![]() Incredipede is available for $15 direct or from GOG.com. 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.įans of Colin’s first title, Fantastic Contraption, will feel at home with Incredipede, as they are similar games at heart. 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. 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. 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. 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. The challenge arises from controlling Quozzle’s legs, which are built out of long bones and squishy muscles. 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). Incredipede By: Derek Yu On: October 31st, 2012Ĭolin Northway’s physics puzzler Incredipede came out last week. Action, horror, and roguelike fans should check it out – the full game is $13, but there is a four-level demo available. I haven’t gotten far enough to comment on whether it holds up throughout all ten of its levels, but so far I’m having a great time trying and dying. The influences on Teleglitch are multivarious (it’s also billed as a “roguelike”) but come together as a coherent and enjoyable experience. It’s a cool idea that makes exploring more fun and gives the player options as they try to overcome the game’s high difficulty. Armor is also crafted in a similar manner (out of the tin cans left behind when you eat food). This can be upgraded to a tri-nailgun with more materials. A nailgun, for example, can be created from a basic pistol if combined with some other items. Teleglitch also features a unique scavenging/crafting system that lets you combine items to make new ones. When I encountered my first shotgun enemy it was an exciting battle that ended with me backed pitifully into the corner of a small room – surprising, given how many similar enemies I’ve mowed down in other games! This is particularly effective given the scarcity of ammo and gun-toting enemies (at least in the early stages). I also like how much punch the guns pack – even a simple pistol distorts the screen and sounds explosive. Overall, the aesthetics are great, with line-of-sight and sound design playing a huge part in setting a creepy atmosphere. Given the game’s tiny graphics, it’s impressive how detailed it looks. In a lot of ways, it feels like what I wanted Doom 3 to be – a mostly action-based game with less gimmicky horror elements. The game reminds me of Doom in terms of theme and pacing, but has more of a survival horror bent to it, with scarce ammunition and high-damaging, fast-moving monsters. Teleglitch is a top-down shooter set in a gloomy military research facility. Teleglitch By: Derek Yu On: December 5th, 2012 And just as Bruce must have undoubtedly felt surprised, frustrated, and ultimately elated during his development of the game, so should fans of puzzle games that end up playing this terrific title. Antichamber is almost self-referential in this sense, since, according to its press page, the development got its start 7 years ago through “a series of naive programming mistakes” made by its creator, Alexander Bruce. Instead, proverbs are found on posters as you play, encouraging outside and inside the box thinking in life and acting as simple metaphors for the game’s puzzles. There’s no story to speak of in the game and barely even any text. However, whereas The Manhole was goalless and sometimes completely random, Antichamber has a logic behind it – a method to its madness – that makes it such an interesting puzzler (and a technical marvel, as well). ![]() Like that game, Antichamber is constantly subverting your expectations about what is possible, especially with regards to physical space, and gives you a relatively large amount of freedom to explore its interconnected world. ![]() It’s maybe easiest to compare Antichamber to Portal, but it actually reminds me more of The Manhole, an old children’s adventure game where a boat ride down a river might take you into the teacup of a character you were chatting with earlier. Antichamber By: Derek Yu On: February 11th, 2013
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