Your guys voiceover work fooled me into thinking that was how the game was I only realized after watching again that it was you and somebody's doing the voice overs. Very strange if people had complaints about it there was literally nothing wrong with it unless some people got upset that you didn't use English accents completely but then those are just wankers
Initially I was reluctant to pass this off as another game I've experienced, yet once you interjected with Wadjet Eye being an influence, I knew exactly why I was initially reluctant. That was due to already enjoying the Blackwell series of games by Wadjet Eye. If anyone is interested in this, I'd absolutely recommend the 5 Blackwell games. I'm, personally, in a funk when it comes to enjoying the games medium, but I will add this to my GOG wishlist and create a footnote for myself if I want to give it a go in the future. And i'll get a few more eyes on it that could be interested in the idea this has. It's rare for me to see such passion being put into something as you both provided during the 3 years this was in development. I wish you the best of luck, and perhaps you'll inspire others to give a crack at creating their own experience.
The Phantom Fellows, a comedy point-and-click adventure game, is out now! Steam: store.steampowered.com/app/1581490/The_Phantom_Fellows/ GOG: www.gog.com/en/game/the_phantom_fellows itch.io: strummergames.itch.io/the-phantom-fellows
this game was so boring due to slow walk, i kept falling asleep. dragging a mouse to control a char was unthinkably bad. as much as i would like any 2D games, but i couldnt continue this game after chapter 3, had it enough. does anyone know if scummVM's fast walk mode works for it or not, my sani didnt work in scummVM
The person responsible for Sanitarium in ScummVM added an animation speed option in the game menu. Odd how your copy didn't work in ScummVM, but I can get it to work fine. You *may* have get the nightly build instead of the stable release.
@@oneshorteye_extras internet says GOG version doesnt work in scummVM, but i didnt wanna believe it, so i kept on trying. when i watched your video, your char also walked slow. for a speedrun video, slow walk seemed like no way out death sentence, so i decided to give up, i guess then GOG version doesnt have animation speed. i will look for nightly build, thanks for the info
@@abcdef2069 It's a recent addition, so the sites you're looking at are probably outdated. I double-checked, and the entry in ScummVM actually reads "Sanitarium (GOG.com/Windows.English)." And now that I think of it, when you buy it on GOG, Sanitarium actually comes bundled with ScummVM. So the GOG version literally is ScummVM, though it's not the updated ScummVM that supports faster animation speeds. One thing that tripped me up initially, FYI: you have to point ScummVM to Sanitarium's "data" folder, not just the root.
Nice interview, i like her. I try to have some colors re-occur to get more of a pixelated effect. If doing a tree perhaps i have an 8 colors limit on that object alone, limitations can be good for a more pixelated look, i believe Mark Ferrari did the same for Thimbleweed Park. If not you can by accident make it look very anti-aliased, the colors should be close but not too close to avoid it looking anti-aliased. Otherwise limitless colours is nice these days. Dithering limitless pixelart is the beep and Mark Ferrari is a beeping master at that stuff! Some of his pixelart in Thimbleweed Park is just incredible!
I thought I was crazy for literally years because back when this game came out, we found Gloria in the well (well my mother did, I was 7 and scared as shit watching her play through this game 😂) and I never found her in the well ever again. Id tell people about it and they had no idea what the hell I was talking about
Funnily enough I've always wanted to make a game like this, but on my own i just don't have the courage to try. I don't have any friends to help me out, so i just sit with my ideas.
Just send it. Look up Adventure Game Studio. You can use GIMP or Krita for free to make your artwork. AGS is pretty easy to use as far as game engines so. If an absolute dunce like me can figure it out, anyone can. The AGS documentation is very thorough since the software has been around for decades now, and the forums are still active so you'll have plenty of support.
So awesome to see the game actually release. I got real nervous when there were years of no updates and tons of conferences/interviews. Buying it right now!
@@oneshorteye_extras That's awesome but if I was you, I'd change the name of the channel. A lot of people love speedrun history content but don't actually like watching speedruns (me included, sorry). I would recommend changing the name of the channel and making sure you give it a profile icon similar to the main channel. Your stuff is wayyyy too good to be possibly missed.
@@novelezra I agree. His content isn't "I click on it the moment I see it!" content. It's the "I see it and I immediately start planning when to watch it!" type of content. Big difference!
Well, it could have been worse. Imagine if a random number is generated at the start of the game; 50% of the time you need to save the rat so it helps you later on. The other 50% of the time you need to throw the boot at the rat to stun it so the cat gets a meal, and then the cat rescues you out of gratitude later on. With no indication which state you're in.
Anyone remember the similar puzzles in Infocom's The Hitch Hiker's Guide to the Galaxy? Buy a cheese sandwich! (You don't have money, but you don't need it. Also, there's no cheese sandwich in the original story.) Feed the cheese sandwich to a hungry dog! Then the Earth gets blown up, you do a thousand things, and toward the end of the game, you need to have done it to survive.