No man is an island
March 29, 2012 11:01 AM   Subscribe

Eke out a peaceful life in the wilderness in Make No Wonder, a new HTML5 game by MeFi's own Matthew Hollett. [via mefi projects]
posted by theodolite (106 comments total) 33 users marked this as a favorite
 
This is quite neat. The interface feels a little sluggish, but I really like the idea. Reminds me a bit of a single-player shintolin. It's also tantalizingly close to my ideal survival-and-construction game which I'm not allowed to make because I have too many projects already!
posted by Zarkonnen at 11:07 AM on March 29, 2012


Interesting.

Didn't stick around long enough to get the point though, because I'm busy and they seemed reluctant to tell it to me.

Something to look at after I go on today's long, adventurous walk, perhaps. Which perhaps is the whole point of the game, really. Minus the actual getting out, getting some exercise, and exploring thing.
posted by markkraft at 11:09 AM on March 29, 2012


Seems to only like you view it at 100% ... trying to place items like platforms or flags or whatnot, the cursor flies off the page if you're zoomed in at anything other than 100%. Otherwise, it's practically identical to the interface of the old, old versions of Ultima. All its missing are the cities, and the crappy 8 bit music.
posted by crunchland at 11:18 AM on March 29, 2012


Fun. I like this.
posted by Rock Steady at 11:25 AM on March 29, 2012


Only thing I don't like so far is the auto-placement of stepping stones in the water, that you can then lose. I'd rather it just not let me walk over the water unless I explicitly place stones.
posted by Rock Steady at 11:32 AM on March 29, 2012


you can pick up the stones from the water before they sink
posted by Ayn Rand and God at 11:37 AM on March 29, 2012


Ayn Rand and God: "you can pick up the stones from the water before they sink"

Yeah, but I don't always realize I've placed them until it's too late.
posted by Rock Steady at 11:39 AM on March 29, 2012


Gorgeous and wonderful. I love it.
posted by Meatbomb at 11:41 AM on March 29, 2012


So I have the map and the backpack, now what?
posted by Ayn Rand and God at 11:47 AM on March 29, 2012


What do I need for a canoe?
posted by Rock Steady at 11:58 AM on March 29, 2012


Crystal radio! Am I transmitting, or just receiving? Canoes are a lot of birchbark. The willowy looking trees.
posted by steef at 12:07 PM on March 29, 2012


God, you had better hope you don't accidentally step into the water and become COLD without being prepared for it.
posted by JHarris at 12:12 PM on March 29, 2012


Hmm... it was kind of fun but seemed pretty pointless.
posted by delmoi at 12:20 PM on March 29, 2012


Oh man. What a time sink this is.

Not saving is like playing SimCity on SNES. Turn off disasters and let it roll all night. Wake up to piles of dough. Except instead of piles of dough, you find bushels of berries and fresh young trees to harvest.
posted by notyou at 12:23 PM on March 29, 2012


You can save?

It seems to be about civilization building, and I'm assuming those dots on my map are the goal I'm after. Can you win this?
posted by Stagger Lee at 12:25 PM on March 29, 2012


There's no saving.
posted by notyou at 12:26 PM on March 29, 2012


There's only surviving.
posted by notyou at 12:27 PM on March 29, 2012


This is fun and neat. Every time I see 2d outdoor maps like this my pulse quickens and I'm reminded of playing Ultima.

The one thing I'd tweak first is the energy mechanic. It's not much fun as of now. Mostly it's just tuning; unless I've missed something it's very hard to ever recover energy. Not many berries in the world and the camps don't restore enough energy to be useful. So then you fall down and can't play, which isn't much fun but isn't a real penalty either. I wonder honestly if a game like this needs any sort of limitation resource like energy, but if it does I'd tune it differently.
posted by Nelson at 12:33 PM on March 29, 2012


It's fun, I like it. But dear god can someone program these games without requiring the use of the arrow keys?

There are no arrow keys on my tablet or my phone. Being that this sort of thing was designed as a replacement for flash because flash isn't available on tablets or phones, it's sorta like designing a docking station to plug a sailboat into the International Space Station.
posted by Blue_Villain at 12:42 PM on March 29, 2012 [2 favorites]


I though that I had this thing figured out until I looked at the screenshot section. Getting the map and backpack is just the beginning?

If you can get rescued and win this, then it is super cool. That kind of goal driven play is what most of these games are missing.
posted by Stagger Lee at 12:43 PM on March 29, 2012


Hi, I made this! Thanks for the comments and bug reports. I'll try to fix the bug where the cursor isn't working if your browser zoom is something other than 100%. I'm working on an interface for mobile devices but haven't tested it much on tablets and such yet.

I originally planned to avoid conventions like an 'energy bar', but the game needed something to encourage players to do things efficiently, and add a little tension. There are a couple of things you can build that restore more energy than berries and camps.

I don't want to give away anything, but there is something special to find if you try a few things and pay attention. The game is definitely about exploration and building things, because I like games like that.
posted by oulipian at 12:59 PM on March 29, 2012 [6 favorites]


So hungry...

But I managed to make charcoal.
posted by notyou at 1:17 PM on March 29, 2012


I like it in a Nethackish way, but the distribution of items is a little too sparse IMHO.
posted by anigbrowl at 1:23 PM on March 29, 2012


I love where HTML5 is going. Some good explorin' fun, but a little more life (animals, etc) and danger would spice it up.
posted by Grimp0teuthis at 1:28 PM on March 29, 2012


I'm enjoying this a lot. I started a forest fire! And I created an axe.
posted by whir at 1:28 PM on March 29, 2012


I like it a lot! I'll keep playing at it for a while. Also, it's great to see more stuff in HTML5!

I always brought my berries and rabbits back to the campfire to eat as they seemed to give me more energy - was I just imagining it? If so, there's a feature suggestion. :)
posted by Drexen at 1:43 PM on March 29, 2012


Rabbits?

Hmm. Need to make a snare.
posted by notyou at 1:51 PM on March 29, 2012



I always brought my berries and rabbits back to the campfire to eat as they seemed to give me more energy - was I just imagining it? If so, there's a feature suggestion. :)
posted by Drexen at 1:43 PM on March 29 [+] [!]


I found an even better use for the rabbits.
posted by Stagger Lee at 1:54 PM on March 29, 2012


This is my new favorite genre of timesink. After this post, I went back and spent some time with Unreal World, which, although it still feels pretty unfinished after 20 years of development, is still the deepest, and most involving rougelikes I have played.

Also, this one, has zombies.
posted by St. Sorryass at 2:20 PM on March 29, 2012


Heaps of tools, buildings and secret messages and still stuck. I think that's the limits of my patience. Cool game though!
posted by Stagger Lee at 2:31 PM on March 29, 2012


Oh nevermind, I didn't quit, and I found the cool thing. :) Thanks for the game.
posted by Stagger Lee at 3:00 PM on March 29, 2012


Is there an ending, or is it just implied after you get into the 'DANGER ZONE'?
posted by anigbrowl at 3:39 PM on March 29, 2012


Hmm, on my first playthrough I explored about 95% of the map and then got bored. On my second playthrough I found some things on the map that hadn't been there in the first one. I don't see how I could have constructed some fo the stuff in the screenshots without this ingredient.
posted by whir at 4:00 PM on March 29, 2012


I'm really liking this, thanks! But I don't know if it's just me, but if I try to view things in my inventory, the text doesn't fit onto my page. For example, right now I have boots, but it tells me: Boots let you walk on... and I can't see the rest. Tantalising!
posted by thylacinthine at 4:56 PM on March 29, 2012


Do you eventually starve? If so it must take a while, because I've just been eating when i need to build something.
posted by cmoj at 5:02 PM on March 29, 2012


Boots let you walk on rocks, and you don't starve with no energy (AFAIK) but you will fall over a lot.
posted by Drexen at 5:34 PM on March 29, 2012


OK, I made a quarry. So what can I do with a shit-ton of rocks?
posted by lekvar at 5:59 PM on March 29, 2012


Please, this is killing me. Somebody spoil the end for me - how do I escape? I'm pretty sure I've made everything and done everything there is to do.
posted by Tiresias at 5:59 PM on March 29, 2012


second Tiresias. I've been playing for hours and I'm losing my mind. PUT ME OUT OF MY MISERY.
posted by custard heart at 6:02 PM on March 29, 2012


unless realizing the futility and inherent meaninglessness of life was that "cool thing".
posted by custard heart at 6:03 PM on March 29, 2012 [2 favorites]


Is there an ending, or is it just implied after you get into the 'DANGER ZONE'?

Implied (for now). For anyone who's stuck, you can always peek at the JavaScript if you want to try to figure out the 'ending'.

whir, the ingredient is always there, but not always in the same place.

thylacinthine, sorry it doesn't fit on your screen! If you collect a lot of items the side area can become fairly tall. I might try moving the energy bar to fix this.
posted by oulipian at 6:15 PM on March 29, 2012


Oh, nevermind, I figured it out! I think. I made it to the, uh, 'Danger Zone' at least. Which I guess is the end? Oh whatever, I feel proud.
posted by Tiresias at 6:16 PM on March 29, 2012


I made it to the DANGER ZONE as well, that was a lot of fun. Thanks oulipian!
posted by whir at 6:18 PM on March 29, 2012


I really enjoyed that. Excellent game, and the lack of clear instructions or goal really added to the appeal - oftentimes that doesn't work in games, but here it was surprisingly intuitive.
posted by Tiresias at 6:20 PM on March 29, 2012


oh, i am so dumb, and so confused. I haven't figured out this danger zone business.
posted by custard heart at 6:21 PM on March 29, 2012


(Listen to the radio...)
posted by Tiresias at 6:22 PM on March 29, 2012


AHA.
posted by custard heart at 6:26 PM on March 29, 2012


It's a shame the Danger Zone is so hard to reach. You know, someone should really build a highway to it.
posted by JHarris at 6:30 PM on March 29, 2012 [4 favorites]


Still love it, but finding some things a little off... here is some feedback oulipan.

The energy is OK, but I would suggest death at a certain point. Falling down is a frustration but doesn't seem to have much effect overall on the game.

I still haven't progressed too far, and I agree that the discovery is interesting part of the mechanic, but... I am at a point where I have felt stuck for quite some time. I would suggest a hint system! For example, if x time has passed without any further forward progress, a visit to the camp will lead to a pop-up box with something like "I need to try to fin $resource, then I could make an $item", or something like that... I have some camps, some platforms, a couple rafts and canoes... and really don't see any other way to get stuff moving on.

The pine boughs - maybe they have an important function later, for now the main function seems to be "fill up my inventory unnecessarily"... aside from the cache points there needs to be a "discard" mechanism.

At least at my early point in the game the rocks seem to be the limiting resource, which seems odd when I am wandering in the wilderness. Not enough rocks, WTF?

I do like that (especially on the large maps I am playing) there seems to be the very real possibility of being screwed. Maybe that needs to be more clear at some point, again a death endpoint would be great here!

But still loving it. The colours are soothing. It's calm on the bay today, boy! :)
posted by Meatbomb at 8:10 PM on March 29, 2012 [1 favorite]


Meatbomb: "there needs to be a "discard" mechanism"

You can just click on things in your inventory to discard them. A red confirmation button appears just below the inventory area when you click on an item. Click in the red area to confirm and it's gone.

I'm not sure you can be actually screwed. The mini-map implies your objectives, and once you reach them more options are opened. In particular, and not to spoil too much, once you've reached the objectives you have much more use for boughs and you'll wish you had expanded your observed territory with a grid of platforms rather than camps. You can't rest at them, but they don't take stone either.
posted by ob1quixote at 9:20 PM on March 29, 2012


The mini-map implies your objectives

AHA! I was playing on extra large, and never even saw these. On the normal map, things much clearer!!! Maybe another possible oversight oulipan? I will check again, but the objectives do not seem visible on extra large.
posted by Meatbomb at 10:07 PM on March 29, 2012


And now that I am looking out for them I see they are visible... just so tiny I mistook them for specks of dust on my monitor :)
posted by Meatbomb at 10:08 PM on March 29, 2012


There seems to be no good way to restore energy - campsites and berries both don't do enough. Is that the point? Am I missing something?
posted by koucha at 10:35 PM on March 29, 2012


ob1quixote thanks a million... esp. on large maps a little hinting seems necessary, I am now on the right path :)
posted by Meatbomb at 10:35 PM on March 29, 2012 [1 favorite]


koucha: "There seems to be no good way to restore energy"

You are missing something. Seek out the mini-map objectives and you should find something that will help you gain more nourishment. You'll know it when you find it because it will indicate that you can pick it up an infinite number of times.
posted by ob1quixote at 12:32 AM on March 30, 2012


The mini map and radio should give you clues, if that doesn't do it go poke through the screenshots gallery.

I agree about the energy, even once I had highly effective ways to get energy up my bar was still stuck at zero through the entire game. It's annoying, but doesn't add urgency or pressure much. Other than that, the game was brilliant fun. Maybe the first game I've played in ten years without cheating, and it's worth it for the sense of discovery and accomplishment.
posted by Stagger Lee at 8:01 AM on March 30, 2012


First puzzle heavy game I've played without cheating, I should say.
posted by Stagger Lee at 8:01 AM on March 30, 2012


This is addictive fun! But I'm stuck! But I keep restarting and exploring more!

Damn you!
posted by Admiral Haddock at 8:06 AM on March 30, 2012


HOW TO BOOTS?
posted by denriguez at 8:15 AM on March 30, 2012


denriguez: "HOW TO BOOTS?"

YOU CAN HAZ RABBITS?
posted by Rock Steady at 8:23 AM on March 30, 2012


where are the objectives you speak of?
posted by evening at 8:33 AM on March 30, 2012


Look for the (tiny) red and yellow markers on the mini map. No those are not dust specks on your monitor.
posted by Meatbomb at 9:17 AM on March 30, 2012


Yep, I missed the second item in the cabin. Which meant that I spent really quite a while setting up platforms and campsites on every square inch of the map wondering where the hell people were getting rabbits from. That could have been clued better--I finally found it by reading the source code.

Which, I should add, is very neat and well documented! Aside from that, great game!
posted by Squid Voltaire at 9:30 AM on March 30, 2012 [1 favorite]


I thought the red dots are camps, orange dots are platforms, and the yellow is something special. And the really tiny dots are the rocky areas. Am I missing something?
posted by evening at 9:35 AM on March 30, 2012


I spoiler - but where is it?
posted by Vectorcon Systems at 9:55 AM on March 30, 2012


When the map is first generated, and everything is still fog, you will see two marked locations out in the unknown. Both have excellent and unique things that you have to get.
posted by Meatbomb at 9:58 AM on March 30, 2012


When you find these locations be thorough - let the folly of Squid Voltaire be an example to the rest of you!
posted by Meatbomb at 9:59 AM on March 30, 2012 [2 favorites]


Now I would like to ask for a small hint - anyone find a use for digging holes?
posted by Meatbomb at 9:59 AM on March 30, 2012


Never mind. Found the beautiful thing.
posted by Vectorcon Systems at 10:01 AM on March 30, 2012


Now I would like to ask for a small hint - anyone find a use for digging holes?

You can dig nine of them to place a quarry.
posted by Vectorcon Systems at 10:07 AM on March 30, 2012


You can also find items, Zelda-style!
posted by oulipian at 10:25 AM on March 30, 2012


I really, really, like this game, oulipian. I would very much pay for an iOS version, if the controls could be worked out.
posted by Rock Steady at 11:10 AM on March 30, 2012


looking at the code, I see what I'm missing - h - but have no clue how to find/get it. help!

(I like this too)
posted by evening at 11:40 AM on March 30, 2012


Question for those who found the 'ending' -- I'm not sure what the danger zone is - what do you do after you get the uryvpbcgre (rot13)? Do you have to go somewhere specific?
posted by suedehead at 12:33 PM on March 30, 2012


I agree, a really cool game! However, even after I found the second thing in the cabin, I was still completely lost. Just tooling around, building a series of bridges to encircle the crash plane and waiting for a clue.

Maybe this just means that I'm dense, in which case I really don't have any complaints--what an awesome game!

And suedehead, I get the impression that the is the end of the game there.

-SPOILERS-







I finally wrote out the message (thanks, source code!) but that was really not intuitive. Writing "HELP" did nothing, but the instant I wrote "MENIK" they send a chopper? Also, it was really hard to find a wide enough field to write a five letter word.
posted by Squid Voltaire at 12:41 PM on March 30, 2012


evening: "looking at the code, I see what I'm missing - h "

Climb higher and listen. A signal will be revealed. When you mark the landscape with the signal, they'll know you're alive and you'll be on the highway to the danger zone.
posted by ob1quixote at 12:51 PM on March 30, 2012


@Squid Voltaire

All of the clues are in the game, and they even give some winking and nudging to get you there.

Finding a big enough spot is a bit tricky though.
posted by Stagger Lee at 1:19 PM on March 30, 2012


Yeah, the map markers are probably too small on the large and extra large maps. I'll take a look at that.

I'm hoping to get to work on an iOS version soon. I designed the interface with touch in mind, so it shouldn't be too hard to translate.

The game is pretty forgiving at detecting words you've written on the ground, the letters don't have to be lined up perfectly. You can write horizontally, vertically, or just in a jumble as long as they are in order in one way or another, and there can be gaps between the letters.
posted by oulipian at 1:29 PM on March 30, 2012 [1 favorite]


I said earlier you can't rest on platforms, but that's wrong. Once you've built a roof on one, it's very restful indeed.
posted by ob1quixote at 1:34 PM on March 30, 2012


ob1quixote - oh, duh. I thought it was just a cut-off word in the message.

now I can't find this DZ. I'm apparently an idiot at this stuff - been at it for quite a while. no clue what radio message means. ugh
posted by evening at 1:39 PM on March 30, 2012


evening: "now I can't find this DZ."

Oh… uh… if you're hearing DANGER ZONE on the radio, you've done it. That's the end for now according to the author, oulipian.

Where I'm stuck at the moment is once you've spelled out the message your highway to the danger zone can apparently appear anywhere.
posted by ob1quixote at 1:49 PM on March 30, 2012


Ack, I think I have to start over. I wanted to build a bridge to the plane for easy snare supplies and I accidentally picked up my canoe. Can't put it down except on a spot of sand... I can reach one with the mouse, but can't swim over there. (Screenshot of my situation)
posted by WowLookStars at 4:00 PM on March 30, 2012 [1 favorite]


It's probably for the best anyway. My world has a SERIOUS lack of slate in it. The three I played before figuring things out had slate everywhere - this one has only the one piece and I've been through half the map. Poof! Refresh! New game! :D
posted by WowLookStars at 4:05 PM on March 30, 2012


(Wait, am I reading this right, or is my lame throwaway joke earlier about there needing to be a "highway to the danger zone" actually in the game? If so I apologize, I had no intention of providing accurate information.)
posted by JHarris at 4:05 PM on March 30, 2012


WowLookStars, your screenshot is hilarious. I hadn't thought about that, but of course it's possible to get stuck by canoeing to the plane crash, picking up your canoe, and then not being able to put the canoe down again. Oh dear. I might have to fix that but I'm tempted to leave it in....
posted by oulipian at 6:59 PM on March 30, 2012


I've been playing off and on for the past day or so (figured out how to boots, btw). One thing I can't figure out, though: what is the benefit of a slate roof? It's taken me forever to collect enough slate and I'd rather not commit to one until I know what the heck they're good for.

Great, great game. I think the lack of a saving feature is a benefit here. Maybe a warning for players to block out their weekend before starting would be a good addition. :)
posted by denriguez at 8:40 PM on March 30, 2012


Glad I could amuse! :D I had NO idea I could pick up the canoe at all until I did it at the plane. Doh. It's a fun game, thanks for making it. I'd love a teeny version for my android phone if you think it'll work.
posted by WowLookStars at 8:46 PM on March 30, 2012


oulipan,

OK I won, hoorah!!!

oulipan this is absolutely excellent. After a lot of struggle and a few hints finally got there.

This kind of very subdued, intuitive exploration game is something perfect for a small niche studio, and with the right magic and mojo this could be a big success. I hope you will get rich from this, and I hope that your initial success will lead to longer and more complex iterations.

Honestly I am a little bummed that I am done. Pretty sure I have seen it all, and would love some excuse to hang out in that world longer.

I am trying to imagine some slight twist that could make this a bigger game. Make No Wander II, here's hoping for it some day :)
posted by Meatbomb at 10:40 PM on March 30, 2012


IDEAS and POTENTIAL SPOILERS ACHTUNG

Death when energy is low for too long... this would add a lot in terms of tension! It's a rescue / survival game, you really should DIE when you screw up or are in an untenable situation!

These are mostly ideas for the next iteration, I know likely too ambitious for this game...

1. Maybe a little more focus on survival needs could make for a longer and more involving MNWII. Like say three bars - temp, hydration, energy. Then freshwater sources would come into it, as well as little more complex calculations for keeping warm and safe - finding a sleeping bag? Making fur poncho?

2. Maybe a slightly more involved search / rescue system. I thought initially the flags and signs would have some bearing on the rescue. I now see the (minor) benefit of flagging stuff, do not see the utility of creating signs at all.

3. My last game I managed to get to end state with no observation platforms at all, and maybe had to eat about 10 or 15 rabbits. SO I was pretty proud to get there so quickly and efficiently. Some sort of statistics / scoreboard at the end? Time lost, food eaten, time resting in camp, yada yada... That of course leads to the possibility of all sorts of gamification medallions (hey there is another hook for repeat playing!)... "closest to death" would list the lowest food / energy / hydration levels you experienced.

3b. When you die: report on days spent, how long before body was found (or never found)...

4. Day / night cycle would add a lot to strategizing... temperature, need for fire, balance rest time vs. exploring / scavenging time.... getting lost at dusk on the way back to camp... :)
posted by Meatbomb at 10:59 PM on March 30, 2012


what is the benefit of a slate roof?

The platform you place it over will then restore your energy (faster than a camp, I believe).


My world has a SERIOUS lack of slate in it.

I think it sometimes comes up when you construct a quarry.


...do not see the utility of creating signs at all.

How else will the rabbits know that the central nexus of your zipline system is named Fort Redoubt?
posted by Vectorcon Systems at 7:01 AM on March 31, 2012 [1 favorite]


The problem with dying when you run too low on energy for too long is that the game is somewhat obtuse about what you can make, sometimes intentionally. I played for a while and never found out how to make a snare, or a radio, and it took a while to figure out how to make camps. A lot of things are non-obvious.

Also -- it is way, WAY too easy to typo your way into water and become COLD. Frustratingly so, in my book.
posted by JHarris at 7:04 AM on March 31, 2012


Thanks everyone, for the encouraging comments. I've made a couple of previous webgames but this is the first time I've really tried to follow through and finish one, and it took a long time. So it's really gratifying to see that people are enjoying it.

I have a ton of ideas for stuff to add to the game, and I have more free time now that the academic year is winding down, so you can look forward to more additions soon! My summer project will be to develop this into an app.

I've thought a lot about adding a day/night cycle, not sure how I feel about it. It would really change the game a lot so it might be something better suited to a follow-up game, as Meatbomb suggested.

Yes, you can sometimes get slate when building a quarry. And yeah, signs are not really useful, I just thought players should be able to label things if they wanted to.

I realize it's pretty easy to accidentally walk into water, but I think if you were lost in the woods it would be pretty easy to slip into water, too. And really your survival would depend a lot on those kinds of little events and accidents, so the game intentionally works like that. You can always take time to walk more carefully if you want to.

A lot of people seem to think the game would be more exciting if you could actually die. I think I might try making it so that if you run out of energy and become cold at the same time, you die. If I do this I'll probably also boost the energy provided by berries a little to give players more of a chance.
posted by oulipian at 7:37 AM on March 31, 2012


This reminds me of Knut Hamsun's Growth of the Soil.

Except Isak starts out with an axe.
posted by notyou at 9:46 AM on March 31, 2012


I "hear" a helicopter. Radio itself has no sound . . . is there supposed to be sound?

I want to give up but I can't look away . . .
posted by MeiraV at 12:22 PM on March 31, 2012


Nevermind . . . ow, wow. That was cool.
posted by MeiraV at 12:54 PM on March 31, 2012


I realize it's pretty easy to accidentally walk into water, but I think if you were lost in the woods it would be pretty easy to slip into water, too.

It's a matter of scale. If you fall into water once, well, that's bad but not all that annoying. I was *constantly* stepping one space too far and falling into water, or dropping stones, because there is a lag between pressing a key and its visible results, that tricks the hand sometimes into pressing keys one too few or many times. I've played enough Rogue and Nethack to say with some certainty that it's not my problem.
posted by JHarris at 3:40 PM on March 31, 2012


I see what you're saying - I'll see if I can reduce the lag. It might depend on your browser, Chrome is definitely fastest.
posted by oulipian at 6:03 AM on April 1, 2012


Hmm.

Heard the helicopter. Listened to the radio. Waited. Decided to build something while I waited. No longer heard the helicopter.
posted by notyou at 5:07 PM on April 2, 2012


notyou: "Heard the helicopter. Listened to the radio. Waited. Decided to build something while I waited. No longer heard the helicopter."

You only get the message that you heard the helicopter once. If you got that message, there's a helicopter out there somewhere waiting for you to discover it.
posted by ob1quixote at 6:01 PM on April 2, 2012


On my second (almost) successful playthrough I also had this, gave up. FFS man, YOU are rescuing ME... come and land near the huge fucking sign that I am standing beside, m'kay?
posted by Meatbomb at 6:37 PM on April 2, 2012


Well that just means more time to extend my zipline net, I guess.
posted by notyou at 11:20 AM on April 3, 2012 [1 favorite]


In looking for an iOS game to scratch the itches that this game left in me, I came across Junk Jack, which is a sort of 2-D side scrolling version of Minecraft. I've intentionally never played Minecraft, as I don't want to get addicted, but the combinatorial and exploratory elements of Make No Wonder made me want to try something a little deeper without going off the deep end into Minecraft. It's very satisfying and engrossing.
posted by Rock Steady at 12:02 PM on April 3, 2012


notyou: "Well that just means more time to extend my zipline net, I guess."

That's exactly what I wound up doing. The helo was quite literally in the last possible place it could be after I had revealed the entire rest of the map. I had fun on the zip lines though.
posted by ob1quixote at 1:03 PM on April 3, 2012


I intend to burn down all the trees, too.
posted by notyou at 1:30 PM on April 3, 2012


Hmm, Junk Jack looks to be an iOS clone of the (excellent) PC game Terraria.
posted by whir at 1:36 PM on April 3, 2012


Haha. The game attempts to generate the helicopter near you, but if it takes too long to find a suitable place it just chooses a random location, in which case you get the message "You hear a helicopter in the distance" (instead of nearby).
posted by oulipian at 4:16 AM on April 4, 2012 [2 favorites]


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