Writhe: The Thing from the Omega Sector by DragonXVI
In "Writhe: The Thing from the Omega Sector", you play an alien organism recently escaped from Research Station Omega. None too happy about your captivity, you decide the best thing to do is to eat all the scientists on board, destroy all their stuff, and escape!
Use your tentacles to snatch defenseless Scientists and destroy security systems. Once every scientist is devoured, the exit teleporter will activate. But be careful! Your tentacles are invincible but if something dangerous hits your main body, it's instant death!
Along the way you'll encounter laser turrets, antigravity panels, volatile explosives and uncover the secret research project of Station Omega!
CONTROLS:
========
This game requires Keyboard + Mouse controls. Gamepad is not correctly supported.
WASD/Arrow keys: Move
Mouse: Tentacle Aim + Fire.
Escape: Quit
R: Reset level
O: Skip level (If you're having difficulty!)
HINTS:
=====
- Your tentacles are indestructible, only hits to the head count
- Turret pointing right at you? Try taking cover and luring its gaze away so you can pass
- You can push against Antigravity panels to slow your movement to help plan your next move
- Level too hard? Skip it and try the next one with the 'O' key!
KNOWN ISSUES
============
- The tentacle physics is pretty simple, so it can go amusingly wrong. It's not uncommon to get a bit stuck in the level geometry and get stretched across the entire level!
CREATED WITH:
============
- Unity 5
- MS Visual Studio 2010 Pro
- FLStudio 10 Pro
- Paint.net
- Bfxr
- Uses the Rotorz Tilesystem for Unity (http://rotorz.com/tilesystem/)
- Uses the Born2bSportyV2 font by JapanYoshi (http://www.pentacom.jp/pentacom/bitfontmaker2/gallery/?id=383)
Use your tentacles to snatch defenseless Scientists and destroy security systems. Once every scientist is devoured, the exit teleporter will activate. But be careful! Your tentacles are invincible but if something dangerous hits your main body, it's instant death!
Along the way you'll encounter laser turrets, antigravity panels, volatile explosives and uncover the secret research project of Station Omega!
CONTROLS:
========
This game requires Keyboard + Mouse controls. Gamepad is not correctly supported.
WASD/Arrow keys: Move
Mouse: Tentacle Aim + Fire.
Escape: Quit
R: Reset level
O: Skip level (If you're having difficulty!)
HINTS:
=====
- Your tentacles are indestructible, only hits to the head count
- Turret pointing right at you? Try taking cover and luring its gaze away so you can pass
- You can push against Antigravity panels to slow your movement to help plan your next move
- Level too hard? Skip it and try the next one with the 'O' key!
KNOWN ISSUES
============
- The tentacle physics is pretty simple, so it can go amusingly wrong. It's not uncommon to get a bit stuck in the level geometry and get stretched across the entire level!
CREATED WITH:
============
- Unity 5
- MS Visual Studio 2010 Pro
- FLStudio 10 Pro
- Paint.net
- Bfxr
- Uses the Rotorz Tilesystem for Unity (http://rotorz.com/tilesystem/)
- Uses the Born2bSportyV2 font by JapanYoshi (http://www.pentacom.jp/pentacom/bitfontmaker2/gallery/?id=383)
Ratings
| Coolness | 57% | 3 |
| Overall | 4.53 | 1 |
| Audio | 4.55 | 2 |
| Fun | 4.20 | 13 |
| Graphics | 4.61 | 9 |
| Humor | 3.71 | 79 |
| Innovation | 3.84 | 57 |
| Mood | 4.18 | 16 |
| Theme | 4.33 | 13 |
Good job!
The best thing is the soundtrack, loved it to bits!
Als the character design of Writhe is genius! Tentacly goodness!
To me it feels like I've seen this before. It's a sci-fi hazard based obstacle course and unlike other similar games there is no platforming, puzzles or exploration. This is a long way of saying there is no challenge. Kind of like a mix of N and Kirby, with no ability stealing and less dangerous hazards.
Here are a few suggestions to make the gameplay more challenging:
If you want to keep the slowly floating around and slashing things with tentacles mechanics, you'll need to make the adversaries much more formidable and rely on stealth to take them out. This would keep the stakes high at all times.
Another options is to go with a more action oriented model, but this would require redefining the game mechanics to include faster movement abilities and different kinds of attacks.
The current environment hazards play into both of these suggestions. They force the player to rethink their strategies based on the context. A group of enemies next to a few turrets require different tactics than the same group within an anti-gravity field.
Beautiful art, great sound track, great gameplay with innovative mechanics for the tentacles (thought a little too hard for me in places!). Stunning.
It's pretty cool how this actually works.
Sound is really neat, great stuff!
And man, how awesome is the music?! I launched the game but went to another tab, and after a few moments, I was like "what's that sound? Is it from the tentacules games? Holy crap, that great... ok let's play it!".
There's no mention of any collaborators. Did you do it all by yourself? Because the music is incredible, the level design is pretty good and interesting, graphics are great... some people just know their stuff here!
Sheer awesomeness!
One thing I regret is the slowness of my character. I would have liked the kind of speed I get from "booster" as a normal speed...
Beautiful game. I love the music. Good work!!
your music is real good as was your character and background art. you're extremely talented.
the idea is more innovative and leads to better gameplay than mine (although yours is much harder, possibly bordering on too difficult). the tentacle stickiness and idea of eating the enemies is great. with mine you just bat them around and you tentacles can clip through walls/hazards (i wasn't sure how to handle when they click to an unpathable area, you handle that by going directly and sticking, which works well for your game)
i think my tentacles and particle effects looked better, at least as pixelated objects. yours are antialiased very heavily which does not fit so well with everything else (i know you used unity, so it won't be as easy as it was for me, but you should be able to write a shader in unity that works around the anti-aliasing, if you care).
i wasnt a fan of the font you used but you didnt make it so hey.
p.s. sorry for the comparisons to my game but when you see something in LD that is very similar to your game its hard not to compare them (you'll know what i mean if you look at my submission).
The gameplay is also surprisingly smooth, i always expect tentacle movement to be unwieldy but you made it work really well.
Impressive amount of content too, nice level design, challenging but not frustrating. I will say that being able to destroy turrets may be unnecessary though, as it makes those sequences a little easy; i found it more fun to just avoid them in later stages.
Great music as well, just impressive work all around!