Fractured by dalbinblue
Help guide Pie through his fractured word in this puzzle platformer.
Controls are super simple:
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- Left and right arrow (or direction pad on a gamepad) move player
- Space (or "A" on gamepad) reset level
Written in C# using XNA 4.0. If you haven't run an XNA application before, you will need to install the XNA redistributable, available from Microsoft at http://www.microsoft.com/en-us/download/details.aspx?id=20914. Note that you will not need to install the game itself on your machine, just unzip the archive and run the game executable.
Constructive cretinism is encouraged. I hope you have fun playing!
Controls are super simple:
--------------------------
- Left and right arrow (or direction pad on a gamepad) move player
- Space (or "A" on gamepad) reset level
Written in C# using XNA 4.0. If you haven't run an XNA application before, you will need to install the XNA redistributable, available from Microsoft at http://www.microsoft.com/en-us/download/details.aspx?id=20914. Note that you will not need to install the game itself on your machine, just unzip the archive and run the game executable.
Constructive cretinism is encouraged. I hope you have fun playing!
Ratings
| Coolness | 100% | 1 |
| Overall | 4.09 | 20 |
| Audio | 3.81 | 48 |
| Fun | 3.74 | 64 |
| Graphics | 4.28 | 25 |
| Humor | 2.41 | 434 |
| Innovation | 3.79 | 113 |
| Mood | 3.92 | 36 |
| Theme | 3.40 | 694 |
The only criticisms I have are that the theme isn't very apparent and it's a bit hard. It took me a very long time to figure the puzzles out.
Great game, thanks for making it
@captainkraft, I wish I had more time to make levels to ramp up, they get hard quickly.
@cahman, my brother suggested that I actually put in a zooming function to make it possible to see the level as a whole (though too late to get it in). Others suggested a hint system; something subtle.
But it's totally a solvable problem, and I like the basic gameplay and puzzle ideas! I hope you do a post-compo version.
@Dietrich, I've watched a few people play and the biggest issue is feedback. A user needs to know one way or another that an action has an effect, I'm designing out a few solutions, some subtle, and some more obvious (like a zoomed out camera).
@SonnyBone Wow, really? That means a lot to me!
I love the way you teach the mechanics implicitly by beginning with simple levels that convey lessons through play. It is something I try to do as much as I can and this is as good an implementation as I've seen.
As has already been discussed, all it needs is an elegant solution to the feedback problem and possibly a mild softening of the difficulty curve.
Well done and good luck if you take this further!
https://soundcloud.com/sonnybone/fractured-remix-dalbinblue
Since this is an XNA game, you might consider trying JSIL. It may or may not work, but if it does you'll have a web version of your game.
Having come back, a way to skip levels you've already completed would be nice.
There's one place in one level (second to last I believe) where you CAN walk on empty space. That seemed like a bug, except I couldn't find any way to continue the level without using that.... Except, now that I solved the level, I think it may be possible to solve without using that glitch. This also may be why it took me so long to solve the level because I hadn't discovered the other path and kind of dismissed that area as being "done"....
I like that standing in the way of walls doesn't punish you in any way.