Thank you! Besides Hank Hill, Fat Albert is something I can *kinda* emulate alright. And the belly being visible when you look down was my friend's idea, and I'm glad he suggested it.
good voice acting. i like the divine hamburger assumption. it would have been nice to see the slowness be addressed a little more. the house is so big that moving between rooms gets tedious, especially the climb up from the cellar. tedium isn't necessarily bad, but it felt out of place since the rest of the game has a pretty humorous (dark humor, but still somewhat punchy) feel, and none of the voice clips brought up any context that would make a long walk seem justified- like having albert have a moment of introspection in the cellar, or something.
Thank you for the kind words!
As it would turn out, the tedium of the game was a deliberate feature to mess with player. My friend and I were discussing what to collab on and the concept we settled with was "how can we annoy the player to no end"?
We worked to find several different ways we could have the player backtrack and on top of that we made the house big and the player slow so that the player would have to take extra time to get back and forth.
While the game was designed as more of a test of patience than an actual game, I'm glad people are looking at the positives of it.
Now, the voice lines where he acknowledges the length of the trip would be smart. In fact, we were originally going to implement lines at different parts, but after I decided to add a simple interaction system to the game so that the player could look at things, we scrapped it. If I went back over it, I would make sure to properly add the voice lines to fill the empty space.
Comments
this is a good twelve hour
this is a good twelve hour game
the tummy when looking down is the best imo
nice voice
Wow
Did I really play through this whole game without ever looking down...?
Thank you! Besides Hank
Thank you! Besides Hank Hill, Fat Albert is something I can *kinda* emulate alright. And the belly being visible when you look down was my friend's idea, and I'm glad he suggested it.
good voice acting. i like
good voice acting. i like the divine hamburger assumption. it would have been nice to see the slowness be addressed a little more. the house is so big that moving between rooms gets tedious, especially the climb up from the cellar. tedium isn't necessarily bad, but it felt out of place since the rest of the game has a pretty humorous (dark humor, but still somewhat punchy) feel, and none of the voice clips brought up any context that would make a long walk seem justified- like having albert have a moment of introspection in the cellar, or something.
Thank you for the kind
Thank you for the kind words!
As it would turn out, the tedium of the game was a deliberate feature to mess with player. My friend and I were discussing what to collab on and the concept we settled with was "how can we annoy the player to no end"?
We worked to find several different ways we could have the player backtrack and on top of that we made the house big and the player slow so that the player would have to take extra time to get back and forth.
While the game was designed as more of a test of patience than an actual game, I'm glad people are looking at the positives of it.
Now, the voice lines where he acknowledges the length of the trip would be smart. In fact, we were originally going to implement lines at different parts, but after I decided to add a simple interaction system to the game so that the player could look at things, we scrapped it. If I went back over it, I would make sure to properly add the voice lines to fill the empty space.
A lot of funny writing
A lot of funny writing moments here, I'm not super familiar with the source material though. I loved the fridge key in particular
Thank you! Glad you enjoyed
Thank you! Glad you enjoyed it. Don't worry about knowing the source material, this game has absolutely nothing to do with Fat Albert's lore/plot.