Perspective - 2D/3D puzzle platformer
seewithperspective.com
seewithperspective.com
I hope the developers can get past the initial "Wow" factor and actually make the game fun to play.
Is this really what people want? Serious question. I am surprised to see it, because personally I always prefer more freedom and "trial and error" to discreet options and predictability. I hate when there's only "one right way" to do things, enforced by design. But right now I feel like minority.
Maybe it's not so black and white, but rather designers make parts of a game discrete until it becomes simple enough to be fun. Whatever it is, the complexity of this game concept feels overwhelming to me. It's a bit like this physics-based Tetris, I would try it for fun but only for free and for five minutes.
Stuff that might make it interesting off the top of my head:
- moving things for the 2D guy to avoid/collect - moving things for the 3D viewpoint to avoid/collect - switches for 2D to throw that remove obstructions for 3D, and vice-versa - sometimes you having to move 2D and 3D at the same time
The biggest thing for me that I can't think of a workaround for offhand is the constant breaking of flow. The video shows you doing like 3 seconds of platforming followed by a context shift into 3 seconds of FPSing.
Hopefully the students behind this have thought of all of these things and many more. Because the idea of "running around imagining Megaman doing his thing across the walls" is a nice adaptation of a thing a lot of people probably did growing up.
I agree. Of course, Narbacular Drop wasn't that fun to play either and with Valve's involvement that became Portal. So this could have some potential.
OTOH, what is up with the screenshots link being a zip file you download? What a terrible web page.
This game seems really tedious.
When making a game with as much freedom as this, it's too easy to try to make the platform the game, rather than building a game on top of it. Portal is another great example, portal would get so boring after a few minutes if the level designers didn't do their job so well.
AB also ads a lot of things to the basic "you have a slingshot, knock stuff down" - there's different birds that act differently, different things to hit, etc. Start with one system that's fun to play with for a little while, add complications when it starts to get boring. Right now these folks have, I dunno, the first ten minutes of gameplay.
http://itunes.apple.com/us/app/percepto/id419502225?mt=8
It's a fun little puzzle game that operates on rotating the perspective 90° (my kids have been playing it for over a year and seem to keep enjoying it, though I got tired of it after a few levels).
The medium emancipates itself from [what?] like photography did from painting with Henry Cartier Bresson and his "decisive moment". At that time photography stopped doing what had been done with painting before (elaborate portraits that required the models to sit still for a long time), and started doing things that painting could not do: freeze the decisive moment in time.
I'm very excited to see all the new things computer games will start doing that we can't even imagine today.