Friday Questions

by Ron Gilbert
Nov 04, 2015

This Friday is the first Podcast of the month, so you know what this means? That's right! Friday Questions!

If you have any questions you'd like David, Gary, I, or the team to answer, post them in the comments.

Don't post a slew of questions in one post, we tend to ignore those. Keep your questions focused and they will have a better chance of being picked.

- Ron


Brian Ruff - Nov 04, 2015 at 11:26
Do you guys see virtual reality or as a feasible platform for a game like Thimbleweed Park?

Brian Ruff - Nov 04, 2015 at 11:36
P.S. By a "VR" version I'm talking about a 3rd person view where the art would remain the same but the parallax layers would pop out a bit from the stereo effect. You would just need 197 monkeys!

Derrick Reisdorf - Nov 04, 2015 at 23:37
Ron talked about Oculus support on a previous podcast.  I thought he was joking at first, but he sounded serious.  I'm guessing he thinks it would be pretty easy.  I'd imagine it wouldn't really be a VR experience, but more of a 3D one like you describe.

Natalija - Nov 04, 2015 at 11:27
Why is the glass broken on the picture?

Budge Eteer - Nov 04, 2015 at 13:52
Because they played tentacle mating calls.

Valdir - Nov 04, 2015 at 16:11
Isn't that a Spider Web (tm)?

Derrick Reisdorf - Nov 04, 2015 at 23:39
Looks like the glass is broken to me.  Hmm...

Zak Phoenix McKracken - Nov 05, 2015 at 11:51
Ispector Derrick said!

Kimmo Sakko - Nov 04, 2015 at 11:27
Hi Masters of Adventure Games!
1 question: Preordered the Special Collectors edition by paypal last friday.
Will i receive the signed copy, or was it just kickstarter limited? My own fault i heard too late about this game. Thanks!

Lorfarius - Nov 04, 2015 at 11:28
Do you think the game would have been accepted by publishers if they were approached first rather than Kickstarter?

Christian - Nov 04, 2015 at 11:31
I love the way this game looks and all your decisions seem to make a lot of sense and the product is managed in an excellent way. But anyway:

-What would have happened if the budget was much higher?
-And hypothetically: What would it be like if the game had much simpler graphics and no voice over and no special case animations, just like Maniac Mansion or Zak McKracken: How much could the scope (amount of puzzles, rooms, etc.) be expanded?

Norman - Nov 04, 2015 at 11:33
Unlike when the classic adventure games being released, everyone is now on the Internet and can use google. Does this change how you design puzzles to encourage people to not just google anything that seems remotely difficult? There's definite joy in figuring it out yourself, but people are impatient.

Derrick Reisdorf - Nov 04, 2015 at 23:42
I think that people who tend to look up all the answers tend not to gravitate towards this kind of puzzle-driven game.

Zak Phoenix McKracken - Nov 05, 2015 at 11:57
I have appreciated both Maniac Mansion and Zak McKracken because they had puzzles that changed every time you started a new game. For example, in Maniac Mansion the number of Nurse Edna changed. In Zak, the drawings with the yellow crayon changed.
In this way, one cannot write a walkthrough with simply the codes or drawings in it, jumping some puzzles in order to discover them. The player is required to accomplish every step.
This is very important in adventure games, and if this phylosophy is kept also in Thimbleweed Park, the game is Google-proof.

Anyway, people who surrender easily, should play other type of games...

Random Guy - Nov 04, 2015 at 11:34
Will you (as a team) do another point and click adventure if Thimbleweed Park turns out to be a (commercial) succes? If not, then what are your plans for after the release?

Martin - Nov 04, 2015 at 11:35
See it als 1 question: I  like your combination of Classic and newest Technology (e.g. pixelated graphics, but fine Lightning). How Important is this Topic for you? How intensive is your work regarding this? How do you decide, whats "allowed" and not regarding the credibility?

Christian - Nov 04, 2015 at 11:36
Does the game keep all the scripts and rooms in memory all the time or does it swap them out like Scumm did?

Joel - Nov 04, 2015 at 11:38
How did you decide on resolution? Normally Games in this style are done in 320*200 so in a 16:10 aspect ratio, yours though is 320*180 with an active area of 128 pxs high. Any specific reason of why go with a 52 px Inventory bar or was it just from a gut feeling? :)

JedTinsel - Nov 04, 2015 at 11:38
How, exactly, do magnets work?

eesypeesy - Nov 04, 2015 at 14:12

Marco Lizza - Nov 04, 2015 at 11:39
What kind of background music/sounds are you guys adopting (if any) while programming/designing/working?

Fady Kiriakides - Nov 04, 2015 at 11:42
I love your games Ron! Is there a chance this will hit the PS4 someday? Thanks!!

Zak Phoenix McKracken - Nov 04, 2015 at 17:07
I don't know the answer, but if Zak McKracken was born on a modest C64, then upgraded to a PC, then to Amiga, then to a C64 inside a PC with an emulator... I think everything is possible!

Ken Sheppard - Nov 04, 2015 at 11:43
Did you put a lot of Easter eggs to find?

Matthias Gansrigler - Nov 04, 2015 at 11:43
Are you interested in bringing Thimbleweed Park to the new Apple TV?

Uli Kusterer - Nov 04, 2015 at 16:00
And more generally, when a new popular platform comes out, do you consider it? How do you pick what to make the game for? How did you pick the original platforms?

Hyrulepimp - Nov 04, 2015 at 11:44
Do you ever get an idea during any stage of development that for whatever reason it had to be dropped, cut etc that you just can't let go of?

pmarin - Nov 04, 2015 at 11:45
How the Linux port is going?
How the game will be played with a gamepad on the Xbox?

Tim Wright - Nov 04, 2015 at 11:45
When a player gets stuck, how do you deal with it?  I love point-and-click games, but sometimes you only have one thing left, and you got on the wrong track, and you're just going everywhere, clicking everything on everything,  and then it feels like work.

Zak Phoenix McKracken - Nov 04, 2015 at 17:09
Did you play, in the '90s, adventure games like "Future Wars" of Delphine Software?

Zak Phoenix McKracken - Nov 04, 2015 at 17:10
^^^ The above question is for Tim Wright ^^^

Michael Leybas - Nov 04, 2015 at 11:46
What is the most valuable programming language you know?

P.S.  I need another manic mansion sequel before I die

Zak Phoenix McKracken - Nov 05, 2015 at 12:00
Imagine Thimbleweed Park as your second Maniac Mansion...

(or at least, think about Day of The Tentacle!)

Charles - Nov 04, 2015 at 11:47
How will you be implementing the  precision cursor accuracy shown so far, such as in the occult bookstore video, on mobile platforms?

i.e.: How will I click my teeny tiny book on a touchscreen?

wannaknow - Nov 04, 2015 at 11:47
Why does Ron Gilbert do, what Ron Gilbert does?

Uli Kusterer - Nov 04, 2015 at 18:10
Make that a round-robin question. Each gets to say why they do what they do. (natch, didn't leave the wiggle room for 'em to say why Ron does, instead ;-) )

earthgunk - Nov 04, 2015 at 11:51
what is your favorite actual park in the world?

Mattias Cedervall - Nov 04, 2015 at 11:53
How many story ideas did Ron and Gary toss out before settling upon this detective story? Were there any other close contenders?

Jeff - Nov 04, 2015 at 11:53
When preparing a product like this for a massive international audience, how do you (or do you?) have any way of making sure the writing (jokes, names, overall plot points) are 100% original and have not popped up in some other form that you have never even heard of? And is there any extra stress to make sure the jokes and dialogue really *pop*, knowing MILLIONS of people are going to be reading what you write?

Mattias Cedervall - Nov 04, 2015 at 11:54
What did you think of that early 1990´s Maniac Mansion TV-series?

ciaps - Nov 04, 2015 at 11:54
Why do you think that Broken Age raised more than 3Million dollars, while Thimbleweed "only" 630k, in their respective Kickstarter campaigns?

Marcelo Ellmann - Nov 04, 2015 at 11:54
Any updates on the strategy being used for the Linux version? I remember you were wondering what would be the best strategy so it would run on all distros.

How's the Xbox version coming along? Will it be digital only or any chance of seeing a boxed version just like Mighty No. 9, Shovel Knight etc.?

Charles - Nov 04, 2015 at 11:55
If you're already going to be making a mobile port AND an Xbox version, could you pretty please put the controller support from the Xbox version in the mobile versions?

This way we could possibly play on Android TV, Apple TV, Amazon Fire TV, OUYA, etc...

Mattias Cedervall - Nov 04, 2015 at 11:56
When are you going to announce the voice cast? Are we going to hear familiar voices from previous games of Lucas?

e - Nov 04, 2015 at 11:59
How detailed will the sound design for this game be? Is it going to be music-oriented and rather minimalistic in the sound effect department  like the Monkey Island games or will more ambient, atmosphere building sounds be present?

vegetaman - Nov 04, 2015 at 12:00
So back in the day, how did you guys handle making a timeline and progressing through the workload of refinement and polishing of the different areas of the game on the way to production -- as opposed to now, where you've divided the work up into a set of distinct logical "sprints"?

Mike Doh - Nov 04, 2015 at 12:09
Ron (mostly, I think...): What's your favourite one-liner joke that you have written?

Ema - Nov 04, 2015 at 13:55
And which one is the one you we're not convinced about it, but became an unexpected success?

pojack - Nov 04, 2015 at 12:13
You have mentioned sprints and your last post was about sprints.

Does this mean you are doing Agile development? if that's the case, are there things you do like about Agile and what don't you like about it?

If none of the above is relevant then move along, this is not the question you are looking for =)

T.M. - Nov 04, 2015 at 12:15
Apart from main theme do we get to hear Steve Kirk’s work before game is published and is there any chance of getting him to write a blog post also?

Paulup - Nov 04, 2015 at 12:15
What are your top 5 adventure games of all time and what kind of ranking would you be pleased with for Thimbleweed Park?
(eg. best adventure game ever or hopefully somewhere in the top 20 or top 10, etc.)

Higor Bimonti - Nov 04, 2015 at 12:26
Are you using 3rd party or in house developed engine for the game? Is it some kind of SCUMM? Tell us about the language, dev environment and all this cool stuff... :)

smartypants - Nov 04, 2015 at 13:12
Ron is developing a new engine in C/C++. It uses Squirrel as the scripting language and a JSON dialect for room descriptions. He wrote about it on this blog:

He's developing primarily on a Mac with XCode.

Dennis - Nov 04, 2015 at 12:30
Will there be a Commodore port (Amiga or 64 or both)? If not planned yet, please do!

Zak Phoenix McKracken - Nov 04, 2015 at 17:14
I can understand a porting to Amiga, but a C64? Why?
I started my adveture gamer career on a C64, playing Maniac Mansion followed by Zak McKracken and I loved them, I still own a C64 and will never sell to anyone... but nowadays I would not play a new game on a C64. (It's just my think, of course!)

Marco - Nov 04, 2015 at 12:37
How many "Thimbleweed Park" units do we need to buy to make you write "Thimbleweed 2: Ransome's revenge" ?

Peter - Nov 04, 2015 at 12:50
What for a kind of music Style will be the music of "Thimbleweed Park": More classical, rock, pop, jazz. Is the music more acoustic Instruments or electronic, synthetic Sounds (like in the past). What is the connection between the music and image and story?

Uli Kusterer - Nov 04, 2015 at 18:19
Would be amazing if you could play a little sample, if you have one. The podcast is the ideal venue for that :-)

Lori - Nov 04, 2015 at 12:58
In terms of puzzles, difficulty, and humor, would you say that Thimbleweed Park is more similar to Maniac Mansion or Zak McKracken?

Zak Phoenix McKracken - Nov 04, 2015 at 17:16
Zak McKracken, of course! :-)
It's the best game in the world!

Tim Tim Nice-but-dim - Nov 04, 2015 at 13:27
Guys, if you had, say, 20pct more money would you have:

A) made the game 20pct larger
B) made the game 20pct quicker (i.e. release sooner)
C) made the game 20pct better (for some metric of quality)

Doug - Nov 04, 2015 at 13:57
Do you Agile up what needs to be done in a sprint or do you assign broad tasks to team members and let them be independent?

Who tells who what to do?

Ema - Nov 04, 2015 at 14:07
Back in those days you were FORCED to downscale your mental image of the art to meet the impositions of the limited old technology.
(low resolution, 16 colors, limited lightning and animations...)
Today it is different: you seem you DON'T need some of the capabilities of new technology (we never need extreme resolutions in this game, on the contrary low-res is a specific stylistic choice).

So, is the "PERFECT adventure game" possible nowadays? Or is there something you would like to do, but you can't do that beacuse of technological limits? What is your "impossible dream" in adventure gaming?
Thank you for your time.

Claire J - Nov 04, 2015 at 14:25
Art assets question: How do you decide on the size (eg pixels) for objects? Do you create them bigger than you need? Or do you use a script to import them as the size they should be?

Thank you for answering and no probs if you skip over them. :) (Love the question time, btw) *thumbs up*

Mat - Nov 04, 2015 at 14:26
Whats the best platform to play thimbleweed?

I know that you are using a Mac to Code it, but what Platform  do  you prefer to Play it?
iPhone, iPad, pc (Mac, Windows, Linux) Xbox, ...

sigkill - Nov 04, 2015 at 14:59
Ron: Are you still maintaining the puzzle dependency graph, and if you do, has it changed a lot since last time you showed it here?

Milo Casagrande - Nov 04, 2015 at 15:08
Can't remember if it has been asked already:

Will there be a map to travel between locations in the game?

Joe - Nov 04, 2015 at 15:13
How long before or after release will the engine be made free software?

Dan - Nov 04, 2015 at 15:24
Will there be supernatural phenomena in TP?

smartypants - Nov 04, 2015 at 15:39

"At the long abandoned circus grounds, Ransome the Clown had been cursed and can never remove his make-up. [...]
Meanwhile, on the 13th floor of the Edmund hotel, Franklin wakes up with no idea how he got there. But that’s not the weird part. The weird part is that he’s dead. [...]"

I think that answers your question.

Ema - Nov 04, 2015 at 15:42
Bogdan, is that you? ;-)

longuist - Nov 04, 2015 at 16:34
That was just already given information. Thanks for that!

Derrick Reisdorf - Nov 04, 2015 at 23:49
I am Bogdan!

Dan - Nov 05, 2015 at 08:30
Thank you!
I had actually read that months ago, but anyway I forgot it.

PS: All of us are Bogdan. ;-)

Craig Box - Nov 04, 2015 at 15:55
Will your engine support the inevitable Thimbleweed Park Special Edition, and do you already have the high-res artwork?

Bobe - Nov 04, 2015 at 16:03
You can pronounce my name as BO-BE.  Like Bobby with a long 'o'.

What VCS are you using?

Valdir - Nov 04, 2015 at 16:09
What's The Secret of MThimbleweed IslPark?

Jaap - Nov 04, 2015 at 16:16
Lose a lung/kidney or lose the ability to work in the games industry?

inexile - Nov 04, 2015 at 16:22
Since you're bringing TP to Xbox One now: Do you plan to include some especially creative/funny/obscure achievements that maybe go beyond of just having to beat the game? What do you think about achievements in general?

Peter Campbell - Nov 04, 2015 at 17:41
I'd like to 2nd this question lol, but also ask simply if TP is going to have any trophies/achievements to begin with?

Valdir - Nov 04, 2015 at 16:22
How could you assert that the difficulty level is ok for an experienced adventure gamer from the eighties and nineties? Are you classifying puzzles by difficulty? Or any other parameters?

Zak Phoenix McKracken - Nov 04, 2015 at 17:05
Do you mean, you are suggesting to introduce the "please choose your level of experience" as there was in Monkey Island 2?

Valdir - Nov 04, 2015 at 16:29
Are you going to track and show the player status? Percentage of completed puzzles, time spent on each puzzle or any other stat?
Will we have a 120% puzzles solved with hidden games or puzzles?

Christian - Nov 04, 2015 at 16:39
What do you think about the Handmade Hero coding series?

Zak Phoenix McKracken - Nov 04, 2015 at 17:01
While playing Zak McKracken™ or Maniac Mansion™, I really appreciated that every character had his own personality and abilities, each of them was able to do something that other don't. Will be the same in Thimbleweed Park? (I hope so! :-) )
Thank you!

Juan - Nov 04, 2015 at 17:03
Who would win in a fight? Ron, Gary, David or Mark?

tron - Nov 04, 2015 at 17:12
What brand of cigarettes does agent Ray smoke?

Zak Phoenix McKracken - Nov 04, 2015 at 17:19
Ihihih... it's the Secret of Thimbleweed Park!

Bogomir - Nov 04, 2015 at 17:24
How much wood would a woodchuck chuck if a woodchuck could chuck wood?

jojo - Nov 04, 2015 at 17:25
Where do babies come from?

Uli Kusterer - Nov 04, 2015 at 18:14
Shouldn't that be HOW IS BABBY FORMED?

Bogomir - Nov 04, 2015 at 17:30
Has anyone of you ever played a real escape game and if yes, did you win?

Gargamel - Nov 04, 2015 at 17:49
Will there be a "win game" shortcut, e.g. Ctrl-W?

Uli Kusterer - Nov 04, 2015 at 18:23


Uli Kusterer - Nov 04, 2015 at 18:13
Are you people as psyched about new Star Wars as I am? Are you even Star Wars fans, or is it more an "fun stuff I reference in games because the extended family is involved" ?

Chonk - Nov 04, 2015 at 18:14
For the iOS/Android touchscreen version of the game, is the user going to have to drag the cursor around and tap, or will theybe able to simply touch a verb then touch the object?  I ask because the re-release of the first 2 Monkey Island games, when played in Classic mode, required you to drag the cursor around with your finger, instead of just tapping, which was rather tedious.

Stat grad student - Nov 04, 2015 at 18:20
If interested in recreational game creation, what programming language to you suggest?

Uli Kusterer - Nov 04, 2015 at 18:22
How did TP come about? What was the spark that started it all? When did you come up with the name?

Daniel Knowles - Nov 04, 2015 at 21:19
I apologize if this is already known, but I am interested to know what the final resolution will be, for the main game window and the GUI separately.

I'm curious to know because the game seems to be trying to maintain that old nostalgic look, and can that be achieved if the game is in high resolution?

skarsson - Nov 04, 2015 at 21:33
Did you contact Michael Land, Clint Bajakian, or Peter McConnell for Thimbleweed Park?  How come they're not involved?

hihp - Nov 04, 2015 at 22:14
Have you considered logging all user actions so that, after finishing the game, the user could watch a complete replay of how he solved the game?

Alex Segal - Nov 04, 2015 at 23:26
Just curious: will different areas/stages be set in different times of the day?  In other words, will certain stages be set during daytime and others in the nighttime (like in Monkey Island 2, where Phatt Island is set in the daytime, while Scabb Island is set in the evening)? Thanks!

Derrick Reisdorf - Nov 05, 2015 at 00:00
If you had an unlimited budget for voice acting who would you cast in the roles of Rey, Reyes, Ransom, Franklin, and Delores (sp)?

Derrick Reisdorf - Nov 05, 2015 at 00:08
Who will be the unlucky soul to have to QA test all 3,563 of the answering machine messages that backers will be submitting?

Brad C. - Nov 05, 2015 at 00:24
How will the game scale to different resolutions? Any kind of filters?

Arek - Nov 05, 2015 at 02:28
Are you developing the game on your own single Mac or do you use some kind of cloud server where you can log in and start programming from anywhere on the planet even from Mêlée Island? What kind of cloud system would you recommend?

Dominik - Nov 05, 2015 at 02:45
Some information regarding the pledge upgrade? ;-)
Pretty please?

Jammet - Nov 05, 2015 at 11:41
Yes please! :)

Cole Trickle - Nov 05, 2015 at 05:22
The stories of MM and MI 1+2 are very enjoyable and but also quite simple and "shallow". The premise of TP gives the chance to tell a deeper and darker story like the ones in "The Cave".
So my questions are, will the story be more like "The Cave" regarding the characters, their backgrounds and their dark sides, and is there a personal connection to one of the characters? Will there be a McGuffin like the secret of Monkey Island?

Michael Mai - Nov 05, 2015 at 08:10
Edward Snowdon. Hero or traitor? What's your opinion on that?

Michael Mai - Nov 05, 2015 at 08:11
Um. Snowden. Bloody typos.

Mattias Cedervall - Nov 05, 2015 at 08:11

I'm from Sweden.

Zak Phoenix McKracken - Nov 05, 2015 at 08:44
When the truth is broadcasted, you are never a traitor.

Mattias Cedervall - Nov 05, 2015 at 11:38
I agree!

Brush Guy - Nov 05, 2015 at 09:56
Is it possible to upgrade a pledge (and receive a higher tier reward) that was made on Kickstarter by using the "Support Us" page?

T.M. - Nov 05, 2015 at 10:23
You’ve mentioned in earlier interviews that in Maniac Mansion and Zak McKracken many characters were somewhat based on real people, is this the case also in TP or are all characters fictional only?

Geoff Paulsen - Nov 05, 2015 at 10:54
When designing puzzles, do you take into consideration # of rooms needed to walk?

Arto - Nov 05, 2015 at 11:24
Your favorite adventure games other than the ones you have been involved with?

Jammet - Nov 05, 2015 at 11:41
Is there progress on giving kickstarters and paypal backers the ability to up their pledge?

Dominik - Nov 05, 2015 at 14:35
I - for obvious reasons - second this ;-)

Vitoner - Nov 05, 2015 at 11:57
I recently watched an interview in wich Mr Gilbert states that puzzles shouldn't induce players to try to solve them trying random solutions.
My memory went back to when I was a kid, I didn't know english yet (I'm from Italy) and I was banging my head against the "monkey wrench puzzle" in MI2. Because of the translation ("Scimmia", just "Monkey"), the puzzle was basically impossible to solve.
Have you considered this issue while making puzzles for Thimbleweed Park?

Zak Phoenix McKracken - Nov 05, 2015 at 12:03
[Italian mode ON]
Ah, come ti capisco... però quando poi ho scoperto che Monkey Wrench = Chiave Inglese, nella versione italiana, ho capito tutto... e ho imparato un nuovo modo di dire inglese!
[Italian mode OFF]

Andy Hall - Nov 05, 2015 at 13:43
How are you dealing with the time difference involved with Trans-Atlantic collaboration?

Cirion - Nov 05, 2015 at 13:59
Some music related questions:

What is the plan on what the music will sound like? Dou you plan to use some kind of software retro synthesis which is run on the device we play the game on, so that the music sounds like Adlib or Roland (MT32)? Or will you use "presynthesized" music using one of these close to real sounding instrument databases. Or will you even use real instrument recordings? Do you plan on using something similar to the iMUSE system to generate a dynamic soundtrack?

In my oppinion a big part of the wonderfulness that made the old Lucas Arts games was the great music. I spent a large amount of my savings as a teenager on a Roland SCDB-15 soundcard to get the best possible music experience, so I admit I am a bit geeky when it comes to game music.

Thank you for answering my questions!

Arek - Nov 05, 2015 at 14:14
Where does the name Zak McKracken come from?

Zak Phoenix McKracken - Nov 05, 2015 at 15:17
Hello, if you want, I can answer this question. But if you prefer, I can wait until the podcast...

Big Red Button - Nov 05, 2015 at 14:42
What is the status quo of the Park Arcade games?

Who is responsible for them?

Will there be clones of some arcade classics, such as Pac-Man, Pong, Space Invaders, Tetris or Donkey Kong for instance? Maybe a pinball, too?

Zak Phoenix McKracken - Nov 05, 2015 at 15:20
... or maybe Maniac Mansion, with courtesy of Disney...
Brrr.... sounds creepy...

Derrick Reisdorf - Nov 05, 2015 at 15:26
I know you like your verbs, but do you take extra time to create puzzles especially for verbs that could arguably be eliminated/replaced?

{ Explanation:
There are few use cases where Open/Close couldn't be used interchangeably (meaning, you rarely would/could open the same object twice in a row).
Also, GIVE could be replaced altogether by USE, since USING an object with a character could be like giving it to him/her.  Do you try and come up with scenarios where you actually would want to USE an object on a character, like: USE TASER GUN ON UNRULY PATRON, where yield different results than GIVE TASER GUN TO UNRULY PATRON).
...USE BLACK "BLACK MAGIC" MARKER ON GROCERY CLERK.  Player: "The magic only works if I draw on him when he's asleep."
...GIVE BLACK "BLACK MAGIC" MARKER ON GROCERY CLERK. Clerk: "No thanks, I already have something to write with."
...USE BLACK "BLACK MAGIC" MARKER ON SLEEPING CLERK.  Player"[scribble scribble scribble]  ...  Hmm...That kind of looks like a...whistle."

In addition, PUSH/PULL is kind of a weird one, too.

Do you try to come up with scenarios when designing puzzles where these cases will be used- and used more than just once?
Do you make it a point to make use of verbs in original ways when designing puzzles?
Or, do you not give it too much thought and just like including PUSH/PULL, OPEN/CLOSE, USE/GIVE, to give the illusion of a more interactive world- where even though nothing might HAPPEN, you can still write funny dialogue responses.

Derrick Reisdorf - Nov 05, 2015 at 15:37
Any good puzzles or puzzle mechanisms that were so out-of-place that you couldn't use it in a game?  Any instances where you included leftover puzzles from a previous project?

hdort - Nov 05, 2015 at 15:59
Why didn't you choose to treat the music the same way like the visuals, i.e. stick to chip tunes and use all that is possible today: more voices, stereo, more sounds, effects? (Visuals: stick to pixels, use more pixels, more colors, add parallax, lighting, etc.)