Introspect by ChainedLupine
Introspect is an exploration platformer concerning the discovery of your character's origins. Unfortunately, I ran out of time to implement the story. However, other than this, the game should be playable and completable.
Control an alien creature as it navigates caverns, searching for its origins. You can find three ability power-ups which will let you access other areas of the cave system.
There's also 4 secret areas to be discovered!
It's too bad that I ran out of time for the story, as it was supposed to cover revealing what the main character was about and where he/she was going.
Control an alien creature as it navigates caverns, searching for its origins. You can find three ability power-ups which will let you access other areas of the cave system.
There's also 4 secret areas to be discovered!
It's too bad that I ran out of time for the story, as it was supposed to cover revealing what the main character was about and where he/she was going.
Ratings
| Coolness | 4% | 121 |
| Overall | 3.15 | 79 |
| Audio | 2.16 | 133 |
| Community | 3.50 | 51 |
| Fun | 3.05 | 70 |
| Graphics | 3.50 | 44 |
| Humor | 1.55 | 192 |
| Innovation | 2.32 | 173 |
| Theme | 3.10 | 112 |
Found a secret by falling through the floor, that was cool.
Congratulations on finishing!
Some feedback: I normally don't mind platforming without weapons, but I feel like if I'm a purple metallic pterodactyl/greyhound with spiky wings, I should be able to kill a slime in fewer than four hits. Definitely agree about needing invulnerability after being hit. The first enemy that got a good hit in would always kill me to death. The platforms ran way too slow. I was waiting for one for 30 seconds. The arrows were deceptive. Better to have no arrows than ones that only sometimes point the way to go first.
I agree that the character does not move in a way that matches how it looks. Slow, floaty, and weak.
But, great job! I love it.
Yes, physics are bizarre for the player, as I used a lot of built-in Flixel physics for pure implementation speed sake. I was never happy with how the character moved myself, but it was fast to write. That's something which will need to be revamped.
There's also a lot of small bugs that take away from the feel of the character, which would be addressed by a re-write of its collision/physics code. And of course, platforms that don't carry you along are supremely annoying. :)
@Steve: Audio was to be a big part of the game, but unfortunately I ran out of time implementing it. I'll be covering this in detail in my post-mortem.
@Cosmo: The slow platforms were a design decision, necessary due to how the player's physics worked. Since they also wouldn't 'stick' the player when moving horizontally, I kept their velocities slow. It was just a hack to work with the engine as-is.
The push-back deaths, I also realize now, were far too aggressive. There is a part in the game where that mechanic -- combined with a slow platform -- makes what was intended to be a very simple part, very frustrating.
I love the graphics, very nicely done.
The audio is a bit sparse, but I think music may have actually detracted from it a bit.
Horizontally moving platforms are a bit... troublesome. They should carry you with them, but I realize that Flixel might not allow for that without some icky hacks.
All in all, very nice game.
However as others said, the controls feel not fitting the character, way too floaty. With some more work this could be quite a neat game.