Controls: - A/D Move Left/Right - W Jump - Mouse Click - Launch Projectile towards mouse
Your entire goal is to turn on the lights inside the octagon by touching them. Gravity goes towards the wall of the octagon of the section of the octagon that you are in. Enemies (and powerups) rain down from a vortex in the center. You can fire a projectile that will kill and bounce off of the enemies as well as turn the lights on if it hits them.
This game defaults to full screen but after the first time you launch it a properties file is generated that you can turn full screen off it you want to. If you are in full screen pres escape to be able to exit out of the game
Wow this is pretty cool. It took me a bit to understand what was even going on. The gameplay is very trippy watching the player walk along the walls as local gravity shifts. I found myself tilting my head as I played to try to better understand my reference frame.
One major problem with the game is I felt like the room should have rotated when the player walked to another part of the Octagon.
At first I had no idea what was going on. I had to read the description to understand, and even then it was a little hard to see my character at first.
It's an interesting game. I would work on making sure the player KNOWS where his character is at the start of the game. A simple "you are here" or something along that lines, would make the first 15 seconds a whole lot easier.
Good effort! I like the idea so don't give up on it!
Really nice overall mechanic, but too quirky for me to get a good understanding of how the game should be played. Good concept and innovative game screen!
It is a very unique game. I might be very bad at but, but I could only finish lighting up the little thingies in the bottom 3 sections. No way I could ever get to the top section. :P
I have played a lot of time this thing. Is a really good twist on the basic platformer. This needs instructions, though. A little bit more of information. I lost about half an hour trying to understand the basic mechanics of it.
The core mechanic is interesting and walking on the ceiling becomes trippy, but the game is more frustrating than fun. It is almost impossible to see the player character, especially when the game starts. Enemies are plentiful and impossible to ignore, plus the game lacks feedback that the player is being hurt. I never knew when the projectile was ready to fire and there was too much movement on the screen to track the bullet in flight. The size of the player and platforms makes the awkward jumping even more frustrating.
I think starting with a smaller level, and larger sprites, and work your way up to the tiny characters would give the player a greater sense of accomplishment as they get used to the game.
No doubt the hardest game I've tried so far. It's really challenging, getting through the whole loop, yet in a fun way. I'm having major troubles controlling the player when I get to the other sides of the octagon, but I guess that's part of the fun. Good job on this!
Pretty unique gameplay, nice! The color changes are a bit distracting though. I do like the gravity changes in different sections, gives you a bit of a hard time climbing towards the lights, since you need to keep your rotation in mind. :)
The idea was pretty neat, having to wrap my head around platforming sideways is an interesting experience. The game isn't exactly a looker though, to put it politely, and honestly it kind of detracts from the experience a bit, its all a bit messy visually. It's a good effort though!
My brain couldn't quite handle the controls when upside down. It is an interesting mechanic though. Not sure if I have any ideas on how to improve it. The sprites are far too tiny. Took me a while to even find my character.
Firstly tried to touch all switches but only later understood that I just can fire them. It's very hard to jump over so small platforms with nonstandard gravity vector! Finished one level on not so hard settings but then felt myself dizzy...
I had to turn the difficulty way down to even have a chance. So much going on at once! I'm just glad I don't suffer from epileptic seizures.
I like the idea that another commenter mentioned -- building up from smaller and simpler levels with bigger sprites to make sure the player has the hang of it, working their way up to the tiny-pixelled madness that we see today.
(Platform note: On Mac OS X, the game loaded and ran but the keys didn't work in fullscreen, only the mouse. I had to use Command-Option-Shift-Escape to force quit. The keys worked fine outside of fullscreen.)
Definitely wish I had checked the instructions before trying but hey that's on me :) Cool, original idea. Seems like you had an ambitious design at the start of the jam, and there's a lot of stuff going on there! The difficulty menu is a great example of the different stuff going on. However I did find the moment to moment gameplay a little frustrating. Jumping just isn't satisfying and at times the sheer amount of stuff going on could be overwhelming.
Again, cool concept and there were a lot of interesting systems but maybe more time could have been spent on the fine details of the player experience.
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At first I had no idea what was going on. I had to read the description to understand, and even then it was a little hard to see my character at first.
It's an interesting game. I would work on making sure the player KNOWS where his character is at the start of the game. A simple "you are here" or something along that lines, would make the first 15 seconds a whole lot easier.
Good effort! I like the idea so don't give up on it!
Very cool idea.
This needs instructions, though. A little bit more of information. I lost about half an hour trying to understand the basic mechanics of it.
I think starting with a smaller level, and larger sprites, and work your way up to the tiny characters would give the player a greater sense of accomplishment as they get used to the game.
I had to turn the difficulty way down to even have a chance. So much going on at once! I'm just glad I don't suffer from epileptic seizures.
I like the idea that another commenter mentioned -- building up from smaller and simpler levels with bigger sprites to make sure the player has the hang of it, working their way up to the tiny-pixelled madness that we see today.
(Platform note: On Mac OS X, the game loaded and ran but the keys didn't work in fullscreen, only the mouse. I had to use Command-Option-Shift-Escape to force quit. The keys worked fine outside of fullscreen.)
Cool, original idea. Seems like you had an ambitious design at the start of the jam, and there's a lot of stuff going on there! The difficulty menu is a great example of the different stuff going on.
However I did find the moment to moment gameplay a little frustrating. Jumping just isn't satisfying and at times the sheer amount of stuff going on could be overwhelming.
Again, cool concept and there were a lot of interesting systems but maybe more time could have been spent on the fine details of the player experience.