DMT4; Indiestatik review


Creep Through The Fantastically Odd World Of Daymare Town 4.

It’s been over three years since Daymare Town 3, and so those of you who consider yourselves fans of Mateusz Skutnik’s bewildering and surreal point-and-click adventures may be starved by now. You were served a quick visit into his unique game worlds with Daymare Cat this year, though, so hopefully, you still have some blood pumping around your body.

But here it is; it’s what you’ve been waiting for – Daymare Town 4!

You can play a free version of Daymare Town 4 in your browser, or you can pay $5 to support Mateusz and received the standalone HD version for Windows and Mac, and MP3s of the game’s music. This is the biggest game that Mateusz has ever produced.

In Daymare Town 4, you finally get to explore the titular town that you’ve been trying to get into in the previous entries in the series. It’s no less grim, unsettling or creepy than what you’ve been through before; in fact, it’s even more so. The wind blows a harsh gale about the sketched environments. You’ll wander crumbling towers and encounter people who you upset by accident or are just so vacant and out of this world that communication with them is futile.

You’ll travel across the Sea of Smoke, poking into hidey-holes and stealing cutlery and cog wheels. Climb the House of Dragon and uncover its hidden mechanisms that lie beneath the dragon’s coils. Pass through the Resin Gate, trawl through the Seaweed Fossil Chasm and explore the innards of a Sand Giant.

As you’d expect, Daymare Town 4 is full of surprise, and not all of it good. But it’s far from perfect and makes you suffer, I think intentionally, but it spoils the experience a little, still. I can appreciate that the Daymare series is supposed to be unfriendly, but it does this adequately in its presentation, and so there’s no need to extend this to the gameplay.

As always, you’re only pointing and clicking with your mouse, but so many pathways aren’t indicated visually, and so it’s easy to become stuck, just because you didn’t realize you can go down a certain passage or turn about inside a room. Similarly, there are so many items to collect in Daymare Town 4 that it’s easy to become swamped with them, especially as there are many useless ones that act as red herrings and can even be placed in certain locations, implying that they have a use when they don’t.

I wish that Daymare Town 4 was a little more user-friendly is all. That way, the frustration of becoming stuck wouldn’t visit nowhere near the amount of times it persists to. Other than that, it’s a fantastically weird and creepy trek through one of the most unique game worlds to be found in an adventure game.

[source]



DMT4; indievault.it review


Daymare Town 4: ritorno nella città allucinata di Mateusz Skutnik.

Quella dei Daymare Town è una serie di punta e clicca in Flash realizzati da Mateusz Skutnik, developer polacco che si occupa tanto del codice quanto del comparto visivo dei suoi giochi.

Lo stile di Skutnik è molto particolare e ricercato, e nei Daymare Town è graffiante, ma al tempo stesso pulito. La sua grafica, pur con soli due colori, riesce a generare un’atmosfera di allucinata inquietudine da cui è impossibile non rimanere colpiti e affascinati.

Da poco Skutnik ha rilasciato il quarto capitolo della serie, e per la prima volta lo offre anche in versione HD, scaricabile e giocabile a schermo intero in cambio della modesta cifra di 5 dollari.

Ciononostante, è comunque possibile provare la versione gratuita online, completa in tutto, tranne che nella possibilità di giocare in fullscreen.

Che ve ne pare?

[source]



Daymare Town 4


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 play in HDplay free online | vinyls

reviews: Jay is Games | Indie Statik | PC Gamer | Polygamia

more reviews: indievault.it | Game Exe | Scribbler.cz | Bubble News

walkthrough: video | english

devlogs: #1 | #1 timelapse | #2

let’s play’s: Mage | Pixzule

Pixel Heaven 2014

update #1 [15.IX.2013]

As it turns out, I can’t stop working on this game… I’ve been doing it for so long, that now that it’s over I’m looking for any excuse to open the files and just change things. First of all – fixed few minor bugs (a big thank you to all people who found them and informed me about them), so once that was sorted out, I figured it’s the high time to finally create my new handwriting font. The old one was too thick – it had to be rendered with thickness filter each time, which was completely “you’re doing it wrong” situation. Besides – that font was missing lots of glyphs, even the important ones, mostly punctuation. Because of that lots of dialogue was looking weird. Not anymore. I created my new font and replaced every text instance within the game, so there’s that. I believe this deserves being mentioned. If you bought the game – you can re-download using your link, if you didn’t – you can play online, the free version was updated as well.

update #2 [29.IX.2013]

Nobody told me that the footer looked like shit. :D I couldn’t see it, because I HAVE that game font installed on my machines. I spotted that problem on Pixzule’s let’s play, once you see it you can’t un-see, so I had to dig in and update the game once again. All of my games use Arial for the footer, it’s crystal clear when is played in small size. But no, this time I had to change ALL fonts in the game (remember?) so while all in-game fonts are neatly embedded and displayed just fine – that footer textfield wasn’t embedded (Arial looks better this way). Hence the problem. Embedding the font in the footer textfield did the trick.



Daymare Town 4, english walkthrough


Part 1


Sea of Smoke


  1. You start the game in the middle of a desert. Click the right side of the area to turn right.
  2. Now you should see a cave on the left and a row of stairs on the right. Click the stairs to walk towards them.
  3. From there, go down through the arch way at the middle of the stairs to enter a building which contains a smaller staircase.
  4. Go down these stairs to a small room with five pegs on the wall.
    • Pick up the COG WHEEL (1) on the right side of the floor.
  5. Go back up the stairs to exit the building, then move back twice to return to the starting zone.
  6. Now click the left side of the desert area to turn towards a hill with a forked road.
  7. Follow the path on the right and continue to move right until you reach the Resin Gate.

(more…)



Daymare Town 4, video walkthrough



Barebones walkthrough, without spoiling anything except the path to the ending.
If you’re stuck and looking for a subtle hint on how to finish the game but don’t want to spoil anything else – this is a video for you. I deliberately went through literally on the surface of the game without diving in too deep.



Tetrastych; recenzja na Alei Komiksu


Mateusz Skutnik podchodzi do rysowania kolejnych albumów zadaniowo. A to zrobi 48 plansz Rewolucji „We mgle” w konsekwentnym tempie jednej strony dziennie (w jednym ciągu), a to za jednym posiedzeniem pociśnie minialbum podczas projektu 24 godziny. Czy w końcu najnowsze wyzwanie – zbiór stripów rysowanych z regularnością cotygodniową i zebranych w album wydany przez Wydawnictwo Komiksowe. Czterokadrowe historyjki publikowane były przez rok na forum Gildii w ramach nieco zapomnianego konkursu na pasek komiksowy. Dodać należy, że Skutnik zwyciężył w pierwszej edycji tego konkursu odbywającego się od lutego 2005 roku najpierw na forum Wraka, a od 72 edycji do teraz (na dziś prawie 380 tematów!) pod egidą Gildii. Co ciekawe, nowy album Skutnika nie jest jego pierwszym takim wyczynem, bo pokłosiem tego samego konkursu był też wydany w 2008 roku przez Kulturę Gniewu albumik „Blaki – paski”.

Rysowanie stripów jest dla Skutnika ćwiczeniem, bowiem forma stripu jest wbrew pozorom niezwykle wymagająca. Nie dość, że trzeba czytelnika rozbawić, zaskoczyć lub skłonić do refleksji, to trzeba też być lapidarnym i bezbłędnym. Pasek jest strzałem snajpera. W “Tetrastychu” wychodzi to różnie, ale zazwyczaj na równym poziomie, gdyż autor często trafia w sedno i wyjątkowo rzadko pudłuje. Oczywiście robi to w swoim specyficznym stylu, a jego poczuciu humoru partneruje charakterystyczna oprawa graficzna. Ilustracje są przekrojem od stylu Morfołaków (pojawia się nawet jeden z bohaterów tej serii) aż po malowane impastem niczym pastą do zębów plastyczne landszafty. Wygląda to pięknie. Całość jest spięta narracyjną klamrą w postaci pojawiających się na okładce ptaszków, więc śmiało można powiedzieć, że to komiksowy album od deski do deski (twardych lakierowanych okładek).

Mimo wszystko, można odnieść wrażenie, że “Tetrastych” jest Skutnikową fanaberią, powstałą mimochodem zabawą z nieoczekiwanym efektem w postaci albumowego wydania. Dla fanów rzecz konieczna jako uzupełnienie kolekcji. Jako samodzielne dzieło oderwane od kontekstu konkursu paskowego – po prostu zbiór stripów, które momentami mogą zachwycić, ale wcale nie muszą.

Ocena: 6/10
Autor: Maciej Pałka
[source]



Daymare Town 4, jayisgames review


It’s finally happened. You’ve gone beyond the walls of Daymare Town. But what waits for you in the eerie silence of the Sea of Smoke… and beyond? Mateusz Skutnik delivers another creepy-cool yet imaginative point-and-click adventure game with the long awaitedDaymare Town 4. After three years, your chance to explore more of the beloved world has arrived. Just click around to navigate and interact, using the changing cursor as your guide. There is a lot to find and gather up, and not all of it is useful, so make sure to make use of places to store items, or keep your eyes peeled for a backpack to allow you to carry even more.

Chances are if you saw this title and started doing a little squirmy happy dance in your seat, you’re already familiar with its signature brand of surreal, disorienting environments and odd puzzles. In which case, the biggest difficulty you might encounter is navigation, since it’s easy to completely miss a lot of area transitions that aren’t visually indicated onscreen unless you sweep your cursor over them. Chances are if you get stuck, it’s mostly because you didn’t think to try to zoom in on a seemingly innocuous area, or to sweep your cursor along the edges of the screen to see if you could turn around or go another way not indicated. It’s a game that needs you to explore every nook and cranny, to keep your eyes open for clues and try everything. It’s also, as you might expect, absolutely gorgeous, although perhaps with a more unnerving art style to its denizens than before.

Sensitive players also might want to be warned, however, that there is a brief implication of suicide which might be upsetting to some. There’s an overall bleakness to this installment that somehow makes it more unsettling than its predecessors, a grimmer vibe than the Moomin-esque feel it had prior. Daymare Town 4 offers a lot to explore, and continues the series’ tradition of red herrings, allowing you to use some items in the places they don’t really belong to mislead you. (Although as a general rule, in most cases if you’ve put an item in the proper place, you won’t be able to move it again.) It’s a game that sets out to make you feel lost and bewildered and it definitely succeeds. What’s waiting for you out there beyond the Resin Gate, Seaweed Fossil Chasm, and beyond? Only one way to find out. It’s a massive game well worth your time… and if you enjoy it, consider picking up the fullscreen HD version for $5 USD to support the developer who’s given us so much for so long for free.

Author: Dora



Daymare Cat, Polityka review


„Daymare Cat” to dogrywka trylogii „Daymare Town” Mateusza Skutnika. Ten utalentowany artysta znany jest głównie jako rysownik i scenarzysta komiksów (serie: „Rewolucje”, „Morfołaki”, „Blaki”), a także jako autor opowieści i scenografii wyreżyserowanego przez Tomasza Bagińskiego filmu „Kinematograf”. Że Skutnik ma na koncie także wiele urokliwych gier, niestety równie powszechnie wiadome nie jest. Są łatwo dostępne – możemy je uruchomić w internetowej przeglądarce za darmo. „Daymare Cat” przypomina interaktywną monochromatyczną kreskówkę. Miniatura ta oparta jest na mechanice gry platformowej z paroma zagadkami. Nie ma tu historii – jest ładna kreska, tajemnicza dziewczynka, nieco surrealistyczne scenerie, niepokojące tło dźwiękowe, niczym śpiewy duchów miriady cykad oraz trafiona piosenka Cat Jahnke, którą będziemy mogli pobrać w nagrodę za ukończenie przygody. Bardzo estetycznej.

Autor: Olaf Szewczyk.



8bit-ninja interview


 

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8bit-ninja:  Could you please introduce yourself an how you got into gamedesign?

Mateusz Skutnik: My name is Mateusz Skutnik, I’m a games architect and graphic novelist. I got into gamedesign around 2002, when I got my hands on the Games factory software. From that I transitioned to more open and user friendly environment of Macromedia Flash.

8bit-ninja:  the “covert front”, “submachine” and especially the “daymare” series feature a great athmosphere and visual style. Could you describe the process of developing the plot and creating the art for your games?

Mateusz Skutnik: the process itself doesn’t have much to do with the atmosphere and style. Those come from my background of being a comic book artist. The process consists of just transferring the story to the medium, whether it be comic book panels or game levels. What I’m trying to say is – I’m a self-learner and I have no idea about a proper process of creating anything. I just create stuff as I go.But everything begins with a story in my head. Then it’s just a matter of telling.

8bit-ninja:  You do not only work on games but also on comic books. what are the biggest differences between working on graphic novels and on videogames?

Mateusz Skutnik: The obvious thing would be interactivity. The comic book is a straight up storytelling, it’s mien, I tell it, you listen and read and that’s it. In games – the story gets a bit watered down in the gameplay, I give clues, the player has to tell the story himself. The trick is to give him just enough clues for the story to be understandable.

8bit-ninja:  Your adventure games with their surreal enviroment and abstract mechanical devices remind me of the myst-series. What (other?) games inspire your work?

Mateusz Skutnik: Mostly other flash games – Crimson Room, Mystery of Time and Space, works of Nanahiro, games from Amanita Design, 100 Rooms. All were brilliant, innovative, artistic. I fell in love with the format of a small flash game.

8bit-ninja:  Point’n click style games seem to work pretty good on IOS devices like the iPad. Have you concidered porting your games (maybe as a compilation?) to an app since those devices do not support flash?

Mateusz Skutnik: We did that 4 years ago. the fact that you don’t even know about it explains how big of a success that was. The thing is – I don’t agree that point and click games work well on iOS devices. PNC is about exploring, searching, finding hotspots on the screen – all done with the mouse pointer. If you remove the mouse from the equation – PNC games tend to be just a confusing mess of not knowing what to do.

8bit-ninja:  The current daymare game – daymare cat – also includes great music from “cat and the menagerie” both in game and as an incentive for completing it. How did this collaboration happen?

Mateusz Skutnik: Cat reached out to me and suggested creating a game together. It was just that simple. Once I listened to her music I knew more or less what I wanted to do. Separate tracks, building a song throughout the game – that was a good idea for a small exploratory game.

8bit-ninja:  Even though you are probably still busy working on Daymere Town 4 do you have any plans on upcoming projects? Will we see more coming out of the daymare and submachine universe or do you want to “slip in a little side project”?

Mateusz Skutnik: After Daymare Town 4 I’ll make another 10 Gnomes game. After that it’s time for Submachine 9 and possibly Where is 2014? game. I’m set till the end of the year. I don’t have plans for 2014 just yet. I’ll surely create the last, 10th Submachine, but after that – all bets are off. Change is good.

 

—-

[german translation]

8bit-ninja: Stell dich doch bitte einmal vor und wie es dich in die Spieleentwicklung verschlagen hat.

Mateusz Skutnik: Mein Name ist Mateusz Skutnik, ich bin Spielearchitekt und Schöpfer von Comicromanen. Mit dem Spieledesign habe ich etwa 2002 angefangen, als ich das Programm the games factory in die Finger bekam, von dem ich auf die offenere und benutzerfreunlichere Entwicklungsumgebung von Macromedia Flashgewechselt bin.

8bit-ninja: Deine Spieleserien wie covert frontsubmachine und besondersdaymare zeichnen sich durch eine besondere Atmosphäre und visuellen Stil aus. Kannst du beschreiben, wie du bei der Entwicklung der Handlung und der Erstellung der Grafiken vorgehst?

Mateusz Skutnik: Der Prozess selber hat wenig mit der Atmosphäre und dem Stil zu tun als vielmehr meinem Hintergrund als Comicbuchkünstler. Das Vorgehen besteht eigentlich nur darin, die Geschichte auf das jeweilige Medium zu übertragen, seien es die Panels eines Comics oder die Level eines Spiels. Was ich damit sagen will ist, dass ich Autodidakt bin und keine Ahnung habe, wie man “richtig” bei der Erschaffung von Irgendetwas vorgeht. Bei mir entsteht vieles einfach während der Arbeit. Aber alles beginnt mit einer Geschichte in meinem Kopf. Von da an muss diese nur noch erzählt werden.

8bit-ninja: Was deine Arbeit an Comicbüchern betrifft: Worin besteht denn der größte Unterschied zur Entwicklung von Videospielen?

Mateusz Skutnik: Offensichtlich wäre da wohl die Interaktivität. Ein grafischer Roman ist eine gradlinige Geschichte, es ist meine, ich erzähle sie, du hörst zu und liest, und das war’s. In Spielen wird die Geschichte etwas durch die Spielmechanik verwässert. Ich gebe Hinweise, aber der Spieler muss die Geschichte selber erzählen. Der Tick ist, gerade genug Hinweise zu geben damit die Geschichte verständlich bleibt.

8bit-ninja: Deine Adventures erinnern mich mit ihren surrealen Umgebungen und abstrakten mechanischen Geräten an die Myth-Serie. Welche (anderen?) Spiele haben dich noch inspiriert?

Mateusz Skutnik: Hauptsächlich andere Flash-Spiele – Crimson RoomMystery of Time and Space, die Arbeiten von Nanahiro, Spiel von Amanita Design, 100 Rooms. Die waren allesamt brillant, innovativ und künstlerisch wertvoll. Ich liebe das Format der kleinen Flash-Spiele.

8bit-ninja: Point’n’Click Spiele scheinen ziemlich geeignet für IOS Geräte wie iPad geeignet zu sein. Hast du in Anbetracht dessen, dass diese Geräte kein Flash unterstützen, schon mal an eine Portierung deiner Spiele als App gedacht?

Mateusz Skutnik: Das haben wir bereits vor 4 Jahren gemacht [Anmerkung 8bit-ninja: Zu meiner Verteidigung, ich hatte im Vorfeld recherchiert und nichts gefunden]. Die Tatsache, dass du davon nichts weißt, zeigt, wie erfolgreich das war. Übrigens stimme ich dir nicht darin zu, dass Point’n’Clicks gut auf diesen Geräten funktionieren. Das Genre lebt vom Erforschen, Absuchen, davon die Hotspots auf dem Schirm zu entdecken. Das alles geschieht mit dem Mauszeiger. Wenn du die Maus aus der Gleichung entfernst tendieren diese Spiele dazu, ein verwirrendes Durcheinander zu sein, ohne dass man eine Ahnung hat, was man machen muss.

8bit-ninja: Der aktuelle Teil der daymare-Reihe, daymare cat, enthält sowohl innerhalb des Spiels als auch als Belohnung am Schluss großartige Musik von cat and the menagerie. Wie kam es zu dieser Zusammenarbeit?

Mateusz Skutnik: Cat ist an mich herangetreten und hat mir vorgeschlagen zusammen ein Spiel zu machen. So einfach war das. Nachdem ich ihre Musik gehört habe wusste ich mehr oder weniger, was ich machen wollte: getrennte Tonspuren, die im Spiel zu einem Song zusammengebaut werden. Das war eine gute Idee für ein kleines Spiel, in dem es ums Erforschen geht.

8bit-ninja: Momentan bist du wahrscheinlich stark mit deiner Arbeit an Daymare Town 4 beschäftigt, aber hast du schon Pläne für deine nächsten Projekte? Werden wir mehr aus dem Daymere und Submachine- Universum sehen oder würdest du gerne ein kleines Nebenprojekt einschieben?

Mateusz Skutnik: Nach Daymare Town 4 werde ich ein weiteres 10 Gnomes Spiel machen. Danach wird es Zeit Submachine 9 und eventuell ein where is 2014 Spiel. Bis Ende des Jahres bin ich also bereits fest verplant. Für 2014 habe ich noch keine Pläne. Sicherlich werde ich das zehnte und letzte submachine-Spiel machen, aber danach – alles ist möglich. Veränderung ist gut.

8bit-ninja: Vielen Dank für das Interview.

 

[source]



dmt4 – the entrance


dmt_entrance


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