Game Degree Zero is Anime 3D's SFX second adventure game. Originally this came out in selected countries as a very experimental... ...thing. Gameplay is (or at least, was) utterly minimal. It is a kind of charade turned into a game; while environments are minimally designed they are varied. The game alternates between puzzles and, frustratingly hard, platform-style gameplay I'm putting more work into this, looks like we're heading towards a global release this time. You can get codes for the previous version. There is a giveaway in relevant forum but you can also leave impressions/ideas/comments in this thread and if it sounds like you're interested, I might send you a code.
This game is soooo weird but that can be a good thing. It sort of has a device 6 vibe in a way of the story telling. I am stuck at a part where I have to cross a line with a circle in the middle with a hole in it. It seems that it might be impossible. It would be great if you could implement a relative touch d pad.
I passed the line part, I don't know how I did it. Now I am stuck on the next part. I think I know what I'm supposed to do but the controls makes this extremely difficult to achieve it. Dev can you please pm for a hint? This game is more like device 6 than I thought. Nothing is really self explanatory just like that game. Also, dev what drugs were you on while making this. It feels like I'm on some powerful stuff.
Alright I figured the part out that I was stuck on in the game. If I were you I would market this game like you took peyote and you are taking some sort of spirit walk. Make the visuals a little more trippy polish the controls a bit and graphics and you have yourself a cool game.
Ah okay. Was it mostly about "remembering dat jump button" then? I guess you reached the (temporary) ending? Controls... not sure if that would make sense but control-wise i distinguish relative, fixed-relative and true-fixed. The latter (true fixed) is what we got here, I'm aware of the problems this may create. With fixed-relative when you press the (apparently fixed) control area you don't start walking yet, only after swiping up/left/right/down it starts moving, which tends to work a lot better than true fixed. With Antistar I replaced relative-fixed by relative and... well, many players (esp. beginners) find it easier to wholly cover the screen with their fingers when given relative controls. Oh well.
Style test Just thought I would drop by to show this render as I kinda like the atmosphere. While this is a pretty render it's very close to how it looks in-game. As I've been experimenting with several styles / shading methods etc... can't really tell you yet what I will opt for (game was eclectic in spirit from its inception so it may come out as a mix of different styles)