Latest Comments by rustybroomhandle
Hexcells & Hexcells Plus Puzzle Games Released For Linux
19 February 2014 at 7:47 pm UTC
19 February 2014 at 7:47 pm UTC
Bought this directly from the developer's site last year and it's a really good puzzle game. Smart and a good thing to play between other things.
Quoting: SuperuserWhy would I pay for Minesweeper >.>This is a dumb attitude. But I'll humour you with an answer anyway. Here's a review that sums it up: http://www.rockpapershotgun.com/2013/09/13/wot-i-think-hexcells/
XCOM: Enemy Unknown Looks Close To A Linux Release
14 February 2014 at 5:49 pm UTC
14 February 2014 at 5:49 pm UTC
By the "xcom_ew.sh" I'm assuming that this means the Enemy Within expansion will be available too. I've been holding off on picking that up till they finish this port.
Goscurry Infinite Rhythm Racer Officially Released
11 December 2013 at 8:43 am UTC
11 December 2013 at 8:43 am UTC
I have it. Great fun - the music alone is worth it. It's not an easy game though, even on the easiest difficulty.
The Maker's Eden: Point & click adventure
8 June 2013 at 8:21 am UTC
8 June 2013 at 8:21 am UTC
Hey!
It's a typical slideshow style adventure, where it's first person but you move from node to node. This is why we have gimmicked it up a bit to make the scenes less flat. There's kind-of sort-of an inventory system, but you won't be hauling items around, it's just there so you can carry and use items within an area or scene.
It's very dialogue-ish, and I guess also monologue-ish since we focus on the main character's inner-monologue a lot. To get the most out of it you'll be looking under every rock.
All mechanics in the game are such that they don't break the flow of the story, so puzzles won't be super difficult, just put there to add interaction. This does perhaps also mean that we don't have any way to artificially extend the length of the game, so it might be a bit shorter than some other games with the same amount of plot/story.
It's a typical slideshow style adventure, where it's first person but you move from node to node. This is why we have gimmicked it up a bit to make the scenes less flat. There's kind-of sort-of an inventory system, but you won't be hauling items around, it's just there so you can carry and use items within an area or scene.
It's very dialogue-ish, and I guess also monologue-ish since we focus on the main character's inner-monologue a lot. To get the most out of it you'll be looking under every rock.
All mechanics in the game are such that they don't break the flow of the story, so puzzles won't be super difficult, just put there to add interaction. This does perhaps also mean that we don't have any way to artificially extend the length of the game, so it might be a bit shorter than some other games with the same amount of plot/story.
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