OverWired

OverWired

von GamesForNoobs
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OverWired

Bewertung:
2.7
Veröffentlicht: December 25, 2019
Zuletzt aktualisiert: January 09, 2022
Entwickler: GamesForNoobs

Tags für OverWired

Beschreibung

Man sagt ja: Traue niemals einer Weltraum-Schlange. Nach den Reparaturen an meinem Exoskelett spinnen alle Systeme. Mein Körper macht Dinge von selbst – ich kann nicht laufen, ohne zu schießen oder irgendetwas Seltsames zu tun. Was haben sie gemacht? Digitales Gift hinterlassen? Erwarten sie, dass ich ohnmächtig werde und meine Biochips verkaufe? Nicht mit mir. Ich steige in die Schlangengrube hinab. Jemand wird dafür bezahlen. OverWired ist ein Retro-Cyberpunk-Sidescroller. Du spielst nur mit 4 Richtungen (D-PAD oder Pfeiltasten), alle anderen Fähigkeiten sind wegen des digitalen Gifts auf diese Tasten gelegt. Deine Aufgabe: Stelle deinen Raumanzug wieder her. Es gibt auch eine Standalone-Version mit besserer Performance und Audio (Win, Linux, MacOS): https://alont.itch.io/overwired. Lade sie herunter, falls die Webversion nicht flüssig läuft. -- Credits: Code + Mechanik: Alon Tzarafi. Pixel Art: Alex

Spielanleitung

Spiele mit: Pfeiltasten, WASD oder Gamepad. -- Steuerung: Rechts – Schießen. Links – Ducken (weicht Kugeln aus). Oben – Granate. Unten – Glitcht alles auf dem Bildschirm. Der Glitch beeinflusst viele Objekte und augmentierte Lebewesen, alles beginnt zu spinnen oder ändert sein Verhalten. Nutze das zu deinem Vorteil.

Entwickler-Updates

Jan 19, 2020 5:33pm

Smoother experience for first timers

This patch removes, and changes, some sections of the early levels (mostly the first third of the game) to give the remaining sections a more focused, linear, and streamlined feel.

Before it, the early levels introduced many concepts right at the start and some even happened simultaneously on the screen. Although it fit with the whole retro “old school game” vibe, it’s better to start the game with more “boring” sections with only a single toy to play with at a time. It might not be everyone’s cup of tea, but it just increases the chance that the player will understand the gameplay and the fighting moves will “click” for them so they’ll be equipped to play the game ( Some people did not understand or forgot how to play even after the tutorials and introductions because there seemed to be too much happening ).

There’s enough difficulty and challenge and complicated decisions in the later levels, so the game didn’t need to start with all that right away.

Kommentare

0/1000
Pillboxhead avatar

Pillboxhead

Dec. 27, 2019

1
0

Interesting concept, I'd like it better if it was either more like a puzzle game where after each set of levels you slowly improve the glitch changing how things are whacky, perhaps adding other mechanics. Or I'd like to see it as a metrividian where you slowly fix yourself as you progress kinda like KOLM or something. Nice works here amigo keep it up.

GamesForNoobs
GamesForNoobs Entwickler

So you'd like it better if it fit a known genre stencil

reesylou avatar

reesylou

Dec. 25, 2019

1
0

The story caught my eye. Nice to see a game with a bit of flavour text. Interesting game play - takes a bit of getting used to. I only did a couple of levels (up to the one with the dino and 3 egg sac things in a column on the left). Will have to play more later when I have more time.

rinky999 avatar

rinky999

Jan. 08, 2020

1
0

I like the concept, but as Pollboxhead already said, the pacing is all wrong. The first levels have too many different things in it so everything is confused at once. If you introduce everything at a much slower pace then you have a winner. For example, don't let the player have all the functions at level 1, and don't do so many enemies and items on level 1. Also, the music is too loud for the sound effects.

GamesForNoobs
GamesForNoobs Entwickler

Yeah looking back it's true about the pacing. I put in the early levels too many teasers for things requiring the DOWN key, but like too many. I went overboard to hammer down the idea that the DOWN key actually exists. Otherwise if it were optional, people would forget it and then when they reach an advanced level that requires it, they forget it exists and get stuck. What happened though is that people forget about this key anyway, and I had to include so many hints in advanced levels that tell you to press down, that I might as well have just removed a lot of stuff from the early levels. I should have done more playtesting on people before the game came out to understand it. I did some, but not enough.