Please enjoy this new puzzle platformer:
http://www.puzzlescript.net/play.html?p=8540011
I was really just using PuzzleScript to prototype the game, but the end result was so nice that I don't feel a pressing need to reimplement it.
There are 20 levels in all. It does get somewhat challenging, but hopefully not impossibly hard.
Let me know what you think!
Malcolm
> Whoa, this game is fantastic.
Wow! Thanks for that. I'm all smiles :-)
> How can one think of this amazing mechanism?
Well, the general idea of platforming with altered gravity has many precedents. The idea for the corner mechanic came to me while developing a (non-platform) game a few years ago. It had the same curved level elements, and I couldn't help wondering what it would be like to implement a platform game with them.
Dennis wrote:
> This is lovely. I'm enjoying playing it a lot.
Thanks! Great to hear you're enjoying it.
> that IS a two pixel gender signifier on the protagonist, isn't it?
...maybe... :-)
> For some reason, I really want to see a sequel that features screen wrapping and endless falling instead of actual death.
That's a nice idea, and it would be very easy to implement in PuzzleScript. As well as endless falling, it would also allow some interesting levels where places can only be reached by falling off the edge. Since it's inconsistent with the current mechanic, I guess it'll have to be left for a variant...
By the way, I've tweaked some of the levels since I launched the other day. I'll only post about it if I think the changes make a significant difference.
Malcolm
I've replaced level 9 (the one which looked a bit like a decorative symbol). It lacked focus and was a horrible reward for passing the previous, fairly tough level.
I'm sorry for anyone who wasted time on the old version. The new level is easier, quicker and fits much better with the overall theme (misdirection).
If you were working on the old level 9 and now feel deprived, I've left it in a comment at the bottom of the source code.
Good luck!
Malcolm
Playing through the levels again after a space of a few weeks, I've realized that they were probably more difficult than I implied. Please let me know if you feel a level was plainly unfair.
Ryan Szrama wrote:
> Awesome work, Malcolm. I haven't explored the again command yet
> - cool to see it in action. Thanks for sharing!
My pleasure. Thanks for your comments.
Malcolm
this is really great! just got to the one with multiple blocks and I think I'm too intimidated :p
I finally beat all the levels! Thanks for the great game, it's one of the best puzzlescript games I've played!
Wow! Thanks for the kind comments and well done. It's great to know that someone persevered all the way through.
Malx
I would have cited it at the time, had I known. Better late than never :-)
Malx
Wow! Thank you.
> I totally fell for level 12.
Hurray! It's great to hear that at least one player got the joke.
> The things I didn't like: the ability to "die" is quite unfitting
Ooh. Interesting. If you mean that death doesn't fit the theme, then you may be right. I guess it's such a fundimental trope of the genre that I didn't reflect on it
If you mean what happens when crates occassionally get crushed, then I had little choice. There's a problem in the crate mechanic where a moving crate gets stuck somewhere it shouldn't. I couldn't think of a puzzlescript alternative to just ending the level when that happened.
> level 20 felt kind of cheap.
Rather like level 12, that level is another "game design joke", but in this case it's a cruel one. Well done for solving it. I can't fully apologise, but I do acknowledge that it was self-indulgent.
> Still, great game.
Thanks again for your kind comments. It's about time I did something new, so your comments will give me very welcome boost.
Malcolm
It works well. Thanks for sharing!
Malcolm
There could be other ways it could happen but for my use case I was wondering why it had to end the level? Why not have the crates break (basically turning transparent)? It could make for maybe a couple scenarios, but ending the level prematurely doesn't allow that.
I think the cruelness of level 20 was more like I discounted the idea from happening since I was already pressing down when on top of a box on top of one of the flipthrough/dropthrough gates, and seeing no results. The way I solved the level was just by analyzing the level design.
Sorry about that :(
> I was wondering why it had to end
> the level?
To be honest, I really struggled coming up with any workable solution to this edge case, given that I only had one graphic tile available. I had to ensure that blocking a crate in the wrong place couldn't be used to find an unintended route to the exit. I agree that my approach isn't a great fit for the theme, but at least it makes some kind of sense (broken crates release poisonous vapour).
> Why not have the crates break
> (basically turning transparent)? It
> could make for maybe a couple
> scenarios, but ending the level
> prematurely doesn't allow that.
It's a decent idea, and as you suggest it could be a mechanic in its own right. However, I would have to check that it didn't break existing levels. (At the time, my hands were tied, because I didn't address the problem until late in the development, when I already had designed many levels).
SPOILER WARNING:
> I think the cruelness of level 20 was
> more like I discounted the idea from
> happening since I was already pressing
> down when on top of a box on top of one
> of the flipthrough/dropthrough gates,
> and seeing no results.
True, but you didn't have anything to push against. I really like the idea ending a game on a newly discovered mechanic, which can serve no further purpose. It's meant to be obscure, but it is a shame if a player discounts it completely :/
> The way I solved the level was just by
> analyzing the level design.
I'm glad to hear that the solution revealed itself by that route.
Thanks for your insightful comments.
Malx