Alien Video Game Scientist (2024)
- Výrobce (vývojáři): Alan Robinson
- Vydavatel: Alan Robinson
A 3D platformer that alternates between mazes, puzzles, and collectables (and snarky narration)Each level is a navigation puzzle: how do I find the exit while collecting all the necessary or optional objects along the way, some of which may be hidden, or hard to reach? Levels are small & bite sized, but open ended with multiple paths. Find a fast enough path to unlock extra content, or just muddle thru for a casual experience, skipping challenges that don't appeal. Features: Not a precision platformer Death just means quick travel back to the last (user specifiable) checkpoint Mazes always have a tell, leading you in the right direction (But wander randomly, if you must) Causal/chill vibe players can ignore as much speedruning or collecting as they want, and even search out the hidden skip level option if desperate Soundtrack can be muted AT ANY TIME (but we hope you won't want to) Plays equally well with gamepad or mouse Visual Minimalism is inspired by PS2 era, but does not try to be intentionally ugly in some kind of misplaced Retro Fetishism A STORY that doesn't get in the wayAn alien spacecraft just entered the solar system, but all that's on board is a video game? As the world's Preeminent Video Game Scientist you've been tasked with solving this mystery. But you won't be alone; the unseen snarky narrator will be at you side the whole time, making sure you don't get all the credit and glory. Our GAMEPLAY: a philosophical treatiseA good collectathon lets you choose: the best path to get to the end, which collectables to get, and how efficient to be about the whole nonsense. That's the philosophy behind our levels: there is no single path through them, but there's probably a BEST way, which may not have been discovered yet (or even intended by the designer). Because large sprawling open world levels can get tiresome, with a lot of backtracking or getting lost, our levels are smaller, bite sized floating platforms where completing a level should never take more than 5 minutes. Gameplay is flexible too: the only requirement is to get to the end of each level; most collectables are optional. But if you want to unlock the full game + after story you'll have to collect all the things and do it (relatively) quickly. Rather than competing against a world leaderboard with ever diminishing odds of ever placing, our speedrun challenges are designed for a moderately motivated and moderately agile player to achieve given some planning, knowledge of the level layout, and at most a few retries to get it right. Rather than relying on split second timing, you'll get a lot further thinking about which regions to visit first, where to place the re-spawn point, etc.
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