
Pilot your tiny space capsule through an endless series of procedurally generated challenges. Physics-based action gameplay that is easy to learn, but very difficult to master. Try and try again as you soak up the soothing atmosphere and striking abstract visuals.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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一款非常有难度的小游戏 基本玩法就是通过Z和M两个按键控制火箭左右两个引擎,使得火箭从其实平台移动到终点平台着落 两个引擎可以分别控制火箭向左侧或者右侧旋转,只有同时按下两个按键时才能向上腾空 类似游戏其实不算少见,但一般都是可以直接通过WAD控制火箭方向的,很少有本作这样的操作设置 唯一欣慰的大概就是游戏只要在终点着地就能胜利,无论是否倒地
So this is kind of like a much less polished version of Piloteer, but with procedurally generated stages. The basic concept is challenging and enjoyable. Yet this might be the most critical I'll ever be toward a game that I still really like and would recommend. 1. The main criticism is that there's no real sense of progression. The game does keep track of how many levels you've completed, and after a certain number, new concepts are introduced (like the grey areas in which your boosters don't work anymore), but every level is procedurally generated, so you never feel like you've completed a task to be checked off. You just move on to another procedurally-generated level. It kind of leaves you empty. There's also no time-trials or anything either. [UPDATE (12/23): After completing 100+ levels, I'm not really bothered anymore by the things I mentioned in the previous paragraph. There's some thrill in never knowing what you're going to get next, and I enjoy seeing the number of completed stages keep going up and up (presumably infinitely, lol).] 2. The procedural generation often doesn't make a lot of sense. I regularly experienced stages where it was a straight shot from platform to platform, and the "obstacles" were nowhere near being in my way. [UPDATE (12/23): This is still true, but I also periodically get stages that truly do feel impossible at first. I even start to wonder if the game accidentally created an unbeatable stage. And it's satisfying when I figure out a way to beat them after all.] 3. The sound is pretty bad. The only sound you hear is the jet-boosting of the ship, which literally sounds like television static. But other than these things, great little game! :)
An early look at [b] Kapsul Infinite [/b] by Wilkowaty: [b] An interesting take on platforming [/b] Kapsul Infinite is a platformer with procedurally generated maps, realistic enough physics (for its genre) and is coated in a nice, double-color scheme which just feels neat and pleasing. This game, it is innovative enough, but, [b] this game is not for everyone [/b]. There are two-three controls, depending if you count [h]elp as a control, the other two being [z], to turn left, and [m], to turn right. Have you noticed with or without looking at your keyboard, these keys are not common, and are in an awkward place, this would be a negative side to our game. Unfortunately, I have yet to find a way to change controls, since there is no main menu. Does this really change game in a ground-breaking manner? Enough to confuse me every so often. It will take a while to get used to, even if it is only two buttons. Once you get past stage twenty, or so, you will be greeted with now not one, but multicolored or multistaged levels. Both black and white serve different aspects and unique mechanics. The first, white, pulls your ship southwards, as what we are familiar with inside of most the games we play on a day-to-day basis. The latter, black, is the complete opposite, with pulling you northwards instead. On levels, you will find it relatively difficult to have to interchange between both colours, providing the challenge that is certainly a core mechanic of this game. The addition of actual physics just makes the challenge a whole notch higher; with some effects such as slipping after landing on a platform. I found this to be a more challenging, and overall, better mechanic for the non-casual market, as you will need to make more precise movements across the map, instead of darting right for the exit platform. It's one of the small, but golden, features of a game. Sometimes I will think a level is too easy from looking at it. Until I actually try to land, I still think that. Why is this such a great feature? Because the levels are usually small, and earlier on the levels are basic, the exit is very clear, with many paths leading up to it. You must make sure that the path you have chosen makes sense in speed, that you can slow don within time to land (remember, physics are a thing). [b] Great and all, fun and all, but not comfortable at all [/b] There is no music. The only sound, is that of your ships' speed, more specifically, the engine. This pathetically awkward sounds grows in volume depending on your current speed. This is something that is only a small disadvantage, since I have fixed this by simply just muting the whole application, then adding some background music myself. [h1] Thanks to Luke O'Connor [/h1] Kapsul Infinite was an interesting, but relatively fun game. Half of it was easy levels, the other was realizing what I'm spending time on. A repetitive game which loses its spice very early on. The idea is fantastic. It needs more gameplay mechanics. Maybe fuel, or something alike. I wish you luck in improving upon the game, and hope you keep at it. If you believe your game should be reviewed once again, after a special update which releases some better mechanics, music or other content alike, please contact [url=http://www.gamephasis.com] Gamephasis [/url] and I shall re-release or update my thoughts and opinions.
核心机制能玩,但是这可能是我见过的最烂的关卡设计之一了,然后出来一看原来没有关卡设计,是完全程序生成……我只能说你的几个新机制并不适合这么干,无论是第十关还是第二十关的机制都有可能导致极其极限的关卡……
Ce petit jeu au forme simplifié, vous demande de guider une fusée vers une autre plate-forme pour se poser, mais ce n'est pas tout vu que le jeu est aussi graphiquement et à seulement deux couleurs (bon là c'est plutôt des tons vu que c'est le noir et le blanc, avec des nuances de gris), tout cela rajoute des fonctionnalités de Gameplay qui rendent le jeu très intéressant.
Lander, in a very minimal fashion. I suppose that's not true, as it's a bit more advanced than the Lander you might have played back on the Apple 2 sitting in your computer lab classroom. The procedural nature of the level generation means you'll get something new pretty much every time, but unfortunately there never seems to be any real progression in the game.
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