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I just read about this game on the IndieGames blog, and it looks fantastic.
Glitch is a first person shooter created by a group of DigiPen students, freely available for download from DigiPen's gallery page. Your given objective is to survive twenty-five waves of enemies whilst trapped inside a room with high ceilings and rising platforms.
Only one weapon can be in use at any time, and will remain in effect until ammunition runs out or when you collect another item. Rocket launchers, cannons, spread shots and claw guns are some of the basic equipment which you can gather, but the game does have a couple of unorthodox weapons such as the vacuum and column gun to acquire as well. Enemy locations can be spotted by looking for coloured spots on the ceiling.
There are a couple of faults to be found in Glitch. No checkpoint feature is included, so players would have to start playing from wave one every single time. Enemies also have a tendency to stay high above the air or teleport themselves far too frequently.
My computer kinda struggles with it though. Precision is awkward and every level past 10 chugs quite a bit. Otherwise it feels like a cool musical shootin' thing. Best Combo: 30 in a row!
The thing that's neat about this is seeing a 3D game that tries the "level evolution" concept from Pac man: CE in any regard (something I've gone on about in detail). Other than that it's pretty much a throwaway and doesn't really use the evolutions that well.
The thing that's neat about this is seeing a 3D game that tries the "level evolution" concept from Pac man: CE in any regard (something I've gone on about in detail). Other than that it's pretty much a throwaway and doesn't really use the evolutions that well.
Student games are always intriguing this way.
Yeah, the stuff going on with the actual physical shape of the level looks pretty cool. The actual game built around it though.. not so much.
darleysam on
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KupotheAvengerDestroyer of Cakeand other deserts.Registered Userregular
edited September 2008
from a game dev standpoint it does a lot of stuff petty well. I especially like that the level is a radar and projects where enemies are. And how explosions are handled by extruding the floor and coloring it red. As a concept its cool, but in motion i can see it getting boring rather quickly.
Interesting visual and level design. Gameplay pretty much makes me go "augh! Who the hell thought THIS idea was fun?" all the way through though.
[edit] I take it back, it can get a lot of fun... as long as you survive the first boss wave. IE, have enough health and a decent enough spammable weapon to take it down, because there sure as hell is no strategy in a level where you can pretty much only move in one direction (no way in hell are you running away from it uphill).
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It's pretty incredible. Definitely a "throwaway" game experience, but definitely worth trying out.
Whoops, forgot. Added it now, thanks.
My computer kinda struggles with it though. Precision is awkward and every level past 10 chugs quite a bit. Otherwise it feels like a cool musical shootin' thing. Best Combo: 30 in a row!
I dunno Lewie, are you sure we should get excited about this?
But I'm having trouble distinguishing things in the video. The game needs more graphics than just squares.
Student games are always intriguing this way.
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Yeah, the stuff going on with the actual physical shape of the level looks pretty cool. The actual game built around it though.. not so much.
Battlenet: Judgement#1243
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[edit] I take it back, it can get a lot of fun... as long as you survive the first boss wave. IE, have enough health and a decent enough spammable weapon to take it down, because there sure as hell is no strategy in a level where you can pretty much only move in one direction (no way in hell are you running away from it uphill).