I don’t exactly feel the need to justify my absence here every time I have to take a little personal vacation from the blog, but there are times when I have a really good excuse, and yes, this is one of those times:
Basically, I’ve been so busy making videogames that I didn’t have any time whatsoever to actually post about videogames. See? You have to admit, that is a pretty good excuse.
Now, Vignettes was made in exactly 17 days for a certain contest. The rules of said contest stated that the games shall have no more than 100×100 pixels of resolution. Granted, zooming is permitted since having a window of just 100×100 pixels would be detrimental to everyone’s eyesight. Oh, and did I mention that we only had 17 days to do it? Yes? Good. Normally we would have a month or more, but this time around ADVA was pressed for time since their annually convention (EVA) is scheduled for December 4th.
Aaaand… yeah, Vignettes. That’s the name of my entry. To put it simply, it’s an odd platformer based around a flashlight mechanic, throwing objects, and pushing crates and barrels. Yes, crates and barrels, I know, believe me, it’s on purpose. The “odd” thing about it is that [kind of a spoiler] the levels are segmented between two very different protagonists, each with it’s own setting and as the game progresses they start to relate to each other.[/end of the kind of a spoiler]
Anyway, I won’t say more than that, there’s a hell of a lot of room for interpretation and I happen to think that the “story” is not the one the designer intended to tell, but the one the player constructs with the gameplay and setting.
Wanna play it? Download it from here.
The controls are as follows:
- Z: Jump
- X: ???
- Arrows: Profit!
Press the Escape key whenever you want to, you know, escape. Oh, and due to the time constraints, the game doesn’t support a save feature… but it is a fairly short game, so I suppose it’s not that big of a deal.