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Inversion
by truefire
Inversion
Tags for Inversion
Description
This game was created for Kongregate's "Game of the Week #5.":http://www.kongregate.com/forums/4-programming/topics/97693-gotw-5-inversion The Theme was inversion. Give it a few plays before deciding it's horrible.
Go for as high a score as you can, or try to discover all the comments.
Check out a totally unrelated (other than the fact that I'm the developer) game in development called "Planetoid Wars.":http://planetoidwarsgame.hostwebs.com
How to Play
Click to invert color and gravity. Use this to avoid crashing into the floor, ceiling, or flying objects. Laugh at my (not-so-)witty comments when you get a game over. Repeat.
Comments
GhostlyGamer
Jul. 08, 2010
Epilepsy much?
Sanchex
Jul. 08, 2010
hey guys, for the ones like Mazz that think you need to double click, read the instructions. You'll see that when the background is white, you go up, when it's dark, you go down.
Hunimyx
Aug. 17, 2010
4175 distance; interesting game, but it takes a while to get used to the controls. There's a small delay after you click, and it got me killed on a few sensitive areas. Plus, sometimes the RNG for the blocks makes it virtually impossible to pass. Also, I have photosensitive epilepsy, and I didn't have an issue with this game. Maybe it's because I play during the day with all the curtains open, or maybe it's because I don't click like crazy to actually induce one. It should have a warning, nonetheless. To bypass this, just the ship could have changed colour. A more colourful background would have been more pleasing to the eye, also. Lastly, you should have included a pause option. Simple feature, but it goes a long way. 3/5, could have been a fun addictive game, but there were a number of flaws that made it difficult to play. Good idea, though.
DaFlamingPotato
Jul. 17, 2010
If you took more time on this game, I think it could actually be pretty good. I like the concept. not bad for a week. 3/5
I think it goes a little fast...
thousandinone
Jul. 12, 2010
A great diversion, but has one failing- Too luck heavy. Some of the groups of rocks you get just aren't passable; the rate of fall limits how much movement can be done. Get 2 groups with narrow 'safe paths' between them, and it can be literally impossible to get past both. In any given game, it's just a matter of time before you hit one of those. The scoring favors luck too- 100 distX10 rocks=1000 points, regardless of how the rocks came at you. 10 bumps on the bottom is the same as the grouping I mentioned earlier scorewise.
Recommendations:
Basic AI to ensure that the obstacles generated are passable with the in-game physics.
Scoring based on skill, such as the player ships distance from the passed obstacle (0 points for far, 1 for mid, 2 for close, 4 for REAL close?)
Something like this would give an incentive for the riskier maneuvers and put a higher emphasis on skill, and reflect that better in the score.
Might make for a good sequel?