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Author Topic: fragments - neverending interactive ambience  (Read 18321 times)
XRA

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« on: October 04, 2010, 11:28:47 PM »

thought this might be worth checking out, I created it for experimentalgameplay.com's Neverending theme... it is a bit unfinished Wink I'm not sure what the results with performance will be on different machines.
Mostly was an experiment to realize some visual techniques for another project, the concept of neverending games interests me so I plan to do more with that in the future..

input: Mouse

webplayer:
http://www.datatragedy.com/fragments.htm
standalone:
PC http://www.datatragedy.com/fragments.zip
MAC http://www.datatragedy.com/fragments_mac.zip
youtube:
http://www.youtube.com/watch?v=e_tdGQJQzWA


« Last Edit: October 11, 2010, 04:52:33 AM by XRA » Logged

badvibration

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« Reply #1 on: October 05, 2010, 03:09:13 AM »

I really like the aesthetic of the game, it's fantastic!
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Michaël Samyn

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« Reply #2 on: October 07, 2010, 11:48:02 PM »

Web version looks great. But it's too small.

Any chance of posting a Mac standalone version?
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XRA

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« Reply #3 on: October 11, 2010, 05:06:51 AM »

thanks for the positive replies, I uploaded a Mac binary http://www.datatragedy.com/fragments_mac.zip  let me know if there are problems running it (I have no way to test it currently)

I'm messing with another entry for EGP this month which may or may not be a game, I'll have to see what happens with it
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Erik Svedäng

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« Reply #4 on: October 11, 2010, 11:37:16 PM »

Looks extremely cool but I don't understand how to navigate it. Is it possible, and if so how? I keep falling down.

*feeling stupid*
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Albin Bernhardsson

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« Reply #5 on: October 12, 2010, 12:14:12 AM »

You can walk on the grey "path". Everywhere else, you fall down.

I think the disjointed look of everything generally works very well, but not so much for the path. Probably since it's a bit different and more smooth than the other things, yet still butchered up in pieces.
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Michaël Samyn

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« Reply #6 on: October 14, 2010, 12:07:51 AM »

I'm falling too.
Why is this difficult?
Is the game about failure? About falling?
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Andrew Tremblay

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« Reply #7 on: October 14, 2010, 07:36:04 PM »

Really buggy controls, but after a few reloads and refocuses to the window I managed to recreate the behavior in the trailer (which I assume is the suggested behavior).
That being done, I'd say you can easily lose yourself in the visuals (though the patterns/textures do repeat pretty obviously) and in pursuing the glimmering blue "goal". There is eventually an overwhelming sensation of motion sickness. Pretty fun.

(Controls (SOMETIMES): Mouse looks around. Left-click moves forward in the direction of the camera. Right-click jumps. )
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God at play

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« Reply #8 on: November 13, 2010, 12:05:20 AM »

The interaction itself is all right, but I really liked the aesthetics and found them to be very inspiring.  Nice work Smiley

The path itself is a little funky, especially around the curves.  To me it was the most engaging when I was moving toward the blue light successfully.  I don't if the collision issues were intentional or not,  but if so, I don't think you're getting the message across enough.  It felt unintentional to me.  If not, well...I suppose you know that it's weird. Tongue

Nice website too
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