Colin Northway’s physics puzzler Incredipede came out last week. In this unique game you guide a little cyclopean creature named Quozzle to the sunbeam at the end of 60 pre-made levels or a potentially infinite number of user-made levels (currently there are over a hundred in the in-game level browser). The challenge arises from controlling Quozzle’s legs, which are built out of long bones and squishy muscles. Some levels will give you a pre-made body and task you with the movement only, whereas others will let you place musculature or even bones. Needless to say, solutions to Incredipede’s levels can be quite varied and the free-form nature of the puzzles are a big part of the game’s appeal.
Overall, the production values are quite good, with attractive woodblock-style visuals by Thomas Shahan and sound effects by Super Meat Boy’s Jordan Fehr. Perhaps most impressive, however, is the game’s interface, which is quite intuitive, whether you’re adding legs to Quozzle or developing your own level to share with other players online. This is especially important given how often you’ll be tweaking your creations, which, if you’re anything like me, will veer toward the break-dancing, as-many-legs-as-possible variety.
Fans of Colin’s first title, Fantastic Contraption, will feel at home with Incredipede, as they are similar games at heart. Incredipede is available for $15 direct or from GOG.com. An 11-level demo is playable on the game’s website but does not include any of levels where you get to design your own Quozzle.
Steam Greenlight: Incredipede
Warsow is a free, open source competitive FPS game built on Qfusion, a heavily modified version of the Quake 2 engine. In development for 7 years, the design is based on Quake 3 but adds new movement abilities – such as dashing, wall jumping, and ramp sliding – that are accessible via a special key. Additionally, Warsow has a number of features that make it easy to modify the game and spectate matches.
The game finally reached version 1.0 yesterday.
(Thanks, Türbo Bröther!)
Run, by Chris Whitman (also known to old-time forum folk as “I Like Cake”), is a game that you can play for free or buy. He describes it as an existential horror farming game. The game cycles between three modes of play.
[This is a guest post from Offal]
Developer Calvin French has released long awaited action-adventure game The Real Texas,
presently purchasable at a discounted early-release price. In the game, you follow the story of a vacationing cowboy who finds himself on an unexpected journey in a land full of strange happenings and peculiar personalities. You solve puzzles and explore the boundaries of a well developed overworld, and the deep challenging dungeons that lie beneath.
Botanicula is the latest adventure game from Amanita Design, the creators of the Samorost series and Machinarium. It was released today as part of a Humble Bundle that includes all of their titles, but you can also purchase the game from GOG.com.
Booting up Bloodlands, you’re met with a warning screen that indicates the level of action the title is aiming for – the screen that greets you is a tribute to Cave’s famous shoot ‘em up DonPachi. It’s a tall order for any game, but especially one that’s made in the ANSI-based game creation tool Megazeux! But Maxim, who developed Bloodlands over the course of two years, has managed to squeeze a lot out of the aging engine, offering some pretty intense “dual stick” arena shooting with a full complement of cutscenes and special effects.
[This is a guest review by SirNiko. Originally posted on TIGForums.]
I finished Deadly Rooms of Death: Gunthro and the Epic Blunder and the bonus dungeon “Flood Warning”. This is a great series, but this entry is a little disappointing. I feel it’s my duty to outline it for those who haven’t played.
For those that are new to DROD, Deadly Rooms of Death is a puzzle game wherein you move the player around a grid-based world, killing monsters by carefully moving to hit them with your sword while keeping them from catching you and killing you in revenge. The result feels a little bit like chess meets the Adventures of Lolo. The game is broken into multiple levels, each of which contains roughly a dozen rooms. Slaying all the monsters in a room “clears” it, sometimes unlocking doors or allowing passage to new rooms. Clearing levels is required to advance the game. The experience is entirely cerebral.
Gunthro and the Epic Blunder is the fourth game in the main series, not counting some expansion-pack style bonus dungeons and DROD RPG, which more closely resembles Tower of the Sorcerer. The story is a prequel that takes place between DROD 1 and 2. Mechanically, the game is the easiest of the lot. This is in sharp contrast to the rapidly scaling difficulty of the previous games.
Offspring Fling is a new puzzle platformer from Kyle Pulver, the creator of Bonesaw and Depict1. You play a mother whose children have gone missing – the goal of each level is to bring your children to the exit and then exit yourself. True to the game’s title, you can fling your children horizontally to move them around and set off switches, among other things. Multiple children can be carried at once, which is sometimes necessary but limits the player’s freedom of movement.
The flinging mechanic is simple but is executed quite well – the timing and sound effects are quite satisfying. There are quite a few interesting things you can do with it, too, like stun enemies or perform mid-air catches. Throughout the game’s 100 unique levels you’re introduced to a lot of these concepts, and the finer properties of the game’s physics must be exploited to beat the developer’s speedruns (displayed as a black ghost during replays).
The one fault I find with the game is that it’s quite easy and doesn’t force you to use enough different tricks in each level. Even the final stages can feel like introductory ones, since many of them still revolve around a single concept. After beating Offspring Fling in a couple of hours, I couldn’t help but feel like some of the earlier levels could be combined to free up room for more tricky ones in the late game.
Still, there’s a lot of fun to be had here, and with the replay system and flower system I’ll definitely be enjoying the game for a while longer… especially since the graphics and Alec Holowka’s soundtrack are so delightful. Hopefully, a level editor or sequel will see the light of day so that more involved flinging can be done!
TIGdb: Entry for Offspring Fling
Version 0.9.9.6 of Kornel Kisielewicz’s DoomRL was finally released this month. If you haven’t played the game in awhile, there’s lots of new content, from new level features, skills, and challenges to high-quality audio upgrades. This is also the first graphical release of the game, and includes my graphics (tiles and title screen) and mouse support.
Players who prefer ASCII graphics will still be able to play 0.9.9.6 that way.