OverWired

OverWired

oleh GamesForNoobs
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OverWired

Penarafan:
2.7
Tarikh keluaran: December 25, 2019
Kemas kini terakhir: January 09, 2022
Pembangun: GamesForNoobs

Tag untuk OverWired

Deskripsi

You know what they say - never trust a space-snake.
After getting repairs done on my exo-skeleton, all of my systems are malfunctioning.
My body is doing things on its own. I can't walk without shooting or doing something weird.
What did they do? Leave some digital venom? Expect me to pass out and sell my biochips?
I don't wait. I'm coming down the snake pit. Someone's gonna pay for this.

OverWired is a retro cyberpunk side-scroller game.
You play using only 4 directions (D-PAD or arrows) and the rest of your abilities are wired to those keys due to the digital venom of the snake oil salesmen.
You must finish your quest to restore your space suit to functioning order.

There's a standalone version with some better performance and better audio here (Win, Linux, MacOS):
https://alont.itch.io/overwired
You should try downloading if the web version isn't running smoothly.

---- Credits:
Code + Mechanics: Alon Tzarafi
Pixel Art: Alex

Cara Bermain

Play with either: arrow keys, WASD keys, or a gamepad.

---- Controls:
Right - Wired to shoot
Left - Wired to crouch (evades bullets)
Up - Wired to grenade
Down - Glitches everything on the screen

The glitch effects many objects, as well as augmented living beings, causing everything to malfunction or to change modes of operation.
Use it to your advantage.

Kemas Kini Pembangun

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.

Komen

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 Pembangun

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 Pembangun

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.

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