Sunday, 20 November 2011

Hidden in Plain Sight -- published and roundup...

I hit the Publish button late on Thursday evening. I'd advertised a Friday release date, but there is a lag between pushing the button and seeing it show up on the Xbox Live servers, and I really wanted to watch it show up.

So, late Thursday night, there it was. Another game, published for the masses to see.

On Friday and Saturday, a few reviews showed up online:

http://www.1uporpoison.com/xblig/hidden-in-plain-sight/


This is one of the most enjoyable and unique multiplayer games to come out of the XBLIG channel. It forces players to mingle with and behave like the NPCs walking around the screen in order to inconspicuously meet some goal. Depending on what mode you’re playing, this goal could be assassinating the other players, collecting coins, or racing to the finish line. My favorite modes are those that split up players into two teams, where one team consists of snipers trying to figure out who’s an NPC and who’s a human. These matches become incredibly tense (and hilarious) as the non-snipers get closer to winning. But because this is restricted to local multiplayer only, part of the challenge is first figuring out who you are without everyone else noticing. Sometimes, five minutes will go by, and I still don’t know where I am! That doesn’t necessarily ruin the game, though. In the right company, every moment—from the initial confusion to the winning move—is a thrill. So if you have someone to play with, get this. Hidden in Plain Sight makes for a very fun party game.

http://indies.onpause.org/2011/11/hidden-in-plain-sight.html


Pros:Amazingly fun multiplayer with tons of replay value - Cute graphics - Fantastic price
Cons:Would love to have more game modes ;)


So far, so good!

I was also a guest on the weekly GameMarx podcast. You can listen to it here if you're so inclined. I'm getting over a cold, so I apologize in advance about the sniffing. Ugh.

I was really prepped and had a lot of stuff I wanted to talk about on the podcast, but sometimes it was hard to get a word in, and the conversation didn't always go in directions I anticipated, but it was a fun experience and I'm honored to have been a part of it.

On Friday evening, my in-laws were over for dinner, and they wanted to see a demo of the game. So I fired it up, and walked them through a couple game modes. What we quickly discovered, though, in Knights vs. Ninjas, was that some debug code was left in the game. This means that players always start in the same location, rather than randomly spread around. Serious bummer. I'm pretty pissed about it, but there's not much I can do now, aside from fix it and send it in for another Review and get it patched. I'm giving myself another day or two to see if anything else pops up. It just sucks to put it so much effort to get everything just right, and then make a last minute change and mess things up. Oh well.

No sales figures yet. I'm really not expecting anything big by any stretch. Seeing the positive reviews and that email have been super rewarding as it is.

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