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 Post subject: Psycutlery -- TEST DEMO
PostPosted: Fri Jan 06, 2017 9:24 pm 
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I am here to address the painful lack of psychic-powered, spork-themed video games on the market today with this game-type-thing called “Psycutlery.” You should totally play it.

Click here to totally get it!

- Newest trailer

- older trailer

Run! Jump! Control silverware with your mind! CONSUME ALL!

You play as a space traveler named “Lillian the Alien,” and you eat everything. And completely wreck everything else. And ride a unicorn.

Perhaps you may be wondering why I called it a “game-type thing” rather than a “game.”

That’s because I have only just begun making it, so at this point it serves as a “proof of concept” or an “engine test” or whatever fancy technobabble term you choose to describe a single playable level, whose sole purpose is to demonstrate the features and give folks some ideas about what this project will be like for when it becomes an actual game. The level herein may not even be in the final game, it’s only there to give ideas and so on.

Many control schemes are supported, from keyboard + mouse, to keyboard only, to gamepad (Xbox controller strongly recommended!). All buttons are fully customizable, too – find a control method that is right for you!

So, yeah, please try out the demo and let me know what you think.
Also: if you are interested in this project, please be sure to follow my development studio, Eyes in Everything –

Twitter: https://twitter.com/EyesEverything
Facebook: https://www.facebook.com/pg/EyesEverything/

http://www.eyesineverything.com


Last edited by Thunder Dragon on Thu Feb 16, 2017 6:37 pm, edited 1 time in total.
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 [us]
 Post subject: Re: Psycutlery -- TEST DEMO
PostPosted: Sat Jan 07, 2017 12:00 am 
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Always have a Shy-Guy in your avatar
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I've been waiting quite a while to get my paws on this. I gave it a try, and fun was had. I loved the artwork for the in-game dialogue - it's great to have full-body shots instead of tiny portraits. I have a feeling that I'm going to enjoy the writing in this, too.

I didn't quite beat the level - I lost a life at the exit, where I failed to realize that the goal could actually hurt poor Lillian! They don't make 'em like they used to! Since it's late and I need sleep, I didn't finish the level to see what end-of-level goodies await me.

Descending while riding the unicorn is rather slow, so it's sometimes tricky to dodge the fast-moving flying enemies. It might be good to take away an enemy or two from that section.

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 [ca]
 Post subject: Re: Psycutlery -- TEST DEMO
PostPosted: Sat Jan 07, 2017 3:53 am 
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Watashi Wa
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I've played through the entire stage and I gotta say its pretty solid! I was hard-pressed to find anything wrong with it. Frog lady has good mobility, attacks are fun and feel satisfying to use, powerups are neat (tornado is best power) and even the weird unicorn segment was good (I think Vinny might just need to get good).

I guess maybe my only complaint is that I feel like dialogue went on a bit too long. It was witty and fun to read but even at its best I still feel like I'd rather just be playing the game.

EDIT: Oh yeah two things:

1) I love the checkpoint being a statue you carve

2) Giant spork feels much less exciting than literally everything else. Its sort of a poor end goal imo.

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 [tr]
 Post subject: Re: Psycutlery -- TEST DEMO
PostPosted: Sat Jan 07, 2017 6:36 am 
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Thanks DonnieTheGuy!
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I'm loving this so far, the game has this Clickteamy feel without being unpolished like 99% of other Fusion games.
And I agree with Syax about pretty much everything lol

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 Post subject: Re: Psycutlery -- TEST DEMO
PostPosted: Sat Jan 07, 2017 10:26 am 
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Ignore what I said about the unicorn. I did stupid and failed to realize that you could still use your spork while the unicorn was in the air.

To me, the amount of dialogue felt just right.

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 Post subject: Re: Psycutlery -- TEST DEMO
PostPosted: Sat Jan 07, 2017 11:58 am 
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Looks like Psycho Waluigi got a rival! :soveryhappy:

 
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 Post subject: Re: Psycutlery -- TEST DEMO
PostPosted: Sat Jan 07, 2017 12:54 pm 
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Thanks DonnieTheGuy!
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Minerador Slime wrote:
Looks like Psycho Waluigi got a rival! :soveryhappy:
*spiritual sequel

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 [aq]
 Post subject: Re: Psycutlery -- TEST DEMO
PostPosted: Sat Jan 07, 2017 1:30 pm 
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Thank you for the feedback thus far!

Syaxamaphone wrote:
I guess maybe my only complaint is that I feel like dialogue went on a bit too long. It was witty and fun to read but even at its best I still feel like I'd rather just be playing the game.

It's all completely skippable -- just press the pause button or ESC twice. There will be cutscenes in the game, but those can be turned off entirely if you so desire. In any case, I'll try to keep any future dialogue as concise as possible!

Syaxamaphone wrote:
Giant spork feels much less exciting than literally everything else. Its sort of a poor end goal imo.

The story I have outlined kind of focuses on the mystery of the objects we refer to as "sporks," so I can't change things up TOO much. Maybe some effects could be added, sure, but if anybody has any suggestions on how to make the whole thing more interesting, I'm all ears.~

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From the creator of Psycho Waluigi comes...

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Psychic Cyclopean Silverware IN SPACE!
Follow updates (among other things) on The Twitterbooks!
(if you followed my old personal account, this is a different one - follow it instead!)

Engine test demo and more @
EyesInEverything.com
 
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 Post subject: Re: Psycutlery -- TEST DEMO
PostPosted: Sat Jan 07, 2017 2:36 pm 
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Thanks DonnieTheGuy!
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Maybe you can try making it golden and shiny.

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 [au]
 Post subject: Re: Psycutlery -- TEST DEMO
PostPosted: Sat Jan 07, 2017 4:36 pm 
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I feel like that music in the level itself is a bit harsh, mainly because up until the level itself, everything is kind of mysterious and strange in a Metroidy kind of way. I'm having a hard time putting a musical vibe to the game.

Other than that all my previous comments about the game still stands! I suppose I do agree that I feel like there needs to be more fanfare or something when you get the end level spork now that I think about it. *bright flash* SPORK GET! *firework*.

Aside from that, I don't have anything new to add.

Also thanks for adding flashing to that cloud powerup before it disappears.

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 Post subject: Re: Psycutlery -- TEST DEMO
PostPosted: Sat Jan 07, 2017 4:49 pm 
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I don't know why, but I feel that a hand drawn aesthetic would really fit this game.

Otherwise, nice game! Is this like a companion/sucessor to Psycho Waluigi?

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 Post subject: Re: Psycutlery -- TEST DEMO
PostPosted: Sat Jan 07, 2017 10:58 pm 
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Here we go.
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Mors wrote:
Minerador Slime wrote:
Looks like Psycho Waluigi got a rival! :soveryhappy:
*spiritual sequel


Yeah, it indeed does look like Psycho Waluigi has some competition.

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 Post subject: Re: Psycutlery -- TEST DEMO
PostPosted: Sun Jan 08, 2017 12:03 am 
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YoshiEgos wrote:
Mors wrote:
Minerador Slime wrote:
Looks like Psycho Waluigi got a rival! :soveryhappy:
*spiritual sequel


Yeah, it indeed does look like Psycho Waluigi has some competition.

they're made by the same person

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 [aq]
 Post subject: Re: Psycutlery -- TEST DEMO
PostPosted: Sun Jan 08, 2017 12:25 am 
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Yes, this is pretty much Psycho Waluigi only with 100% less copyright infringement! =D

Mors wrote:
Maybe you can try making it golden and shiny.

Yeah, about that, there kind of already is a golden one. ;)


Has anybody managed to find all three eye coins and unlock the secret door at the beginning of the level?

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From the creator of Psycho Waluigi comes...

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Psychic Cyclopean Silverware IN SPACE!
Follow updates (among other things) on The Twitterbooks!
(if you followed my old personal account, this is a different one - follow it instead!)

Engine test demo and more @
EyesInEverything.com
 
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 Post subject: Re: Psycutlery -- TEST DEMO
PostPosted: Sun Jan 08, 2017 2:49 am 
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Thunder Dragon wrote:
Yes, this is pretty much Psycho Waluigi only with 100% less copyright infringement! =D

Mors wrote:
Maybe you can try making it golden and shiny.


Has anybody managed to find all three eye coins and unlock the secret door at the beginning of the level?


Yes :)

It's actually pretty cool, though I dislike auto-scrolling but it was a good challenge.

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 Post subject: Re: Psycutlery -- TEST DEMO
PostPosted: Sun Jan 08, 2017 1:27 pm 
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I gave the test demo a go yesterday, and I thought it was pretty neat! :thumbsup: The way Lillian controls felt really great, the graphics looked pretty cool to me (I especially liked the portraits and how the game looked inside the secret door), the music sounds pretty great (although I do agree with Kritter about the odd and sudden transition between the mysterious music to the upbeat music), the writing was amazing (even though it might not be in the final version, but I'm sure the writing in the final version will be great too), I like how there is a max health option, and I love the charm it has.

The only negative thing I could think about is that when I saw the thing that can grant Lillian invincibility, I thought it could hurt her (I think it was because of the floating arrows around it). Not sure what could be in order to fix that, unfortunately. Overall, however, it felt really polished. It made me really look forward to the game's final version. :)

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 Post subject: Re: Psycutlery -- TEST DEMO
PostPosted: Sun Jan 08, 2017 2:46 pm 
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I played this last night.

It controls better than Psycho Waluigi, that's about all I have to say other than I'm still not fond of the character design.

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 Post subject: Re: Psycutlery -- TEST DEMO
PostPosted: Sun Jan 08, 2017 2:55 pm 
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Kirby's Adventure wrote:
they're made by the same person

That means it has an great engine and good level design? :soveryhappy:

Mors wrote:
*spiritual sequel

Hi Mors. :soveryhappy:

 
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 Post subject: Re: Psycutlery -- TEST DEMO
PostPosted: Sun Jan 08, 2017 6:43 pm 
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Minerador Slime wrote:
Kirby's Adventure wrote:
they're made by the same person

That means it has an great engine and good level design? :soveryhappy:

You could play it and decide for yourself. ;) (I wouldn't say that it contains any actual level design just yet, though -- just an elaborate test room or two!)

Q-Nova wrote:
The only negative thing I could think about is that when I saw the thing that can grant Lillian invincibility, I thought it could hurt her (I think it was because of the floating arrows around it).

While I plan to include a level early on that introduces the item as a concept, I'll be sure to do something about those nasty-looking spikes!

Had a discussion about the music with the game's composer -- although I love eclectic soundtracks myself, it wouldn't hurt to have something slightly more cohesive in the future. I actually composed some of the shorter songs myself -- notably, I based that first song that plays on the menu screens off of the song he made for the title screen.

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From the creator of Psycho Waluigi comes...

Image

Psychic Cyclopean Silverware IN SPACE!
Follow updates (among other things) on The Twitterbooks!
(if you followed my old personal account, this is a different one - follow it instead!)

Engine test demo and more @
EyesInEverything.com
 
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 Post subject: Re: Psycutlery -- TEST DEMO
PostPosted: Sun Jan 08, 2017 7:34 pm 
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Right now it's impossible to gauge what the music SHOULD sound like anyway because we don't know the story, or style of the levels throughout etc.

I also thought the same thing about the spiky invincibility powerup too, but forgot to mention it. I avoided it at first then tried to spork it.

As for the level design, my wife said it was "messy and all over the place" when she watched me play it, so I guess it's good that it's just test rooms so far! :whoops: Though she likes the main character and wants to do fanart at some point.

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