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880005 Posts in 33017 Topics- by 24385 Members - Latest Member: jhewitt

May 25, 2013, 02:27:52 PM
TIGSource ForumsDeveloperFeedbackNoLegs (poppenkast entry)
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Author Topic: NoLegs (poppenkast entry)  (Read 1022 times)
mirosurabu
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« on: April 04, 2009, 04:48:14 AM »

N O L E G S



QUICKPLAY

Direct Download
Mediafire Mirror

In this game you play as a person with no legs who can only move by shooting rebounding particles out of your arms. The goal of each level is to obtain the green squares in the given time. You do this by shooting the rebounding particles at nearby walls to propel your self up, side-ways, slant-ways, and yes even plant-ways……
(description copied from indie4life.tk)

Made in 90-100 minutes.
« Last Edit: May 23, 2009, 09:28:33 AM by Miroslav Malešević » Logged
mirosurabu
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« Reply #1 on: May 23, 2009, 09:29:28 AM »

You can now quickplay the game HERE.
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HybridMind
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« Reply #2 on: May 25, 2009, 08:01:10 AM »

I managed to play this to about level 5 or 6.  I gave up because the movement mechanic seemed a tad too frustrating to me.  The biggest issue is that it seems when you are really close to walls that the particle stream collision detection is a little flaky and it doesn't propel you like you might want.  This led to a lot of frustrating aspects especially during the long vertical tunnel levels utilizing wall jumps.

The music and graphic style was enjoyable enough.  I feel like the particle blocks could likely be redone in a way that would be more visually interesting.  I don't like how they overlap or how they look with the transparency. 

I think this game could be a lot more fun with a bit more tuning of the collision / particle propulsion mechanic.

EDIT: One other thought is that I would like to know how many blocks I've collected out of the remaining number so I can better plan my movement timing.  It was frustrating to think I had reached the last block right before time running out only to realize that there were more left.

Further thought.  I just read that you made this in 100 minutes so I guess I understand more about why it is a little unpolished so far! Wink
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pixelatron
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« Reply #3 on: May 25, 2009, 01:09:03 PM »

Yeah, I found the mechanic a bit frustrating too. Seems like it would work better if you just let the poor pixel-guy zoom about wherever he wants. The "pushing in the opposite direction" thing means it would be fun/challenging enough in itself, I reckons.
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