Okay, wow. I am such a tremendous fan of this game! The mechanic was innovative, and the levels' puzzles kept taking it to the next level over and over again. The way they progressed felt very much like Braid: find an interesting mechanic and explore it in lots of different ways.
Wow, thanks a lot for all the praise!
It really means a lot to me. This game took a lot out of me, and this competition was pretty exhausting, but I really feel like making a "finished" version, especially after hearing this from you guys :)
Being compared to Braid is incredibly humbling, if my final product explores the "size switching" mechanic half as well as Blow explored the concept of time I would be very happy :)
I forgot to say that the theme we got to work with was "size matters". The idea for this game came from looking at how to limit the players ability to change the sizes of items in the world. Generally I find that limitations make for more interesting puzzles than many options, so I wanted to give the player some interesting restrictions. The player character is therefore pretty inept at usual platforming stuff, he can't jump very high or climb stuff, and has to rely on his ability to change the environment to get around.
I will post here again when I find some time to finish the game properly :)
No, I haven't done that actually. Instead I did a Unity approach, and just added an entity in the level with the characteristics I needed. The rain scene for example has a rain entity that spawns rain and it also has a thunder entity that modifies the background sprite sheet a bit, and plays the thunder sound at irregular intervals.
It actually seems a lot cleaner this way, in my mind. You can separate out code that isn't used much and put it in these entities, instead of having a "thunder: bool" in your level, and having the thunder code in your main-file or whatever.
It got a little buggy when objects get stacked on top of each other. Made it difficult to continue. Seems the only time this would happen is if you drop the key on top of something.
Hmm, yeah, thanks for telling me! The key is definitely one of the least finalized ideas. Will have to make sure that stuff doesn't grow and shrink so they end up inside each other for example.
This is awesome!
Great game concept and very nice execution!
The puzzles were just right, not too easy or difficult.
I was really surprised when you were able to shrink together with the objects.
I also loved the main character design with top hat.
Great stuff, really!
@Krisjet Great work! I found the moving around portion to be a bit weird. I'd like to see that smoothed out a bit.
In the rain level the rain seems to show up to the right of the platform top, so it caused me to fall of many ledges thinking I had "just one more step before I had to jump". I almost gave up at that first rain level because I was getting frustrated by that. I'm sure you want to make your game challenging, but probably not like that.
The boss level was awesome. I like how swapping the ghost guy w/ a smaller block not only attacked the boss, but also made it harder to move around in the bottom area. It made the boss get harder as the fight went on which makes it way more fun then just waiting for the ghost to show up 3 times and its over.
There will be 10 platforming games on display and the game is in great company, among the other games are Fez, Canabalt and Thomas Was Alone. This will be the first time we're displaying the new version with updated graphics! If anyone is in the area it would be cool if you dropped by, I'm flying down and will be there to hold a short talk on the 18th.
Very creative once I figured out how to play. Good use of sound too.
Even with the instructions, I didn't understand I had to click the boxes to swap them. The first level could be a very quick tutorial level with popup text telling you exactly what to do. After that, the player gets it.
The game has come along way since it's early prototype days and it will be out very soon! Every vote counts, and I would very much appreciate any help we can get. Thanks a bunch guys!
Hi guys, thanks for the votes!
It's still Impact underneath. The zooming is actually only done in the video not in the game, but I have done a similar zoom in a different project. Do something like this in the draw-function in your main, where the scaleFactor is how much you're zooming.