Nimbleocity by Jamie Guillemette

[raw]
made by Jamie Guillemette for LD35 (COMPO)
Nimbleocity!

This game has taken every interpretation of Shapeshift i came up merged them all into a simple upbeat game.

Your player is a shapeshifting element that you do not directly control. Instead you control the shapes that make up the map. Move the shapes to ensure your players safety, or to directly influence it. Watch it change as hit power ups.

The controls are easy to learn but take time to master!

Shapes are under your control in blocks of 2 to 4.
Use W and S to select which shape to control.
Use A to activate the shapes Purple Arrow action.
Use D to activate the shapes Blue Arrow action.
If your player makes it to the goal line you've won the level.

The first 3 levels of the game teach the core mechanics.
The 4 level will challenge your mastery.

All levels have been successful playtested for both fairness and beatability

Good Luck and have fun!
J.

Ratings

Coolness 24% 1979
Overall 3.00 636
Fun 3.20 423
Graphics 2.87 538

Feedback

Flygamer101
18. Apr 2016 · 02:31 UTC
Nice Fun little game :D It felt nice and complete, just needs a little more polish. The music was great too. The only "bad" thing was that the camera angle was a little wonky and made it hard to see sometimes. Great overall.
RobotLovesKitty
18. Apr 2016 · 03:31 UTC
Loved the concept of moving the world around instead of the ship. Shape shifting indeed!
VividRedemption
18. Apr 2016 · 03:39 UTC
The levels are a bit too long / slow for my liking, I got most of the way through level 3 but when I died I gave up because it takes so long to get back. The transformation orbs could be checkpoints, that would alleviate that pain! :)
candlesan
18. Apr 2016 · 03:48 UTC
Well done level design! :)
MrPhil
23. Apr 2016 · 21:34 UTC
You have some good idea here!
It was hard knowing where the thing was going.
I couldn't see around the thing very well.
The key controls where very confusing.
Hempuli
23. Apr 2016 · 22:50 UTC
The idea is very neat and I liked the ability to plan forward; however, the way the game's perspective works made some part more frustrating than they'd need to be because of how the spaceship obstructed parts of the screen. Also it was hard to predict the velocities of the ball, which made it tough to aim the slanted surfaces. Still, a very cool concept and I nearly beat the last level!
Alphish
04. May 2016 · 11:30 UTC
Couldn't complete level 1 - the turn just before the second chain of shifting walls was just too unfair. Also, couldn't complete level 4 either because the ball at the end of its drop kept misaligning itself "horizontally", and was falling near the spot, even though the general skew of the floors was correct.

Other things relating to the general gameplay: camera makes it kinda tricky to see how I'm supposed to aim; the blue/purple arrows placement sometimes made things turn in the other way than I expected (mostly the rotators and floors) and the movement is too slow, especially when playing the level for N-th time. There really could be some speed-up during the idle segments (not too rare here), maybe even a manual speed-up button, and the camera turns could be smoother so that it's easier to follow what exactly happens; also, maybe don't make the camera follow the ship exactly.

Aside from that, the idea was okay, the music wasn't too shabby either (if maybe somewhat unstructured, like I'm hearing some generic composing attempts); the graphics generally worked, but weren't particularly impressive. If you could iron out the kinks in the gameplay, it could turn into really fun to play game.