![]() There are a large number of checkpoints throughout the game, marked by a silhouette of the character. Another example might be a chasm, too wide to leap over, that is made passable by rotating the world vertically, allowing the player character to fall 'over' it then after clearing the gap, rotating back again. For example, some passageways are too short for the player character to fit through when oriented horizontally, but by rotating the world such that the passageway becomes vertical, the passageway is functionally transformed into a hole that players can easily fall down. Since gravity always operates downward (toward the bottom of the screen), rotating the level has the effect of altering the direction that the player character will be pulled by gravity within the level. Using the rotation ability in creative ways is central to success. ![]() The goal of each level is simply to reach the end point. ![]() Changing the orientation to solve puzzles. In the PC version, rotation is only allowed in 90-degree clockwise or counterclockwise increments with the push of a button, while in the Wii version, the Wii remote is held sideways and tilted left or right allowing smooth gradient rotation. Set in a world made entirely of torn pieces of paper, And Yet It Moves takes the barebones model of a traditional 2D platformer (left/right movement on a sidescrolling plane and the ability to jump) with a key twist: the world can be rotated around the player character at will. And Yet It Moves is a whimsical puzzle-platformer by independent developer Broken Rules.
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