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	<title>Comments on: Slimy Pete&#8217;s Singles Bar</title>
	<atom:link href="http://www.kloonigames.com/blog/games/slimy/feed" rel="self" type="application/rss+xml" />
	<link>http://www.kloonigames.com/blog/games/slimy</link>
	<description>Monthly Experimental Games</description>
	<pubDate>Thu, 28 Aug 2008 05:30:06 +0000</pubDate>
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		<title>By: Paulish</title>
		<link>http://www.kloonigames.com/blog/games/slimy#comment-12725</link>
		<dc:creator>Paulish</dc:creator>
		<pubDate>Mon, 21 Apr 2008 22:56:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=19#comment-12725</guid>
		<description>Interestingly, the fast levels seem easier rather than harder than the slow levels.  Or at least they finish sooner so it seems that way.  

There are a good number of accidental matches.  Preventing these is counterproductive though, since someone can just as easily be attempting multiple matches at once.</description>
		<content:encoded><![CDATA[<p>Interestingly, the fast levels seem easier rather than harder than the slow levels.  Or at least they finish sooner so it seems that way.  </p>
<p>There are a good number of accidental matches.  Preventing these is counterproductive though, since someone can just as easily be attempting multiple matches at once.</p>
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	<item>
		<title>By: weHavePHAILED &#187; [Game] Slimey Pete&#8217;s Singles Bar [Kloonigames]</title>
		<link>http://www.kloonigames.com/blog/games/slimy#comment-3766</link>
		<dc:creator>weHavePHAILED &#187; [Game] Slimey Pete&#8217;s Singles Bar [Kloonigames]</dc:creator>
		<pubDate>Sun, 24 Feb 2008 06:35:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=19#comment-3766</guid>
		<description>[...] (Original post at Kloonigames)(direct download)  Sphere: Related Content [...]</description>
		<content:encoded><![CDATA[<p>[...] (Original post at Kloonigames)(direct download)  Sphere: Related Content [...]</p>
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		<title>By: petri.purho</title>
		<link>http://www.kloonigames.com/blog/games/slimy#comment-194</link>
		<dc:creator>petri.purho</dc:creator>
		<pubDate>Thu, 09 Aug 2007 20:46:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=19#comment-194</guid>
		<description>Alex: You know you're the first person to say that this is their favorite game of the ones I've created :) It's great to know that all my games have their fans.</description>
		<content:encoded><![CDATA[<p>Alex: You know you&#8217;re the first person to say that this is their favorite game of the ones I&#8217;ve created <img src='http://www.kloonigames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> It&#8217;s great to know that all my games have their fans.</p>
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		<title>By: Alex</title>
		<link>http://www.kloonigames.com/blog/games/slimy#comment-193</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Thu, 09 Aug 2007 20:38:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=19#comment-193</guid>
		<description>Too easy. I suggest you reduce the maximum height for the stacks, but other than that - nice game, it's the one i enjoed the most out of all you've produced so far.</description>
		<content:encoded><![CDATA[<p>Too easy. I suggest you reduce the maximum height for the stacks, but other than that - nice game, it&#8217;s the one i enjoed the most out of all you&#8217;ve produced so far.</p>
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		<title>By: petri.purho</title>
		<link>http://www.kloonigames.com/blog/games/slimy#comment-123</link>
		<dc:creator>petri.purho</dc:creator>
		<pubDate>Thu, 05 Jul 2007 10:05:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=19#comment-123</guid>
		<description>Thanks for the feedback and criticism.

I think the game not only suffers from the fact that it's hard, but also from the fact that it's bit unclear for the player how to play the game. And even after you figure out how to play the game, the controlling of the marbles is a bit too difficult. You usually end up making as many accidental matches as you do intentional matches. Which makes the player feel like he has no control over the game.

But I'm happy I made the game.

Also I'm glad that my efforts on the graphical side didn't go to waste. Tim Burton's stop motion films were a big inspiration of the graphical style of Slimy Pete. I haven't heard of Remedios Varo, but I checked the wikipedia entry and I'm already intrigued by her style. I should try to find more of her paintings.

The problem with the graphical style of Slimy Pete is that it's not "cheap" to make. I mean takes a lot of time. I spend the better half of the development just on the characters. (The background isn't really on the level I'd like it to be). In the end I like to spend more time with the gameplay than with the graphics.

Thanks for the artwork assembly suggestion. I'd love to that, I just have to find some better pieces of my "artwork". I usually draw on small pieces of paper and they end up getting lost a lot of the time.</description>
		<content:encoded><![CDATA[<p>Thanks for the feedback and criticism.</p>
<p>I think the game not only suffers from the fact that it&#8217;s hard, but also from the fact that it&#8217;s bit unclear for the player how to play the game. And even after you figure out how to play the game, the controlling of the marbles is a bit too difficult. You usually end up making as many accidental matches as you do intentional matches. Which makes the player feel like he has no control over the game.</p>
<p>But I&#8217;m happy I made the game.</p>
<p>Also I&#8217;m glad that my efforts on the graphical side didn&#8217;t go to waste. Tim Burton&#8217;s stop motion films were a big inspiration of the graphical style of Slimy Pete. I haven&#8217;t heard of Remedios Varo, but I checked the wikipedia entry and I&#8217;m already intrigued by her style. I should try to find more of her paintings.</p>
<p>The problem with the graphical style of Slimy Pete is that it&#8217;s not &#8220;cheap&#8221; to make. I mean takes a lot of time. I spend the better half of the development just on the characters. (The background isn&#8217;t really on the level I&#8217;d like it to be). In the end I like to spend more time with the gameplay than with the graphics.</p>
<p>Thanks for the artwork assembly suggestion. I&#8217;d love to that, I just have to find some better pieces of my &#8220;artwork&#8221;. I usually draw on small pieces of paper and they end up getting lost a lot of the time.</p>
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		<title>By: Tracy</title>
		<link>http://www.kloonigames.com/blog/games/slimy#comment-145</link>
		<dc:creator>Tracy</dc:creator>
		<pubDate>Thu, 05 Jul 2007 07:13:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=19#comment-145</guid>
		<description>I really liked this game. It reminded of the hand-held puzzles with numbered marbles, or colored marbles etc sliding in criss-crossing tracks. The strategies are similar to move pieces into proper sequences.

A couple suggestions:
- Maybe show one more marble so we see what's coming below the shut-up sign.
- Don't speed up until much later. The extra variety is hard enough, and interesting enough to keep me playing.
- Add a different sound for succeeding with a level. The little whine-noise sounded like bad news rather than good news.

I think perhaps a more basic trouble with this game is that it is not a common sort of puzzle-logic for online games. It just means that it is a hard game.

I actually keep coming back to this game. But the fact that it speeds up like it does makes me quit playing early.

Most importantly, the artwork is simply fantastic! Literally like a fantasy-land.

And as you and many others have discussed here and elsewhere, I agree with the lessons you learned; it illustrates that maxim for most every discipline: Utility before Style.

Your artwork reminded me of the Surrealist art of Remedios Varo. And also Tim Burton.
http://en.wikipedia.org/wiki/Remedios_Varo

Personally, I would like to see more of this style in a future game. Or perhaps you might assemble some examples of your artwork, and illustrate your work-flow as a graphic artist.</description>
		<content:encoded><![CDATA[<p>I really liked this game. It reminded of the hand-held puzzles with numbered marbles, or colored marbles etc sliding in criss-crossing tracks. The strategies are similar to move pieces into proper sequences.</p>
<p>A couple suggestions:<br />
- Maybe show one more marble so we see what&#8217;s coming below the shut-up sign.<br />
- Don&#8217;t speed up until much later. The extra variety is hard enough, and interesting enough to keep me playing.<br />
- Add a different sound for succeeding with a level. The little whine-noise sounded like bad news rather than good news.</p>
<p>I think perhaps a more basic trouble with this game is that it is not a common sort of puzzle-logic for online games. It just means that it is a hard game.</p>
<p>I actually keep coming back to this game. But the fact that it speeds up like it does makes me quit playing early.</p>
<p>Most importantly, the artwork is simply fantastic! Literally like a fantasy-land.</p>
<p>And as you and many others have discussed here and elsewhere, I agree with the lessons you learned; it illustrates that maxim for most every discipline: Utility before Style.</p>
<p>Your artwork reminded me of the Surrealist art of Remedios Varo. And also Tim Burton.<br />
<a href="http://en.wikipedia.org/wiki/Remedios_Varo" rel="nofollow">http://en.wikipedia.org/wiki/Remedios_Varo</a></p>
<p>Personally, I would like to see more of this style in a future game. Or perhaps you might assemble some examples of your artwork, and illustrate your work-flow as a graphic artist.</p>
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		<title>By: petri.purho</title>
		<link>http://www.kloonigames.com/blog/games/slimy#comment-120</link>
		<dc:creator>petri.purho</dc:creator>
		<pubDate>Sat, 10 Feb 2007 18:48:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=19#comment-120</guid>
		<description>@Bezman: Your absolute right, the games core mechanisms are a bit too difficult to control and scoring seems more random, than deliberate. The strength of this game is in its visual design, which I still consider to be my best. And as you said the idea has cool metaphorical undertones, but symbolism unfortunately doesn't make a good game.</description>
		<content:encoded><![CDATA[<p>@Bezman: Your absolute right, the games core mechanisms are a bit too difficult to control and scoring seems more random, than deliberate. The strength of this game is in its visual design, which I still consider to be my best. And as you said the idea has cool metaphorical undertones, but symbolism unfortunately doesn&#8217;t make a good game.</p>
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		<title>By: Bezman</title>
		<link>http://www.kloonigames.com/blog/games/slimy#comment-117</link>
		<dc:creator>Bezman</dc:creator>
		<pubDate>Sat, 10 Feb 2007 07:18:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=19#comment-117</guid>
		<description>I felt that whilst it certainly became possible to line up particular groups with a bit of practise (after I got used to the whole idea of 'pushing a column down' in effect), having to spot the closest line of 3, with other lines arranged similarly was just too hard.

Not that it was an impossible task, but I found that thanks to the length of the columns, I was getting matches by luck just as often (if not more so) than the ones I had pre-calculated.

I liked the style of the graphics and kinda liked the metaphorical undertones.</description>
		<content:encoded><![CDATA[<p>I felt that whilst it certainly became possible to line up particular groups with a bit of practise (after I got used to the whole idea of &#8216;pushing a column down&#8217; in effect), having to spot the closest line of 3, with other lines arranged similarly was just too hard.</p>
<p>Not that it was an impossible task, but I found that thanks to the length of the columns, I was getting matches by luck just as often (if not more so) than the ones I had pre-calculated.</p>
<p>I liked the style of the graphics and kinda liked the metaphorical undertones.</p>
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	<item>
		<title>By: petri.purho</title>
		<link>http://www.kloonigames.com/blog/games/slimy#comment-116</link>
		<dc:creator>petri.purho</dc:creator>
		<pubDate>Fri, 20 Oct 2006 13:06:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=19#comment-116</guid>
		<description>Huge thanks to chico for his comment's and blog post. I posted a &lt;a href="http://www.kloonigames.com/blog/postmortems/slimy-pete" rel="nofollow"&gt;postmortem on Slimy Pete's Singles Bar&lt;/a&gt;. But I'm still looking for critique and feedback. I'd love to hear your opinions about the game.</description>
		<content:encoded><![CDATA[<p>Huge thanks to chico for his comment&#8217;s and blog post. I posted a <a href="http://www.kloonigames.com/blog/postmortems/slimy-pete" rel="nofollow">postmortem on Slimy Pete&#8217;s Singles Bar</a>. But I&#8217;m still looking for critique and feedback. I&#8217;d love to hear your opinions about the game.</p>
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		<title>By: chico</title>
		<link>http://www.kloonigames.com/blog/games/slimy#comment-113</link>
		<dc:creator>chico</dc:creator>
		<pubDate>Mon, 16 Oct 2006 11:32:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=19#comment-113</guid>
		<description>Congratulations for the games. I´ve published a note on http://nongames.blogspot.com/2006/10/more-experimental-gameplay.html

About gameplay considerations for Slimy Pete´s, like two previous reviewers, I felt a certain lack of control as well - But I guess a simple change would make a difference for me: Instead of simply placing the mouse over characters to make them talk/stop, clicking them with the mouse button would give me more control precision, since I often forgot to move the mouse away from them, messing all the stack...

But don´t get it wrong: I love the game!

Keep up the good work!
Chico</description>
		<content:encoded><![CDATA[<p>Congratulations for the games. I´ve published a note on <a href="http://nongames.blogspot.com/2006/10/more-experimental-gameplay.html" rel="nofollow">http://nongames.blogspot.com/2006/10/more-experimental-gameplay.html</a></p>
<p>About gameplay considerations for Slimy Pete´s, like two previous reviewers, I felt a certain lack of control as well - But I guess a simple change would make a difference for me: Instead of simply placing the mouse over characters to make them talk/stop, clicking them with the mouse button would give me more control precision, since I often forgot to move the mouse away from them, messing all the stack&#8230;</p>
<p>But don´t get it wrong: I love the game!</p>
<p>Keep up the good work!<br />
Chico</p>
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