Antichromatic by arkeus
The world has been fractured into two dimensions. Can you find the source of the fracture and reunite the two halves?
The inspiration for Antichromatic was "black and white", but rather than make (yet another) black and white game, I incorporated black and white into the core mechanics.
The game is a hardcore skill based platformer, not for the faint of heart. You'll find the controls on the game page.
The inspiration for Antichromatic was "black and white", but rather than make (yet another) black and white game, I incorporated black and white into the core mechanics.
The game is a hardcore skill based platformer, not for the faint of heart. You'll find the controls on the game page.
Ratings
| Coolness | 100% | 1 |
| Overall | 4.00 | 30 |
| Audio | 3.23 | 243 |
| Fun | 3.77 | 56 |
| Graphics | 4.25 | 30 |
| Humor | 2.19 | 580 |
| Innovation | 3.42 | 326 |
| Mood | 3.57 | 121 |
| Theme | 2.68 | 1211 |
Fun, super hard, I really enjoyed the segments that forced me to mix up wall-jumping and double-jumping (though it took some getting used to switching in between them!) I wasn't as much a fan of rooms where I simply had to dodge a million bullets. I also liked the teleports!
Gameplay is also quite punchy. Not sure about the extensive text-boxes, they kind-of impede gameplay.
the amount of content is amazing, loved it
Your level design is interesting. My mind got some exercise in that inter dimensional jump puzzles.
As for the text boxes, I totally agree. I wanted to go writing on the wall, since instructions for this aren't important enough to interrupt gameplay, but didn't for lack of time. Definitely want to for post compo version.
Agreed on the controls taking a bit to get used to. Tried a few other schemes, but didn't like them. Hoping once I get my Ouya it's simple enough to port since it'd probably simpler to play with a gamepad (though shooting will be less enjoyable).
My best time so far is 8:57 with 16 deaths. http://ss.iarke.us/201304/290205591.png Let me know if you do better!
I don't think the music fits all that well, that could as well be my personal opinion only.
I actually ran into a bug where I was unable to continue due to being insta-killed near a turret as soon as I respawn. Here's a screenshot of the location: http://i.imgur.com/xLumXn7.png Not quite sure what caused it, but I guess switching dimensions quite a lot might have contributed to it.
To be honest, I don't think this game really fits the theme except for the limited use of colors. But then again, the theme is pretty stupid anyway.
I agree that is not so minimal also, but still very well made.
Can't beat it yet but maybe I'll give that a second chance!
Your tiles are good! Seriously :)
Extremely well done though. Played almost an hour.
And it's pretty challenge :D
and *really* frustrating. more impossible-until-you-get-a-xxxxx puzzles than antichamber, which is quite a feat.
This is freaking hard. >_<
Awesome game!
I'll come back to this game and finish it!!
You seem to be suffering from a case of "music clashes with the game a lot" syndrome.
-Strega
(this is a team account)
The level design has some lacks... you sometimes leave pathes to go back, but they have a dead end, acting just like red herrings. Also, there is a path splitting, leading to the green shard and... a teleport? Well, if you go for the teleport first, you will have to pass it once more to get the green shard.
The challenges are well balanced, though I didn`t know I can destroy turrets for some time. I liked the appearence of the game.
Keys are sticky sometimes, which is unwanted for hard-difficulty games.
(By the way, why would the world reunite after destroying the source of fracture? It would make more sense if destroyng the source of fracture would make the world not able to reunite at all.)
In the post comp version, I fixed the issue with being able to go towards the teleport first (also, an "issue" where you could get double jump before red shard, which also wasn't intended).
As for why destroying the fracture would reunite the worlds, it was intended that the source of the fracture (the boss) was the one who was holding them separate, and without his interference, they would reunite. Not really explained in game, but the focus wasn't on the story.
I think I'm going to change the turrets to have to kill them only once in each universe.
As for the constantly respawning on that snail, it seems a lot of people enter the room in a way that causes that to happen, which I didn't forsee. Fortunately I was able to fix that kind of issue in the post comp version. I've also added saving and loading (in addition to a harder mode). Hopefully I should be able to finish that soon.
And thanks again for the comments, it's definitely help me to tweak the new version. :)
Your level design instincts are very, very good.
It's a bit hard to play!
SEPHY (@sephyka)