inside her.

The Incarnations Ajna absorbs live in this “Inner Realm,” which gradually grows and evolves the more powerful Ajna becomes. Beginning as some rocks in a void, it will eventually develop into a safe haven and secret base reminiscent of Ajna’s hometown.

Once she discovers it, Ajna’s Inner Realm becomes the central hub for the game, where most of the game’s quests, upgrade and saving functionality resides. Simply pressing a button will send Ajna inside herself, sparing players a lot of needless trekking back to towns. Your own custom town, anywhere, at the touch of a button!

Most of the game’s Incarnations are for expanding and adding functionality to Ajna’s Inner Realm. For example, quests to upgrade your weapons and armor may come from a blacksmith Incarnation you discover, or a biologist might unlock a bestiary.

I'm not sure if I just missed it when I last read through the description or if it has been added recently. There's a lot of info about planned features there though.

Linux Prototype Available For Platformer RPG Indivisible From Skullgirls Developer
13 October 2015 at 8:27 am UTC Likes: 1

I agree with the comments about the backgrounds and I also didn't find the levels especially interesting to explore, but I'm guessing that's something they'll work on if they get the game funded. More vertical space and passages hidden behind walls that can be broken through would make them a bit more interesting. I like how the game hints at what you can do with an axe by placing an axe stuck in a wall the first place you have any reason to use this ability.

Quoting: KeyrockAs for the "RPG" part of it, I didn't see anything resembling RPG mechanics in the demo, then again, I didn't fully complete it. I got as far as what I'm assuming was a boss fight and, quite honestly, got bored with it. I'm guessing it will have Zelda-esque RPG-lite elements?

I think they probably mean how you unlock more actions per battle and special abilities as you progress. This just happens at the end of battles in the demo, but that might just be because they want to give a taste of what you'll be able to do in a short prototype. I don't expect a full-fledged RPG though, and I'm not sure if I'd enjoy that as much in this game either.

Quoting: KeizgonThough maybe it was just difficult because my keyboard bindings were all over the place. Definitely recommend using a controller if you decide to check this out.

Yeah, I tried with keyboard controls first too and it ended up pretty confusing since I didn't really know what to expect and had set jump to Space and the other action buttons to ASD. I'd definitely recommend keeping the bindings close to a cross-shape for each hand and defense and special power close to one hand each. Maybe WASD+E and Arrow Keys+Right Shift. It feels very intuitive playing on a controller though, since the action HUD and party member placement is laid out in a cross-shape resembling the placement of the D-pad and buttons on a controller.

Quoting: HadBabitsI'm also glad there seems to be a bit less boobage and such in this.

+1

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