AntiPlane by Grenac
A 2D Antichamber inspired platformer. Lots of glowy and shadowy effects and stuff + physicsy controls. The walls move while you are not looking, and there is an ominous red blob chasing you. Can you out walljump the terror and survive the ANTIPLANE!?!?!?
The game is fairly difficult but it's short, you can do it, I believe!!! And there are checkpoints so if you die all is not lost.
CONTROLS - wasda, arrows, space, choose your pick.
GREAT NEWS EVERYBODY!!!
I've decided to make a full game out of this. I'm probably gonna do progress updates when I get started with development so If you want to follow the game as it's being developed I set up a new twitter here: http://twitter.com/BitByteCode
Want to see some more of my games, check them out at http://BitByteCode.com
And thanks everybody for all the nice comments, they really mean a lot to me =)
Spoilery:
IF YOU GET STUCK on the level with the green glowy bit on top just try moving as far left and then right as you can staying as far up as there are platforms to stand on, and then repeat. Every time you go to the edge of the level the part in the middle should change. this happens about 5 6 7 times and then you can pick up the green GloGlobe. But watch out, someone is watching =P
There is also a full playthrough on youtube: https://www.youtube.com/watch?v=TwCZI9dKdIg
The game is fairly difficult but it's short, you can do it, I believe!!! And there are checkpoints so if you die all is not lost.
CONTROLS - wasda, arrows, space, choose your pick.
GREAT NEWS EVERYBODY!!!
I've decided to make a full game out of this. I'm probably gonna do progress updates when I get started with development so If you want to follow the game as it's being developed I set up a new twitter here: http://twitter.com/BitByteCode
Want to see some more of my games, check them out at http://BitByteCode.com
And thanks everybody for all the nice comments, they really mean a lot to me =)
Spoilery:
IF YOU GET STUCK on the level with the green glowy bit on top just try moving as far left and then right as you can staying as far up as there are platforms to stand on, and then repeat. Every time you go to the edge of the level the part in the middle should change. this happens about 5 6 7 times and then you can pick up the green GloGlobe. But watch out, someone is watching =P
There is also a full playthrough on youtube: https://www.youtube.com/watch?v=TwCZI9dKdIg
Ratings
| Coolness | 100% | 1 |
| Overall | 4.04 | 23 |
| Fun | 3.79 | 68 |
| Graphics | 3.38 | 373 |
| Innovation | 4.17 | 36 |
| Mood | 3.61 | 99 |
| Theme | 4.01 | 149 |
I did have to go into fullscreen to get past the first level.
Why did you have to go into fullscreen? Did the game go out of the screen boundaries?
Amazing game, I can't find anything wrong with it. (Per se)
Wow.
Very cool realisation and concept
One of the best I've seen here
But yeah, I stuck with the green light :(
And read instruction after closing the game
Nice work anyway :)
Should have some music though
Love it!
It's a very clever and nice way to cope with the theme and I am really impressed by the level design.
I'd love to see more stuff like this in future and hope that you could find ways to make this game (or games like this) more "puzzling".
Great job indeed! More polish and audio would have greatly benefited the whole mood, but it's great anyway :D
Btw, how is this linked to the theme "Entire game on one screen"?
And I'm thinking about turning it into a whole game. Judging by the comments there is definitely some interest in it. But I still have to see if I'll have time or the creativity to make a full length game out of it. I hope I could.
I'm not too fond of the way the light grows when the level changes. I think some other effect would be nice (right now it kind of looks like a glitch)
Everything else is amazing. I especially love how you introduce and explain the entire game without a word. It makes the player feel "smart" because he figures out what to do "on his/her own".
Well done!
The light growing is a glitch =)
It was the best I could do in such a short time. It does not happen if the level is loaded fast enough. But since I calibrated the time it takes to load a level on the development rig I may have estimated it a bit too short. All that is going to be fixed in the full game, I already know how to fix it, it just has to be implemented.
I'm trying to think of some criticism.
And that might be the click-everywhere-syndrome of adventure games - not knowing where to go sometimes, and just bumping every corner of every wall until something happens. So that comes down to providing more of a goal. Just a bit more, because yes the sense of wonder is great. Just not when I've circled the place 5 times :P
Stupendous work! :D
Controls are a bit hard though, especially in the "race" i had to try very often, since i did miss a single walljump.
Some Music and at least basic sound effects would be great.
I am curious about your expansion plans :)
Love the shadowy look, idk it might work even better in real 2d. Some minor "pop-in" visual bugs on the objects too but that's not a big deal.
Some criticisms:
Jump controls felt off. Landing precisely on narrow platforms is hard. It's frustrating to overshoot so easily.
It feels quite linear. It's interesting from an exploration point of view. But the player doesn't really get to make choices, so the current mechanic is limited in terms of adventure or puzzle solving. On the other hand, in the race and chase segments things get interesting; the platforming becomes a challenge, and the lack of player choice stops being a problem.
Good luck with your efforts to build on this.
I love the mixture of Antichamber/Closure style mechanics, but I wish that the game only changed the level geometry for regions that are not visible. I realize that loosening that restriction and allowing the geometry to "pop" opened up some more level design options within the short timeframe of the compo, but for me it took away a bit of the magic to see the transition occur.
Perhaps for the expanded version, you could introduce some player-controlled options for growing/shrinking your light radius, or switching the light on/off strategically to solve puzzles and progress? That said, I LOVE the use of occlusion and perspective to allow for an alternative method of hiding sections of the level beyond just the light radius.
One other minor aspect that seemed like a bug: the red dot enemy seemed to be drawing behind the back wall at times.
Once again, GREAT WORK! Can't wait to play the expanded version.
- dreamlogician
Yeah, the geometry popping in is a bug =) the way I made it it takes about 0.2s for the geometry to load, which is enough for the player to catch a glimpse of it happening. I already fixed that in the new version. Stuff now loads instantly.
The red dot getting stuck on the wall is also a bug =)
And I'm liking the idea with shrinking the light on and off, there is a good chance that something like that is going to be in the game.
Thanks for playing, and if you want progress updates on the game as it's being developed you can follow me on twitter: http://twitter.com/BitByteCode