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890658 Posts in 33509 Topics- by 24749 Members - Latest Member: Ryguy764

June 17, 2013, 10:25:07 PM
TIGSource ForumsDeveloperFeedbackDevLogsQuarantine
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Author Topic: Quarantine  (Read 2139 times)
kish
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« on: December 20, 2011, 12:47:10 PM »

Hi,

Quarantine is a game about a captured alien who's trying to escape the underground quarantine base by mind-controlling the sh*t out of his enemies. I hope it will become a puzzle platformer where you use your opponents' various abilities to overcome obstacles and get from point A to point B. At this stage there's only one enemy type (the scientists) and the level design lacks some variety and serious puzzles. Also, there is no real "game over", you can only get stuck... but the key concept is there.

How to play:
Use the ARROW KEYS for movement.
Use the SPACE key for action.
Press R to restart the level in case you get stuck.
The goal is to get from one air duct opening to the next. The alien can't jump but it can climb walls and ceilings, while the humans can jump and interact with the environment. Start controlling your enemies by landing on their head. Leave your host by pressing the down arrow. Oh, and expect some bugs...

Some screeens:




Current version:
Quarantine.rar
« Last Edit: February 24, 2013, 02:47:32 AM by kish » Logged
Windybeard
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« Reply #1 on: December 20, 2011, 01:00:03 PM »

I love the style, looks very clean and crisp.
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kish
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« Reply #2 on: December 23, 2011, 03:09:18 PM »

Thanks, I'm trying to keep it simple since I'm no great artist.

Updated the tileset, added tile layers support (allows more variety):
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kish
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« Reply #3 on: January 01, 2012, 09:31:16 AM »

Update: Animated acid pools!

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kish
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« Reply #4 on: January 07, 2012, 12:51:45 PM »

Update:
  • Improved AI
  • Ingame hints
  • Redesigned levels, tileset, sounds and other minor changes


« Last Edit: March 19, 2012, 03:48:10 PM by kish » Logged
kish
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« Reply #5 on: February 02, 2012, 10:17:54 AM »

Update:
  • Even better (and harder) AI
  • Added elevators (level6)
  • In-game menu
  • Redesigned levels, tileset, sounds etc.

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kish
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« Reply #6 on: March 18, 2012, 02:52:32 PM »

Added armed guards and other minor changes...



Also, trying to make a new font:
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Archibald
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« Reply #7 on: March 18, 2012, 03:22:54 PM »

A nice concept, but too hard (to me :D) and too slow (the alien). Make the alien more agile (like ability to stick itself to the opposite wall). Also add some green ooze that is left behind wherever the alien moves, should look nice.

For this kind of game light should work well (they can't see you if you are in dark, but you can see them).

Maybe space turn slow motion (like in Max Paine)? This would fit very well with the alien mood (you can control minds and temporarily slow time).
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kish
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« Reply #8 on: March 18, 2012, 03:49:09 PM »

Thanks for the feedback! Smiley
I agree with you about rough controls and the difficulty. I'm planing to redesign most of the levels once all enemies and other core features are implemented. As for the lighting, shadows weren't part of my original concept and I added them later mainly for the visuals. I'm still in doubt if I should make them a key part of the game. I'm trying to keep the gameplay as simple as possible (arrow keys + space), but since the alien has no "space-action" I might fill that gap with something Smiley
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Lex
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« Reply #9 on: March 18, 2012, 04:28:22 PM »

I found it really fun and the design's awesome. Only problem with it is that the NPCs sometimes splash to their doom voluntarily as per Level 3 and others, and sometimes they get themselves stuck in places that make it impossible for me to progress (either that or it's just my incompetent playing LOL), such as the first level that had the soldier in it; he walks into the little space at the left side of the screen on his level, and when I get my blob on his head he can't jump high enough to get out. The latter wouldn't be too bad if they walked a bit slower, but the fast walk speed might be a challenge you want to keep.

These might just be a result of me not playing too well (except for the suicidal doctors. Maybe it's karma for their days with the auto autopsy machine back in Theme Hospital), lol.
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BlueSweatshirt
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« Reply #10 on: March 18, 2012, 05:35:26 PM »

air duckt
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kish
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« Reply #11 on: March 19, 2012, 12:13:44 PM »

@Lex
Nothing wrong with your playing, those things definitely need some fixing. It's one of the reasons why you should always let other people test your game: every time I think I fixed the most obvious bugs, someone else tries it and discovers 2-3 new ones I've never seen before Smiley

@Jack Sanders
Oh shi-
BRB, fixing typo...
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kish
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« Reply #12 on: July 08, 2012, 07:43:31 AM »

A small update after a long time:
  • Updated the tileset
  • Added a few more levels
  • Added a new NPC:

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kish
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« Reply #13 on: July 14, 2012, 04:30:50 AM »

Update:
  • Added some placeholder music
  • Added some basic options
  • Added level selection and progress saving
  • Added a new level

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kish
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« Reply #14 on: December 15, 2012, 02:31:33 AM »

Another update after a long time:
  • Added a few new levels.
  • Changed the font.
  • Added crates with different properties.
  • Other minor chages...





Also, I've been experimenting with different art styles (I'm thinking about doing a total makeover, or at least a mod).

4x4 tileset (kida interesting but too limited):


8x8 tileset with 8bit color palette (looks somewhat better):


Experimenting with 8bit characters:
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