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NoDeath

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Our game has a trailer!

You know, there's something about having an real, genuine trailer (it says official and everything) that legitimizes this whole thing for me. I really am making a video game. This is really happening. I'm one of 3 programmers and 6 artists who've spent the past 4 months working on Clo. We're all students. For all of us, this is the first time we've aimed to make something that could potentially be considered a real game. It's exciting. Hopefully you guys think it looks at least a little bit cool.

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NoDeath

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Edited By NoDeath

You know, there's something about having an real, genuine trailer (it says official and everything) that legitimizes this whole thing for me. I really am making a video game. This is really happening. I'm one of 3 programmers and 6 artists who've spent the past 4 months working on Clo. We're all students. For all of us, this is the first time we've aimed to make something that could potentially be considered a real game. It's exciting. Hopefully you guys think it looks at least a little bit cool.

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ahoodedfigure

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Edited By ahoodedfigure

Season changing is a cool idea. I notice there were a few thematic things that were part of the seasons, like parasailing on a leaf and snowballs. How would you characterize the major tools you can create in each season?

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Branthog

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Edited By Branthog

Agreed, the seasons element is clever. How does that mechanic work? Does the player change it on the fly at whim? Is it a limited resource?

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NoDeath

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Edited By NoDeath

When you start each level, the seasons you can switch to are limited, typically as you enter each level only the one you start with is available. There are orbs scattered throughout each level that unlock new seasons. Once a season is unlocked, you can switch to and from as many times as you like. As you collect more orbs, and gain access to season specific items and powers, more pathways open up to you, eventually allowing you to get access to the end of the level. The number of times you switch is tracked by the game though and affects the ranking you get at the end of each level. The fewer switches you use to beat a level, the higher you score. You can see what seasons are available and active in the bottom left of the screen.

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Vodun

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Edited By Vodun

This mechanic seems very similar to what was used in Outland, was that an inspiration?

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NoDeath

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Edited By NoDeath

@Vodun:Outland did come up from time to time in design discussions and we have looked at it a bit but it wasn't a direct inspiration, no.

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I_smell

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Edited By I_smell

Looks like a videogame! (thumbs up!)

Was the snowball getting bigger as you were rolling it?