Apotheosis by bytegrove
Source code: http://dl.dropboxusercontent.com/u/2014021/LD27/Apotheosis_LD27_src.rar
Stream: http://www.twitch.tv/bytegrove/profile/pastBroadcasts
Gameplay video: http://www.youtube.com/watch?v=PmsSbY0Yj_8
Timelapse video: http://www.youtube.com/watch?v=38kyt7Q0qpY
Combine Mario Bros and Braid and this is what you get.
Use your time-rewinding ability to save the precious artifact from the vicious critters.
Rewind time for up to 10(!) seconds by holding the right mouse button or Left Ctrl.
While rewinding, the artifact will levitate upwards. Once it
reaches the vortex above the sun, you've won the game!
After you've traveled back in time you'll be able to observe
the silhouette of your former self. Take note of this and use it to your advantage.
Make sure that the critters does not touch the artifact or it will break.
Shoot laser with the left mouse button or Alt.
Aim and steer with the arrow keys or w,a,s,d.
Jump with Space.
Manipulate the timeline to your advantage!
==============
Controls:
XBox 360 gamepad | Keyboard
______________________________
Steer/aim: (Left Joystick) | (wasd/arrow keys)
Jump: (Y) | (space)
Rewind: (B) | (rmouse/lctrl)
Shoot: (A) | (lmouse/alt)
==============
If you're having lag issues with the web build, try one of the downloads. Enjoy!
-------------------------------
Update(2013-08-27):
I've added a postcompo version. It fixes the mouse cursor so it's locked. It also adds the ability to shoot with the arrow keys as well and changes the default alternative rewind button to Q. It also has some gamepad input tweaks. I've also tried to fix the dodgy laser collision. And as a bonus I added four different difficulty levels.
Update(2013-08-27):
Changed default alternative key for shooting, as it caused problems on OSX.
Update(2013-08-28):
Both original and postcompo Linux downloads are now available as .tar.gz
Update(2013-09-1):
Updated postcompo version with gameplay- and control tweaks.
Laser reload speed is now affected by rewind cooldown and fire-time(when there's no rewind cooldown). Player can now be "damaged" in the sense that you're given a penalty rewind cooldown when touching an enemy. Enemy spawning is no longer recorded, ie. spawning can occur differently if time has been rewinded. Enemy existence is still recorded though, so an enemy that existed will always exist.
Stream: http://www.twitch.tv/bytegrove/profile/pastBroadcasts
Gameplay video: http://www.youtube.com/watch?v=PmsSbY0Yj_8
Timelapse video: http://www.youtube.com/watch?v=38kyt7Q0qpY
Combine Mario Bros and Braid and this is what you get.
Use your time-rewinding ability to save the precious artifact from the vicious critters.
Rewind time for up to 10(!) seconds by holding the right mouse button or Left Ctrl.
While rewinding, the artifact will levitate upwards. Once it
reaches the vortex above the sun, you've won the game!
After you've traveled back in time you'll be able to observe
the silhouette of your former self. Take note of this and use it to your advantage.
Make sure that the critters does not touch the artifact or it will break.
Shoot laser with the left mouse button or Alt.
Aim and steer with the arrow keys or w,a,s,d.
Jump with Space.
Manipulate the timeline to your advantage!
==============
Controls:
XBox 360 gamepad | Keyboard
______________________________
Steer/aim: (Left Joystick) | (wasd/arrow keys)
Jump: (Y) | (space)
Rewind: (B) | (rmouse/lctrl)
Shoot: (A) | (lmouse/alt)
==============
If you're having lag issues with the web build, try one of the downloads. Enjoy!
-------------------------------
Update(2013-08-27):
I've added a postcompo version. It fixes the mouse cursor so it's locked. It also adds the ability to shoot with the arrow keys as well and changes the default alternative rewind button to Q. It also has some gamepad input tweaks. I've also tried to fix the dodgy laser collision. And as a bonus I added four different difficulty levels.
Update(2013-08-27):
Changed default alternative key for shooting, as it caused problems on OSX.
Update(2013-08-28):
Both original and postcompo Linux downloads are now available as .tar.gz
Update(2013-09-1):
Updated postcompo version with gameplay- and control tweaks.
Laser reload speed is now affected by rewind cooldown and fire-time(when there's no rewind cooldown). Player can now be "damaged" in the sense that you're given a penalty rewind cooldown when touching an enemy. Enemy spawning is no longer recorded, ie. spawning can occur differently if time has been rewinded. Enemy existence is still recorded though, so an enemy that existed will always exist.
Ratings
| Coolness | 52% | 3 |
| Overall | 3.57 | 142 |
| Audio | 3.61 | 62 |
| Fun | 3.35 | 231 |
| Graphics | 4.12 | 47 |
| Humor | 2.48 | 429 |
| Innovation | 3.64 | 144 |
| Mood | 3.35 | 166 |
| Theme | 3.22 | 520 |
Other than that it's pretty rad :D
The arrow-aiming mechanic is pretty different from what you're used to, and so it made a "simple" game a lot more challenging. If the aiming system was mouse-based, the game would be surely easier(and boring). So, i guess you made a good choice!
Congratulations, i really liked this game.
Interesting idea, and well made graphics and sound though.
I've added the alternative control methods to the info,
and the key mappings can be changed in the launcher as well.
I agree that the default keys may not be to everyones liking, I might experiment with them and see if I can come up with something better. All suggestions are greatly appreciated! :)
The game can be played with an XBox360 controller as well.
Thanks again for all the great feedback! :D
If I understood your question correctly: You can rewind the game(for up to 10 seconds). Every time you'll be able to play in a different way than you did before. Your old timeline will still be active though, which means that your "old self" will kill the same enemies again. This gives you the opportunity to kill other enemies for example.
The artifact however does not adhere to the rules of time and space in the same way. :P It will levitate upwards as you reverse the time and fall down slowly when the time is advancing. It rises faster than it falls, so that's why you can make it reach the vortex, which makes you win the game.
Using the ctrl key with arrows on a mac is not a good idea. ctrl + left arrow takes you to Dashboard.
Hi, what do you mean with depth? Gameplay or graphics? :)
Thanks for the mac info(I updated the postcompo version), I sadly have no way to run the builds on mac.
Seriously, top marks and thank you!
When you mention that it doesn't feel right, are you referring to the aiming mechanic or more the flow of the game or maybe the structure of the level?
@Everyone:
Thanks yet again for all the feedback. Very interesting insights so far, in my opinion. ^^
Great graphics, audio, and fast paced gameplay. Good job!
Hehe, yeah it's possible to get low 1-2 second highscores at the moment. ;)
I was going strong for a while, but once I got up near the top of the level, it seemed inevitable that enemies would spawn directly on top of the artifact, and no amount of clones shooting would help that. Ultimately I just decided to power through and hold the time rewind until the artifact made it to the goal (luckily I was close enough to do it).
I like the rewind mechanic. But the lack of a mouse pointer makes it difficult to play the game.
Good job nonetheless. :)
Not sure what you were going for with the mechanics. There doesn't seem to be any purpose or thought behind rewinding time such that it adds to the game. You just do it every time it's available. Same with your shadow clone that shoots. It's cool and devious to implement on a programming side, but it didn't change anything. I just kept shooting. Odd that there's no health system for your character. I can keep running into enemies to stop them.
But there are some heavy influences from Braid... (not a really bad thing, but only if there were other features...)
The game is great, the graphics are awesome, but it really isn't all that original. You indeed modified the focus from puzzle (in Braid) to an action game and this resulted in an interesting idea, since your "shadows" can also shoot.
But I few that this improvement is too small when compare to the game you based. So it's only really a complaint about innovation. The game is really good on the others aspects! :D
Laser reload speed is now affected by rewind cooldown and fire-time(when there's no rewind cooldown). Player can now be "damaged" in the sense that you're given a penalty rewind cooldown when touching an enemy. Enemy spawning is no longer recorded, ie. spawning can occur differently if time has been rewinded. Enemy existence is still recorded though, so an enemy that existed will always exist.
I think it would be interesting if the cube would travel on an predefined path through a level, so you would have to mix clearing the path ahead with catching up after a rewind. I also see myself having to balance fixing misses from the previous iterations and making new progress. Really inspiring concept.