I think cactus puts it best:
Sorry about the radio silence, we felt it was necessary to let this experiment live its own life for a while.
Anyway, this should pretty much make everything clear.
And here’s a bugfree version of the game.
Also, sorry to anyone who was offended by the idea behind the game. Even if we in some ways tried to play you, you’ll have to remember that we spent a bit over two days making this game, so the joke is really on us. (Although, this wasn’t meant to be a joke, but an amusing experiment.) Hopefully you’ll all agree that this indeed did convey a bit of tragedy and some comedy one way or another.
Thanks for playing and making this game a worthwhile project for us!
November 17th, 2009 at 8:31 pm
Yeah, it’s hard. I admit it – I gave up at Pussy!.
But I’m still impressed with the visual style and fluidity of the game, and most of all how it comes in just one executable. As one programmer to another – what do you use to make your games? How do you bundle up all the resources in one file? Do you use any third party libraries (e.g. SDL, OpenAL, etc) and if so, how do you package those dlls in the exe? In other words, what’s the secret of your magic, mighty juju?
D.
November 17th, 2009 at 8:51 pm
Multimedia Fusion, baby, that’s why. The program compiles graphics/sounds/levels in one executable file.
November 17th, 2009 at 8:55 pm
D. — ein is right, i use MMF. the underside is a different story — it uses external files because i wanted the game to be modular (and moddable too).
November 18th, 2009 at 1:39 am
I’m 04, which would explain why I didn’t get very far. Arthur, you motherfucker, this was brilliant.
November 18th, 2009 at 9:52 am
this ain’t the underside
this ain’t me caring
November 18th, 2009 at 3:43 pm
who needs one ugly motherfucker caring anyway
November 18th, 2009 at 9:01 pm
When I first heard Mr. Podunkian was working with Cactus, I nearly lost it!
An excellent example of how comedy and tragedy can be implemented through gameplay, rather than the more common methods.
Surely proof that time isn’t a factor. (Though Cactus has already taught us that)
But enough about Cactus (If there is such a thing), it’s good to know you’re still up and at it.
November 19th, 2009 at 2:59 am
I had 04 and I still got checkpoints… what gives?
November 19th, 2009 at 1:19 pm
hahaha this was great, awesome job guys.
November 19th, 2009 at 8:49 pm
Oh, that is SO awesome.
I was wondering why I didn’t get an ending… Now I know. You are genius trolls.
November 20th, 2009 at 12:05 pm
Hahahahaha
November 20th, 2009 at 5:28 pm
Ash Ketchum: you played version 2, where that “bug” and the others were fixed. Me too. Oddly, I feel cheated.
November 21st, 2009 at 3:52 pm
Hey, the forums are off.
November 21st, 2009 at 6:20 pm
yeah, my mistake — i disabled the insignificant studios url on accident.
November 22nd, 2009 at 5:18 am
On a side note, do you plan on spending one day to release a newer build of TAP?
November 23rd, 2009 at 1:13 am
ein — i was actually working on that recently. i have a test version that’s MUCH, MUCH faster, and has a proper zoom built in — it’s just i have a lot on my plate right now that i need to get finished so that i’m not broke.
December 3rd, 2009 at 4:35 pm
I played through Dungeon shortly after it was posted on the site, but then didn’t look at clarity until just a few minutes ago. I had been expecting an explanation of the rather cryptic level titles, hoping to extract some meaning from them that could be construed as comedy. Then of course I found that I’d ended up with 7. I couldn’t help but laugh.
December 3rd, 2009 at 10:10 pm
Interesting. I felt like I was just playing a really mediocre platformer until that last clarification. Cool idea, guys.
January 24th, 2010 at 12:11 am
Man, great game, i wish people would make more games like this, you could always finish the underside….:)