Game
Blood Bath Bay
8 years ago

SPIME: A Comprehensive Update


It’s getting real, folks…

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The golden rule these days seems to be ” undersell, over deliver”, and while I agree with the principle, it’s hard not to get excited about what’s coming down the pipes: “SPIME” is lookn’ good guys. It’s looking DAMN good.

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I can’t really say what it is that hooked me on the idea. As many may be quick to point out, the looping mechanics may be more than a little reminiscent of a little tech demo called “P.T” and a bit like a section in “The Stanley Parable”. And the monster bares more than a passing glance to the title beast from Stephen King’s “Langoliers” not only in form but function ( although my version eats paradoxes, not “TIME” ). I mean seriously, look at the damned thing:

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But that’s all cool with me man, I mean, on the real, everything’s been done already in some form or another if you think about it. My idea with “Spime” wasn’t “Can I do something new?”, but, “Can I do something EFFECTIVELY”.

I believe I’m on the right path to doing just that.

The 2D version, playable in the link at the bottom BTW, was held back by several limitations. The engine, MMF ( Multimedia Fusion 2 Pro ) had a size limit, forcing me to split the game at a crucial moment…and while not complete yet, I hope the 3D reboot will not call for such measures ( I mean it’s Unity for fuck’s sake, they make console games and full blown releases with it, should be fine, right? ).

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On the 3D game’s progress, as you can see from the screenshot above, I have implemented the trademark “duck and cover” function from the 2D, where the player can hide under the diner booths from the monster. It works quite well, and I’m pleased with its look and function on testing. Originally I planned to have a grab-and-throw system, so the player could distract the monster by throwing objects found in the world. I have recently decided against this.

Some may find this decision to be a cop out, or laziness, or maybe find the game to be lacking as a result of this feature’s absence. I see it as a necessary element to maintain balance. With such a feature, navigating the diner, finding the notes and unravelling the mystery will be too easy. As it stands, the game is well balanced, the ability to “vault” over waist high sections of the level, opening new pathways to circumnavigate the monster, are efficient enough methods to push players into being smart when dealing with challenges. Adding the distraction ability would simply make the game too easy. It is, afterall, meant to be a horror game.

It has scared me on one occasion during testing, which is always a good sign :D

If you havn’t played the 2D version, give it a try for free here: https://gamejolt.com/games/spime/200663

Or watch Markiplier play it here: https://www.youtube.com/watch?v=D1oV3aR_LkE&t=511s

Suits



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