Contra as Wolfenstein
December 8, 2011 6:01 PM Subscribe
8bit Killer is an interpretation of an archetypal 8bit sidescroller within a 2.5 dimensional FPS engine. It's short, fun, and free.
Cover mock-up.
Locomalito also created the SpectrumZX throwback L'Abbaye Des Morts, among other games.
A guide about First Person Shooters from the era that this is based on. (From projects)
Cover mock-up.
Locomalito also created the SpectrumZX throwback L'Abbaye Des Morts, among other games.
A guide about First Person Shooters from the era that this is based on. (From projects)
Reminds me of the Mega Man DOOM WAD. I had a lot of fun with L'Abbaye Des Morts, can't wait to try this.
posted by griphus at 6:41 PM on December 8, 2011 [1 favorite]
posted by griphus at 6:41 PM on December 8, 2011 [1 favorite]
Hydora was SO HARD. But so well made. BUT SO HARD.
(mostly because their @#&$*# save system only lets you save twice to beat the whole thing)
posted by ropeladder at 6:46 PM on December 8, 2011
(mostly because their @#&$*# save system only lets you save twice to beat the whole thing)
posted by ropeladder at 6:46 PM on December 8, 2011
I just realized.
Two days from now, anyone who was born when DOOM was released will be as old as an 18-year old bottle of scotch.
/grimaces thoughtfully, leans back in rocking chair
posted by RobotVoodooPower at 6:56 PM on December 8, 2011 [2 favorites]
Two days from now, anyone who was born when DOOM was released will be as old as an 18-year old bottle of scotch.
/grimaces thoughtfully, leans back in rocking chair
posted by RobotVoodooPower at 6:56 PM on December 8, 2011 [2 favorites]
Tried the L'Abbaye Des Morts one - plays fine under Wine in Linux by the way. What development toolkit is he using? I'd like to make Spectrummy-games...
posted by Jimbob at 8:59 PM on December 8, 2011
posted by Jimbob at 8:59 PM on December 8, 2011
Jimbob, in his site he says he mostly uses Game Maker.
Incidentally, I was curating a game expo some time ago and I couldn't make 8bit killer run under Ubuntu-of-the-time. So thanks for the tip, and I'll give Abbaye Des Morts a chance this Christmas.
posted by kandinski at 9:04 PM on December 8, 2011
Incidentally, I was curating a game expo some time ago and I couldn't make 8bit killer run under Ubuntu-of-the-time. So thanks for the tip, and I'll give Abbaye Des Morts a chance this Christmas.
posted by kandinski at 9:04 PM on December 8, 2011
Just played the first three levels - it's great. Sorta like returning to wolfenstein 3d.
posted by Foci for Analysis at 2:39 AM on December 9, 2011
posted by Foci for Analysis at 2:39 AM on December 9, 2011
Action Doom is another take on the same idea. Bonus: Action Doom 2, a comic-book-style first-person brawler, also on the Doom engine. (You need to own Doom to play the first, but not the second.)
posted by skymt at 6:13 AM on December 9, 2011
posted by skymt at 6:13 AM on December 9, 2011
Having had a chance to think about the game after playing through it, I've realized that I really like it. A few things:
1) No save-states, requiring the player to experience the whole game in a single setting. Would this game be as fun if you could play it piece-meal instead of going through the whole thing at once? I don't think so. There were some legitimately tense moments when I was down to 3 health and 20 bullets and manages to come out ahead. Save scumming would've robbed me of these moments. I actually managed to 1CC it, so I'm not sure what happens if you do die.
2) Gradual introduction of better weapons, and tougher enemies while keeping the game simple and focused. I developed strategies for each type of enemy, including the best weapon to use against them. Different enemy combinations required that I mix up my tactics.
3) Indie graphics that are well done, and not just an appeal to kitsch. Each enemy had a distinctive profile, the levels were varied in their graphics, and there were some cool touches using the limited graphics engine (especially towards the end). Everything felt cohesive.
4) Great level design, with a few caveats. I thought that item placement was exceptional, and that given the relatively limited grammar of the game (shoot, open a door, throw a switch, use a key) there was a decent mix of gameplay. Some levels were labyrinths, requiring the player to put together the right number of keys, some were straight forward gauntlets, and the boss fights were surprisingly varied and well done. The caveat here is that due to the limited graphics, some of the more mazey levels were a little confusing. I was never lost, but I was frustrated once or twice.
5) Motion and controls are both smooth. I felt that I ran at the right pace, and could dodge behind cover as needed, so long as I planned ahead.
posted by codacorolla at 12:26 PM on December 9, 2011
1) No save-states, requiring the player to experience the whole game in a single setting. Would this game be as fun if you could play it piece-meal instead of going through the whole thing at once? I don't think so. There were some legitimately tense moments when I was down to 3 health and 20 bullets and manages to come out ahead. Save scumming would've robbed me of these moments. I actually managed to 1CC it, so I'm not sure what happens if you do die.
2) Gradual introduction of better weapons, and tougher enemies while keeping the game simple and focused. I developed strategies for each type of enemy, including the best weapon to use against them. Different enemy combinations required that I mix up my tactics.
3) Indie graphics that are well done, and not just an appeal to kitsch. Each enemy had a distinctive profile, the levels were varied in their graphics, and there were some cool touches using the limited graphics engine (especially towards the end). Everything felt cohesive.
4) Great level design, with a few caveats. I thought that item placement was exceptional, and that given the relatively limited grammar of the game (shoot, open a door, throw a switch, use a key) there was a decent mix of gameplay. Some levels were labyrinths, requiring the player to put together the right number of keys, some were straight forward gauntlets, and the boss fights were surprisingly varied and well done. The caveat here is that due to the limited graphics, some of the more mazey levels were a little confusing. I was never lost, but I was frustrated once or twice.
5) Motion and controls are both smooth. I felt that I ran at the right pace, and could dodge behind cover as needed, so long as I planned ahead.
posted by codacorolla at 12:26 PM on December 9, 2011
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posted by Taft at 6:09 PM on December 8, 2011