Powerful stuff. Reminds me of Spec Ops: The Line in the fact that there is always the option to stop. I don't know if the Israel Palestine conflict was on your mind, but it was definitely on mine. As a game, I felt as though I had very little control over what was happening. As a gamer I am accustomed to being in control of the situation, and it is something that we should be dissuaded from. The power of this game is that you are affecting the world dramatically, but you are not in complete control of how you are affecting it.
Really interesting concept for a platformer. In comparison to the mario and sonic speedy assassins, here you are the tank, letting enemies come to you and timing your attacks. The physics had a really strong feel; the drones spiralling away from bullets is a particularly nice touch, though the inability to shoot through the health drops the enemies leave meant that fighting multiple drones at once was a little problematic. The puzzles themselves were a little bit of a chore considering the solution is easy to see and difficult to execute, and failure meant slogging through the whole level again. If you were to continue with this project, I would reccommend longer levels with checkpoints to overcome this problem. I particularly liked the part where you need to hold space to keep your momentum through a narrow tunnel to bounce out the other side. It had a sort of portal feel to it. If you added more sections like this, I can imagine this shaping up into an extremely interesting and engaging platformer!
I really like the mechanic. The different movement system and colour palletes in the three zones are very effective at conveying the feel, and the game really unfolds as you progress - starting from confusion and eventually using the map and solving the puzzles in the most efficient way possible. I thought that the feel of the game was more powerful than the morals though. Binary morality systems are a little problematic. That being said I don't know how you could have built the game without one!
LD30 — Connected Worlds (3)
Color Bleed by ranseur 2014-08-28T01:45:00
Powerful stuff. Reminds me of Spec Ops: The Line in the fact that there is always the option to stop. I don't know if the Israel Palestine conflict was on your mind, but it was definitely on mine. As a game, I felt as though I had very little control over what was happening. As a gamer I am accustomed to being in control of the situation, and it is something that we should be dissuaded from. The power of this game is that you are affecting the world dramatically, but you are not in complete control of how you are affecting it.
Potential by William Bundy 2014-08-28T01:32:00
Really interesting concept for a platformer. In comparison to the mario and sonic speedy assassins, here you are the tank, letting enemies come to you and timing your attacks. The physics had a really strong feel; the drones spiralling away from bullets is a particularly nice touch, though the inability to shoot through the health drops the enemies leave meant that fighting multiple drones at once was a little problematic. The puzzles themselves were a little bit of a chore considering the solution is easy to see and difficult to execute, and failure meant slogging through the whole level again. If you were to continue with this project, I would reccommend longer levels with checkpoints to overcome this problem. I particularly liked the part where you need to hold space to keep your momentum through a narrow tunnel to bounce out the other side. It had a sort of portal feel to it. If you added more sections like this, I can imagine this shaping up into an extremely interesting and engaging platformer!
TORN by LoHii 2014-08-28T01:09:00
I really like the mechanic. The different movement system and colour palletes in the three zones are very effective at conveying the feel, and the game really unfolds as you progress - starting from confusion and eventually using the map and solving the puzzles in the most efficient way possible. I thought that the feel of the game was more powerful than the morals though. Binary morality systems are a little problematic. That being said I don't know how you could have built the game without one!