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Escape (test level)

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screenshot of the scene

Author: rortenda

Group: Default

Filesize: 165.95 kB

Date added: 2015-06-06

Rating: 5

Downloads: 752

Views: 357

Comments: 4

Ratings: 1

Times favored: 0

Made with: Algodoo v2.1.0

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So, here is a test lever for "Escape", a game im working on. Its kind-of like Badland if you have played that game, (if not, you really should). I just want to see what you guys think about it and if it is something I should keep working on. I just jammed some stuff together here, trhe real levels will be better made, obviously. So go give it a try and lemme know what you think.

Use the arrow keys to controll, and the pipe with the light coming out of it is the exit. The zoom and camera position is alltrady set, so dont change that.

Thakns for taking your time!
Last edited at 2015/06/06 23:25:30 by rortenda
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That is really awesome and remnds me very much of the video-game called "Limbo" !

Make the Arrow-Key Force just a little bit lower - that would increase the challenge factor!;)

After I have cleared the Level - i waited for the next one ^^ I would like to see more levels and If it is possible to load new levels after clearing one (per script) , you could possibbly be the first one on Algodoo, who creates a whole multi-leveled game. It would be sooo interesting! Go On! Make more!;)
Thank you for the comment!

Ok, so I tried to lower the force from the rockets, but that didn't really do well, because then I would have to lower the gravity and stuff, so the speed of the ball will remain the same, at least for now.

As for the multi-level version - I dont know. This is a very short test lever, an actuall level will be much longer and more detailed. I guess I could do what you said there, but from my experience from my previous (faied) game, Algodoo does not like to handle lagre ammounts of objects. So the fps on that would not be very good.

My idea would be like reliesing a fairly large level about every month, that way people with older computers will be able to play it as well.

But ill see what I can do, and again, thans for the suggestions:)

Andrew.
Last edited at 2015/06/07 18:01:54 by rortenda
Thanks for answering.
Yes the fps are very important and not easy to handle on Algodoo.
I will look for your next levels! =)
Ok, so I thought to stear the boat in a slightly different direction. Instead of an action-packed, dash through the level as fast as you can without dying gamestyle, I'm thinking about a more puzzle-based style with an action level here and there. That would make the levels more diverse and also, more fun to make. Also, that means shorter levels, which = more frequent releases. I'll release a test level on that soon, so stay tuned!