OverWired

OverWired

por GamesForNoobs
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OverWired

Valoración:
2.7
Lanzamiento: December 25, 2019
Última actualización: January 09, 2022
Desarrollador: GamesForNoobs

Etiquetas para OverWired

Descripción

Ya lo dicen: nunca confíes en una serpiente espacial. Tras reparar mi exoesqueleto, todos mis sistemas fallan. Mi cuerpo actúa solo. No puedo caminar sin disparar o hacer algo raro. ¿Qué hicieron? ¿Dejaron veneno digital? ¿Esperan que me desmaye y vendan mis biochips? No espero. Bajo al pozo de serpientes. Alguien va a pagar por esto. OverWired es un juego retro cyberpunk de desplazamiento lateral. Juegas usando solo 4 direcciones (D-PAD o flechas) y el resto de habilidades están conectadas a esas teclas por el veneno digital de los vendedores de aceite de serpiente. Debes completar tu misión para restaurar tu traje espacial. Hay una versión independiente con mejor rendimiento y audio aquí (Win, Linux, MacOS):. https://alont.itch.io/overwired. Descárgala si la versión web no va bien. -- Créditos:. Código + Mecánicas: Alon Tzarafi. Pixel Art: Alex

Cómo jugar

Juega con las flechas, teclas WASD o un gamepad. -- Controles:. Derecha – Disparar. Izquierda – Agacharse (esquiva balas). Arriba – Lanzar granada. Abajo – Glitchea todo en pantalla. El glitch afecta a muchos objetos, así como a seres vivos aumentados, haciendo que todo funcione mal o cambie de modo. Úsalo a tu favor.

Actualizaciones del desarrollador

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.

Comentarios

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 Desarrollador

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 Desarrollador

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.