I recently came across a Kickstarter for a very interesting new game called Octopus City Blues. It's a really unique adventure game that's hard to describe so I recommend you watch the Kickstarter video.
"Assume the role of Kaf Kafkaryan, a cowardly middle-aged octopus blood junkie and tentacle trimmer, living in a city built around a giant octopus. Kaf has been experiencing bizarre dreams about a world populated by twisted creatures. To help the inhabitants of his dreams, he must learn more about the people of the city and explore the underside of the towering metropolis. Along the way he becomes entangled in a conspiracy with far-reaching implications for Octopus... Read All
I recently came across a Kickstarter for a very interesting new game called Octopus City Blues. It's a really unique adventure game that's hard to describe so I recommend you watch the Kickstarter video.
"Assume the role of Kaf Kafkaryan, a cowardly middle-aged octopus blood junkie and tentacle trimmer, living in a city built around a giant octopus. Kaf has been experiencing bizarre dreams about a world populated by twisted creatures. To help the inhabitants of his dreams, he must learn more about the people of the city and explore the underside of the towering metropolis. Along the way he becomes entangled in a conspiracy with far-reaching implications for Octopus City."
The game has now made double over it's current Kickstarter backing level but if you are interested in getting in on some of the goodies, check it out.
At the end of last month Terraria came to the iPhone and iPad. 505 Games, the company that ported Terraria to iOS plans to bring the game to Android but right now, it's only available on Apple devices. Since I love Terraria and have an iPhone, I bought the game the second it dropped in the iTunes store.
I don't have much luck with games I love being ported to the iPhone. That said, 505 Games has really done a great job with the Mobile port as it really captures much of the fun of Terraria. My only major gripe is that the game is not quite as easy to control as the PC version, but its pretty damn good considering the touch only interface. But don't take my word for it,... Read All
At the end of last month Terraria came to the iPhone and iPad. 505 Games, the company that ported Terraria to iOS plans to bring the game to Android but right now, it's only available on Apple devices. Since I love Terraria and have an iPhone, I bought the game the second it dropped in the iTunes store.
I don't have much luck with games I love being ported to the iPhone. That said, 505 Games has really done a great job with the Mobile port as it really captures much of the fun of Terraria. My only major gripe is that the game is not quite as easy to control as the PC version, but its pretty damn good considering the touch only interface. But don't take my word for it, check out the iTunes reviews. The game is doing so well it has become an iTunes Editors Choice game, which is to say, it has turned quite a few heads.
That said, the port aint perfect and occasionally it's hard to jump or navigate the world. I have run into a few bugs and work around them, but the vast majority of my experience with Terraria on mobile is good.
the changes
You can't port a PC game to mobile without making changes or else the game would be bad. Terraria is no different here and the changes are noticeable. All told, they are mostly all for the better but it's good to know what they are. The game is quite a bit easier on mobile. On PC if you don't build a house in your first night, you will die. The mobile version spawns less slimes and zombies such that night isn't that much of a problem.
Your player emits a pretty bright light at all times making it less useful to drop torches. I still drop torches, but the bright light emitted from the player really doesn't make them as useful. (The screenshot I took in my game above, illustrates what I mean)
I have also found that resources seem much more plentiful in the mobile version. This isn't a huge deal because I imagine people are less inclined to want to spend hours digging on a phone.
Doors automagically open for you and you auto jump when you reach terrain you cant walk over. This basically means you can hold down the left direction to move and you auto jump over anything easily. This is a really nice feature as the left screen is for movement and the right screen is for digging or attack. Swiping up jumps you but I don't do that as often as I thought i'd have to with auto jump.
world spawns
This is far from empirical data, but I have created 6 worlds now and none of them start with anything close to a flat surface at the spawn zone. In fact, the world generation seems much more apt to create some very rough terrain than I recall in the PC version. I wonder what your experience with your maps have been, does the game spawn you a uneven forest zone? Terraria on PC could create some really unique forest topography but much of it was flat that contained some up and down, on mobile that doesn't seem true.
final thoughts
If you love Terraria and want to play it anywhere, Terraria on iOS is for you. So far Terraria has been ported to PS3, XBox 360 and iPhone and iPad. Clearly porting the game to other platforms is possible so I really hope to see it ported to Mac and Linux someday.
I was going to write up something just like this in a few days once I had more time with it and tried some boss fights. I had a bad experience with it the first day, but I kept with it and I'm glad. It takes some getting used to, but it's great for when I want to kill some time. I've mentioned before that I don't play many mobile games except time-wasters like Jetpack Joyride and Angry Birds, but this fills that role and actually feels like a real game as well.
The controls are clunky, even after you get used to them, but they're serviceable. I put blocks where I don't want them pretty frequently, and I can't imagine fighting Skeletron with them. We'll see how that goes.
I played the PC version some to compare and contrast, and I disagree that on PC you *must* build a house the first night. It's timed well so that after you've spent the day collecting the materials you can use the first night as a chance to build out some of your basic needs, but it isn't entirely necessary. I ended up collecting fallen stars my first night. That said, it wasn't exactly easy. On the iOS version, it's much easier to pull off.
The player emitting light was an interesting choice. I actually prefer it for iOS. Placing torches frequently needs some precision controls, which you don't get here.
Resources are definitely more plentiful, which is good, as you said, because I don't want to put up with the controls long enough to find them.
I do like automatically moving over terrain, and I'm glad that's coming to the PC version as well (for one block, anyway).
Your non-empirical data is pretty empirical. I've seen that complaint all over the place since it dropped. It's quite annoying, I feel like unless I fall into a pit I shouldn't get fall damage just from walking left or right. It did lead to a more interesting build for me, though. My spawn point was in a very jagged snow biome, so I ended up building a snow block fortress in the center of a snowy hill rather than a rectangular thing like usual. It's bad design, but at least it led to some creativity.
So yeah, I agree with you. It's as good as an iOS port really can be I think, but it still isn't *real* Terraria to me. This doesn't bother me at all, though, because I still have it on PC.
jdodson Admin Post Author
wrote on 09/09/2013 at 01:13am
Good (or not) to hear that other people have seen what I have. I hope they roll out a patch to fix it up, it sucks to exist in a world that is so uneven. I'll just keep generating worlds until I find something with a more manageable surface.
That said, you should post how the later game goes for you. Sounds like you are further into the base game than I am as I only just started harvesting gold and don't even have a full iron set of stuff yet. Just poking around trying things out and collecting stuff.
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Delver is a new first person Roguelike created by Chad Cuddigan. The game is heavily influenced by Ultima, Hack, Rogue and ... Minecraft. Which is to say, the game looks awesome.
Delver is currently out on Steam Early access, the Humble Store and Android.
Delver is a new first person Roguelike created by Chad Cuddigan. The game is heavily influenced by Ultima, Hack, Rogue and ... Minecraft. Which is to say, the game looks awesome.
Delver is currently out on Steam Early access, the Humble Store and Android.
Yeah, it's been free on the site for a long time so people could try out the alpha/beta of it. So I've been playing for a while. But now you have to pay, so I'm thinking of buying it some time. And the game itself is really fun. It's always scary to turn a corner and have monsters jump at me, and it's fun to see what awesome loot is laying around the dungeons.
jdodson Admin Post Author
wrote on 09/08/2013 at 06:39pm
Yeah, the game looks great and I only just found out about it myself.
Thinking of picking it up today.
jdodson Admin Post Author
wrote on 09/08/2013 at 10:21pm
Just picked this up. WHOA, it's fun.
Can't seem to get past floor 3 right now, but I have only played it a few times now. Very well polished for an early game but I did have to restart after getting stuck in a wall.
jdodson Admin Post Author
wrote on 09/09/2013 at 01:04am
I just walked up to it. I also just ran i to a case where I couldnt progress because the only way out of an area was to hit a warp and it took me back. So yeah, a few bugs but it is still really fun.
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The premise for Cookie Clicker is fairly simple. Click the cookie to get cookies. Save cookies to buy things that help you get more cookies. Buy powerups with Cookies to get more Cookies. Rinse repeat till you have zillions of Cookies.
The game is very simple, yet terribly addicting. The game stores its state in your browser and keeping it open for longer nets you more cookies. I've shared my progress above, how are you doing with your Cookie empire? Or are you going to skip this entirely?
pro tip: Keep a look out for the golden cookie, if you click it awesome things happen.
http://orteil.dashnet.org/cookieclicker/
The premise for Cookie Clicker is fairly simple. Click the cookie to get cookies. Save cookies to buy things that help you get more cookies. Buy powerups with Cookies to get more Cookies. Rinse repeat till you have zillions of Cookies.
The game is very simple, yet terribly addicting. The game stores its state in your browser and keeping it open for longer nets you more cookies. I've shared my progress above, how are you doing with your Cookie empire? Or are you going to skip this entirely?
pro tip: Keep a look out for the golden cookie, if you click it awesome things happen.
One of my college suitemates bought two mice with many easily clickable buttons so he could sit there for hours on end clicking and clicking and clicking and clicking.
jdodson Admin Post Author
wrote on 09/07/2013 at 04:15pm
So, I'm almost done with this (let it run all weekend and spent too much time messing with it and strategizing)... I'm at 35 trillion total baked... But it's getting rough. The upgrades are really expensive at the end (just bought a 9 trillion one, and have a couple 10 trillion, a few 100 trillion a 77 trillion, etc...) and the getting cursors to 200, portals to 100 and time machines to 100 is going to be killer expensive (to finish out the achievements... they are right the OCD makes you bankrupt :)
jdodson Admin Post Author
wrote on 09/09/2013 at 09:54pm
Haha, yeah. @CapnCurry "beat it" in terms of getting all the achievements. I think those just take a long time.
I am going to try for it, I mean having it open in a tab isn't too difficult :D
jdodson Admin Post Author
wrote on 09/25/2013 at 07:40pm
Did anyone notice the "Antimatter Condenser" before? Looks like they added that recently.
Our friends over at Night Dive Studios recently released the classic adventure game, "I have No Mouth, and I Must Scream" on GOG.com. Based on Harlan Ellison's book, this game takes the players through a dystopian world where a rouge AI kills all but 5 people. Over the course of the game you have to make choices that prove humanity's superiority to computers. It's a really compelling game that weaves in lots of social elements to make this very interesting classic game.
http://www.gog.com/game/i_have_no_mouth_and_i_must_scream
Our friends over at Night Dive Studios recently released the classic adventure game, "I have No Mouth, and I Must Scream" on GOG.com. Based on Harlan Ellison's book, this game takes the players through a dystopian world where a rouge AI kills all but 5 people. Over the course of the game you have to make choices that prove humanity's superiority to computers. It's a really compelling game that weaves in lots of social elements to make this very interesting classic game.
beansmyname Supporter
wrote on 09/10/2013 at 06:38pm
This adaptation from story to game is one of the few that holds up well beside the original work. Much of the detail and graphic descriptions from the story come to life and the final horror holds true. Definitely worth the time of any adventure afficionado.
Azurephile Super Member
wrote on 01/25/2014 at 10:14pm
Wow, talk about a blast from the past! I remember reading the story in high school (mid-90's). I seem to recall there being a game based upon it, too. That said, I remember almost nothing about it.
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Death Road to Canada was one of those games I was very impressed with at PAX 2013. It has 21 days to for its Kickstarter and it is doing quite well. I want to give the game more exposure on the site because this game needs to be made.
I want to thank Kepa Auwae and Rocketcat Games for doing the interview and I wish them to a speedy game launch and Kickstarter funding!
jdodson: For me, Death Road To Canada was one of the most compelling games at PAX. How did your experience at PAX 2013 go and how do you think people responded to the game? Did Tarn and Zach bring the star-power the booth needed?
Kepa Auwae: Thanks, glad you liked it! PAX 2013 did really well. Got to meet a... Read All
Death Road to Canada was one of those games I was very impressed with at PAX 2013. It has 21 days to for its Kickstarter and it is doing quite well. I want to give the game more exposure on the site because this game needs to be made.
I want to thank Kepa Auwae and Rocketcat Games for doing the interview and I wish them to a speedy game launch and Kickstarter funding!
jdodson: For me, Death Road To Canada was one of the most compelling games at PAX. How did your experience at PAX 2013 go and how do you think people responded to the game? Did Tarn and Zach bring the star-power the booth needed?
Kepa Auwae: Thanks, glad you liked it! PAX 2013 did really well. Got to meet a lot of people and other developers, and people seemed to respond well to the game due to the promises of teaching dogs how to drive cars. Tarn and Zach were a huge help, especially since my voice gave out halfway through.
jdodson: Where did the inspiration for Death Road to Canada come from?
Kepa Auwae: Initially it was going to be similar to Sarah Northway's "Rebuild", so that was the initial spark. But then we decided to make it more of a road trip, like Oregon trail but with way more focus on the Choose Your Own Adventure stuff and with new action-adventure city exploration. Wasteland Kings was also an inspiration for the animations, and then there's stuff like River City Ransom and Walking Dead and older zombie movies where you have the group conflicts.
jdodson: Rocketcat Games is made up of 3 guys that all live in different states. How did you guys meet and at what point did you decide you needed to start making games?
Kepa Auwae: We met through an old MMO called Asheron's Call. Long after we stopped playing that game, we still hung out in a chat channel we made for it. I just kind of arbitrarily decided to make games one night, probably due to working swing shifts. I convinced the others and we just went for it. Some time later I learned of Paul Pridham through his work, and we made Punch Quest together.
jdodson: Death Road to Canada boasts that some sections will feature 200 Zombies on screen all trying for your brains. I am curious if the game will require you to kill them before you progress or if avoiding them can be a viable strategy as well?
Kepa Auwae: Avoidance is usually a better strategy than killing them. Killing them can waste time and make noise, attracting more zombies. You really want to dash through the city, fighting when you must, as you grab whatever loot you can. When you get to 200 zombies onscreen you're probably not going to survive, so it's best to get out before that happens.
jdodson: In the Kickstarter video you mention you guys wanted to add more in game content. I am curious what you have planned here?
Kepa Auwae: We want lots of different Choose Your Own Adventure events. We also want to do more survivor personality types, more Unique Survivors, and some rare locations. We'd also like to do rare easter eggs you can find in the cities while exploring. Mostly we want to make it so you can play the game many times over, and still find weird little surprises.
jdodson: One feature of Death Road to Canada is the ability to randomly acquire characters for your party. Wondering if these characters will have set abilities or if they will be randomized somewhat? Also, how will the Mounty, Panda Bear or Elvis play compared to each other?
Kepa Auwae: Many party members are randomized. Random faces, bodies, accessories, names, traits, and personalities mixed and matched to make a person. Then there are rarer Unique Survivors, that have set attributes and names and apperances. These include Mounty, Panda Bear, and Elvis. The Uniques have their own CYOA events and story events, while normal survivors have their events determined by their personality.
jdodson: How did the Zombie-pocalypse come about in the story for Death Road To Canada?
Kepa Auwae: The old classic explanation: no one knows. All the undead simply rose up from the ground, in massive numbers.
jdodson: Any chance Santa Claus may show up as an in game event and fly you to the North Pole? I imagine part of the charm could be a mini game where you make toys for the worlds remaining children. Since the world has been savaged by Zombies I don’t imagine you would have to make many toys.
Kepa Auwae: No minigames, making toys for children would be handled through a complex sequence of decision making through Choose Your Own Adventure events.
jdodson: For you guys, what games are you playing right now? Anything you have enjoyed recently that you recommend people check out?
Kepa Auwae: I haven't really played anything recently but Dark Souls. Check out Dark Souls if you haven't already. Oh and 868-Hack on iOS came out recently, that's a really good strategy game.
jdodson: What is the worst Zombie movie you’ve seen? I don’t mean campy awesome, I mean terrible.
Kepa Auwae: There was a later Romero movie where the zombies were slaves and the lead zombie was wearing a mechanic jumpsuit and leading a zombie gang and they were all slowly learning how to use weapons. That was pretty bad.
jdodson: Death Road to Canada looks like a game that would really work well with controllers, any thought to adding support for them in the PC version?
Kepa Auwae: Yeah, we plan to have controller support. Xbox controller support seems really common now.
jdodson: I have one suggestion for a random character for Death Road To Canada. Canadian born William Shatner. It might make sense to have him in a faux Star Fleet uniform so people could recognize him.
Kepa Auwae: I don't know if we could afford William Shatner. We'd probably need a bigger Kickstarter.
jdodson: When do you anticipate we might see the Kickstarter Beta for Death Road and the final game launch?
Kepa Auwae: We're shooting for the end of Fall for the final game launch, and a late beta of about a month or so before launch. Maybe a little longer beta if there are problems.
"The idea of watching a stranger play a video game for hours seems counterintuitive to many. But they are actually quite popular. HUGELY POPULAR, in fact. Let's Play Video creator Pewdiepie currently holds the record for most subscribers, with over 12 MILLION!!! Considering that people could just play the games themselves, what's behind the immense popularity of Let's Play Videos? Is it about learning game strategies? Entertainment? Community? Mind Control?! Watch the episode and find out!"
New episode of Game/Show drops and talks about the Let's Play epidemic and why it's so big. I they were big, but I didn't know they were that big. Game/Show really digs in on the... Read All
"The idea of watching a stranger play a video game for hours seems counterintuitive to many. But they are actually quite popular. HUGELY POPULAR, in fact. Let's Play Video creator Pewdiepie currently holds the record for most subscribers, with over 12 MILLION!!! Considering that people could just play the games themselves, what's behind the immense popularity of Let's Play Videos? Is it about learning game strategies? Entertainment? Community? Mind Control?! Watch the episode and find out!"
New episode of Game/Show drops and talks about the Let's Play epidemic and why it's so big. I they were big, but I didn't know they were that big. Game/Show really digs in on the topic and as with the first episode, this one is great.
One really cool element of Game/Show episode 2 is that for the last half of the video, Jamin Warren responds to some of the YouTube comments. I love this addition to the show and his comments are really poignant and respectful. Kind of love how PBS is elevating the game discussion with Game/Show and doing something new as well.
A recent Stardew Valley development video has dropped and shows off the new fishing mechanics. With each update the UI, graphics and mechanics seems to really improve drastically and in this video it really shows.
They say the game will launch in 2013 and when a more formal date is announced, you will be the first to know.
http://stardewvalley.net/dev-update-10/
A recent Stardew Valley development video has dropped and shows off the new fishing mechanics. With each update the UI, graphics and mechanics seems to really improve drastically and in this video it really shows.
They say the game will launch in 2013 and when a more formal date is announced, you will be the first to know.
SimCity 4 was released 2003 and I picked it up a few years ago in a discount bin with every expansion and a few other Sim games tossed in. How could you go wrong? Possibly no DRM(its on the discount bin), all the expansions AND it's a SimCity game. I mean, even if it sucks a bit it won't suck that much because again, SimCity. Well... about that. SimCity 4 wasn't fun. It had the epic scale I wanted as you could build huge cities and spend time managing things, but it just wasn't fun.
my history with sim games
Some of the most magical moments of gaming have been related to Sim games. Making a planet and populating with creatures that evolved in SimEarth was incredible. I... Read All
SimCity 4 was released 2003 and I picked it up a few years ago in a discount bin with every expansion and a few other Sim games tossed in. How could you go wrong? Possibly no DRM(its on the discount bin), all the expansions AND it's a SimCity game. I mean, even if it sucks a bit it won't suck that much because again, SimCity. Well... about that. SimCity 4 wasn't fun. It had the epic scale I wanted as you could build huge cities and spend time managing things, but it just wasn't fun.
my history with sim games
Some of the most magical moments of gaming have been related to Sim games. Making a planet and populating with creatures that evolved in SimEarth was incredible. I sunk a jillion hours making all kinds of awesome cities in SimCity for Super Nintendo. I also spent way too much time in Junior High invading the house in SimAnt. And when my wife decided to surprise me with Roller Coaster Tycoon I was sucked in to building epic and profitable theme parks.
Yeah, I love Sim games. But it has been hard getting on board with new Sim games. They either are not very fun or delve into territory I don't want to hang out in. The new Simcity game looks interesting enough but I am certain I don't want to pay to frustrate myself with EA's DRM. Couple that with the fact that most people i've talked to that have played it don't like it very much. But I love Sim games and want to play something new.
Well, as luck would have it there is a totally awesome new sim game out called Prison Architect. How awesome? Well, so awesome I sunk something like 10 hours into playing it this Sunday. I know for many gamers that's a drop in the bucket, but let's put that into perspective. The last time I spent 10 hours playing a game was Fallout 3 back in 2009. Playing Terraria got me close that number, but it was a bunch of smaller chunks of time. No, no, Prison Architect is apparently my new thing. And I don't mind saying that because the game is totally bad-ass.
prison architect has something to say
I play lots of games and most of them keep it pretty "light" in terms of getting you to consider that your choices have any real consequence or make you think about the world around you.
Prison Architect is a bit different. It takes a topic, like managing a prison and makes you think about the real world implications of your actions. From the outset of the Introduction the story is compelling. A teacher admitted to and was convicted of a double homicide and is awaiting the death penalty. You must build an electric chair and upgrade the prison to handle the execution. During the events the Prison CEO tells you to not worry about what you are doing in that "society has judged him, we are just doing our jobs." As I completed the tasks and got everything ready I was facing a scenario I never considered. A scenario where doing your job means someones death in a situation I don't agree with. During the introduction a Priest mentioned that if the Teacher was convicted of the crime in another district he wouldn't be on death row because of different laws governing the crime. I won't spoil the entire game introduction, but it's compelling, raw and edgy. It takes games as a medium for discussion and turns the dial up to 11. And that's just in the introduction.
Introversion Software says they are going to make more of the introduction when the game is more complete and I can't wait for them get to that.
a mesmerizing mix of fun and serious business
You need to build a holding area for your prisoners to stay while you build them their individual prison cells. If you don't have an area for the prisoners to shower they will be upset because they smell bad. Ensure you build your Kitchen next to the loading area so your cooks can ferry food quickly back and forth and also make sure the Canteen is next to the Kitchen so the Cooks can get the food delivered quickly. If the prison is dirty, the prisoners will be upset they are wallowing in filth. Make sure you have a Laundry room because they won't love wearing the same clothes every day for a year.
Oh right and did you build enough stuff for them to do with their free time? If you don't they might riot, dig an escape tunnel or start a fight. But they will do that anyway even if they are happy, so stay vigilant! Prison Architect is built on some really great concepts that work together to make the Prison seem alive. It also helps that each prisoner, guard, cook, visitor, janitor, warden and builder is on screen and has some really interesting AI governing their actions.
how will your prisoners spend their day?
Like SimAnt, it's a ton of fun just watching the prison work day to day. It also helps that you can control the prisoners day too. Currently my prisoners "Regime" is as follows:
my prisoners regime:
10PM - 5AM: sleep
6AM - 7AM: shower
8AM: free time
9AM - 12PM: work
1PM - 2PM: eat
3PM - 6PM: work
7PM: free time
8PM - 9PM: eat
rinse, repeat
So far, this seems to be a pretty good routine. Since they are working in the Kitchen, Laundry & Janitorial I can save on wages. I make a few extra bucks in the Workshop when they make license plates plus the prisoners not working get free time. This seems to work pretty well and since the prison is squeaky clean and everyone gets freshly laundered clothes, they seem much happier.
My first prison was a right wing hell hole in that I had no idea because I had no idea how to play the game or keep them happy so I gave them little and handed down very harsh punishments. I responded by putting the prisoners in solitary confinement for each infraction, which was way more heavy handed that I wanted to be but caused them to be morally disillusioned and they that caused them to stop rioting for a time. In the end this was a really bad strategy as if in Prison Architect you ignore the majority of the prisoners needs they will be very upset and riot often.
Since then, I have been playing the game as a sandbox, giving myself ample amounts of cash, to understand the game better and come up with a solid build to making a sustainable prison. But also one that sort of reflects how I would run one if given the real world opportunity. I have a solid block of work time, but keep things clean and make sure they have enough space to roam free, workout, call and visit their family, stay clean and get enough food.
fin
If you are looking for a great Sim game that takes the genre and goes beyond to create something special, Prison Architect is that game. Can't wait to dive back in and learn more about the game. Prison Architect also has a pretty involved community on Steam Workshop of awesomely built prisons you can upload and tear apart.
But at the end of the day, Prison Architect is just a hell of a lot of fun.
That's a great review. I really enjoy this game and it has the challenges you'd expect from a Sim game. Managing the day to day as well as the grand scheme. I'm going to restart again. Each time I start my prison I play until I hit a road block in my design that is not easily fixed. My current game is overrun with angry rioting prisoners and more are arriving in a couple hours! I haven't figured out how to stop prisoners from constantly coming each day, I think if I say my prison isn't open to prisoners...but does that get rid of my current ones? 8 new prisoners a day is hard to deal with!
It's funny to catch prisoners with weapons or tools before they get to actually use them. The guards kind of start out dumb though lol... they all gathered up in the yard...I'm like, oh hey, good idea, cuz there's 0 prisoners in there right now lol.
But, gonna eat breakfast and then play some more!
jdodson Admin Post Author
wrote on 10/12/2013 at 06:54pm
You can stop accepting prisoners and you keep your current ones. I turn off new prisoners until I can handle more but now I need to accept them because I have so many and release so many per-day. I need to do a lets play of my main game, its pretty good and I figured out how to make some good money with it.
I've dealt with the rioting prisoners and I believe I know why they do that, so ill put that in the Let's Play and post. At least, I think I know part of the reason they riot :D
Ya, I just realized I can hit closed and it just means closed for NEW prisoners. Also, I started with low-risk inmates this time. I wish my guards would stay in the cell area, so many people just dug tunnels and I had "fog of war" in there!
jdodson Admin Post Author
wrote on 10/13/2013 at 10:15pm
So far, I haven't noticed a difference between low and medium inmates, so I just do medium inmates.
Well there is one difference, low inmates are released sooner which is a bit of an annoyance because they leave quickly and you need to get new prisoners quicker than you would otherwise.
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It sucks that there isn't a download link yet. I guess it's a good thing since I'm already consumed with the real Cookie Clicker.
That makes sense, but I hope he does. It would be neat to just give it a shot if just for a few minutes.
Yeah.
Man. I think I would pay handsomely to be able to fill a Skyrim house with, just, cookies. Then Fus Ro Dah the whole mess.