OverWired

OverWired

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OverWired

Rating:
2.7
Dirilis: December 25, 2019
Terakhir diperbarui: January 09, 2022
Pengembang: GamesForNoobs

Tag untuk OverWired

Deskripsi

Kamu tahu pepatah โ€“ jangan pernah percaya pada ular luar angkasa. Setelah memperbaiki exo-skeleton, semua sistemku bermasalah. Tubuhku bergerak sendiri. Aku tidak bisa berjalan tanpa menembak atau melakukan hal aneh. Apa yang mereka lakukan? Meninggalkan racun digital? Berharap aku pingsan dan menjual biochip-ku? Aku tidak menunggu. Aku akan turun ke sarang ular. Seseorang harus membayar ini. OverWired adalah game side-scroller cyberpunk retro. Kamu bermain hanya dengan 4 arah (D-PAD atau panah) dan semua kemampuanmu terhubung ke tombol-tombol itu karena racun digital dari para penjual minyak ular. Selesaikan misi untuk mengembalikan baju luar angkasamu ke kondisi normal. Ada versi standalone dengan performa dan audio lebih baik di sini (Win, Linux, MacOS):. https://alont.itch.io/overwired. Coba unduh jika versi web tidak berjalan lancar. -- Kredit:. Kode + Mekanik: Alon Tzarafi. Pixel Art: Alex

Cara Bermain

Mainkan dengan: tombol panah, tombol WASD, atau gamepad. -- Kontrol:. Kanan โ€“ Terhubung untuk menembak. Kiri โ€“ Terhubung untuk merunduk (menghindari peluru). Atas โ€“ Terhubung untuk granat. Bawah โ€“ Membuat glitch di seluruh layar. Efek glitch mempengaruhi banyak objek, termasuk makhluk hidup yang telah ditingkatkan, menyebabkan semuanya error atau berubah mode operasi. Gunakan untuk keuntunganmu.

Pembaruan dari Developer

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 โ€œold school gameโ€ vibe, itโ€™s better to start the game with more โ€œboringโ€ sections with only a single toy to play with at a time. It might not be everyoneโ€™s cup of tea, but it just increases the chance that the player will understand the gameplay and the fighting moves will โ€œclickโ€ for them so theyโ€™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 ).

Thereโ€™s enough difficulty and challenge and complicated decisions in the later levels, so the game didnโ€™t need to start with all that right away.

Komentar

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 Developer

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 Developer

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.