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VVVVVV - Classic platforming - Only $4.99 on Steam!

Pretty awesome... but the guy just moves too damn fast! Good thing there's no lives and constant checkpoints, but it's just too darn easy to overestimate a movement.
 
It seems great from the demo, but $15? I'm usually one who defends the $15 price tag on XBLA games, but this seems to be nothing but an extra "PC game tax".
 
Pretty cool. The old-school C64 vibe is awesome, and the level design is clever. I would have given up half a dozen times in the demo if the checkpoints weren't placed so liberally, though.

Rlan said:
It seems great from the demo, but $15? I'm usually one who defends the $15 price tag on XBLA games, but this seems to be nothing but an extra "PC game tax".
What do you mean by "PC game tax"? I agree it seems a bit overpriced, though the audience for this game is pretty small, so that might be a factor.
 
Don't like it.

5/10 - Great music, great design, but the controls and price (@ $15 for this? It's a "flash game" at best). Just not worth it.
 
Argg, every time I think of an idea for my game this happens lol.

Was just working on anti-gravity controls last night. Back to the drawing board I guess.
 
sprsk said:
Argg, every time I think of an idea for my game this happens lol.

Was just working on anti-gravity controls last night. Back to the drawing board I guess.
Nah, keep working on it.

If anything, make it a bit like Metal Storm for the NES
 
rohlfinator said:
What do you mean by "PC game tax"? I agree it seems a bit overpriced, though the audience for this game is pretty small, so that might be a factor.

"PC Game Tax" is the digitally distributed "Indie Game" tax. For example World Of Goo was $15 on WiiWare, $20 on Steam. Serious Sam HD will be $15 this week on XBLA, $20 on Steam (with numerous sales in between). Bionic Commando Rearmed was $10 on XBLA and PSN, $15 on PC.

It's the opposite of retail games, where PC games are usually $10 less. It's strange, but it happens all the time.
 
highly recommend playing with an xbox 360 controller (via JoyToKey). helps make speedy mcfloater a bit more manageable.

not sure about the demo, but the full version of the game comes with a pre-configured JoyToKey profile. just run the JoyToKey.exe (it's in the VVVVVV root directory).
 
Link Man said:
"I'm sorry" and "Please forgive me" were a bit brutal.
I had a harder time trying to get that bonus on the first stage, with the moving platforms. But yeah, the demo was awesome. Wish the controls didn't feel so loose for me. I found myself always one step ahead of where I wanted to be.
 
The last few rooms of the demo had me ready to pull my hair out.

Great idea, good level designs.. bad controls. Too floaty.
 
The game has its moments, but I just don't see myself playing more than a bit of it.

Sweet music.
 
The music is easily the best part of the entire game. God damn, I need more chiptune music in my library.
 
Smash88 said:
Don't like it.

5/10 - Great music, great design, but the controls and price (@ $15 for this? It's a "flash game" at best). Just not worth it.

Can we all agree to never use this term again to describe a game in a demeaning way? I've played plenty of games coded in flash that rival the quality of so called "AAA blockbusters"
 
TouchMyBox said:
Can we all agree to never use this term again to describe a game in a demeaning way? I've played plenty of games coded in flash that rival the quality of so called "AAA blockbusters"
Point me to these games :)
 
Sklorenz said:
Pretty awesome... but the guy just moves too damn fast! Good thing there's no lives and constant checkpoints, but it's just too darn easy to overestimate a movement.

Yeah the controls are rough but the great soundtrack and presentation make it all worth playing so far.

I feel like I encounter these sort of ultra touchy controls in lots of flash games and indie games. I wonder if it's because they all have a similar engine back end or if because many indie devs are from more of an art background and don't have the programming/math experience to polish the controls and get them right?
 
Yaweee said:
Fun game. It reminds me of Metal Storm without a gun or the ability to reverse in mid-air.

I'd say more like a gravity-switching game such as Metal Storm or the Gravity Man level of Mega Man 5 crossed with I Want To Be The Guy... okay, it's not as evil as that game, but it's got some of that style in it at least, I'd say.
 
ehhh there's a bit of maso game trial and error here. Again another current trend in indie titles that I'm a bit weary of.

I like the "shiny trinket" poking fun at typical AAA videogames.

edit: I'm referring to the section in the first level where if you just let yourself fall past the screen you'll land on spikes, and again on the 2nd screen. Not a big deal, but not something I'm a super fan of if the danger isn't shown first.
 
Link Man said:
"I'm sorry" and "Please forgive me" were a bit brutal.

Those weren't so bad. The only one I got stuck on was "a difficult chord" and that was mostly because of the controls. This game really needs pad controls.

The fucked up part of the game is that when you finish a hard room, there's no sense of accomplishment. It's more like a feeling "It was only a matter of time" because the solutions to all the rooms in the demo are obvious and you're only fighting against the imprecise controls.

The music was pretty great.
 
TouchMyBox said:
For starters, take a look at Peronthious' avatar just a few posts up. ;)

Just in case, the game is Machinarium, and it is fantastic. Also Cannabalt is also flash I believe, and awesome.

Edit: I like how in the "Tomb of Mad Carew" is a ghost of Dizzy the Adventurer.
 
Machinarium I haven't played.

As for Canabalt, it is awesome indeed and the graphics are sweet and stuff and it's really smooth, but it really is just one game mechanic exploited to infinity (literally, I think).

Which isn't a bad thing, but considering dimensionality, AAA games usually have more to offer - doesn't make them better per se, though.

To be ultra-fair, VVVVVV doesn't remotely approach the general appeal of Canabalt for me. But it's pretty neat.
 
I'm glad this game is now out! :D

Really, there aren't that many games, indie or otherwise, with such a pure design-based construction. It's well worth the $15 to support projects like this, especially from one-man teams.

I'm going to need to use my Saturn USB pad to play this. :)
 
I went ahead and bought it, and the demo really doesn't give you an idea of the exploration element that is present in the full game. Its much more of a metroidvania than a linear platformer, except your abilities stay the same throughout the game. There is less "I need a new item before I can get there" and more "maybe I need to enter this room falling up instead of falling down." I also really think there will be a lot of potential for speedrunning with all of the routes you can take through the game world.

wmat said:
Point me to these games :)
I would say N+ would be another good example, and Machinarium was my goty last year. Flash games these days are a lot more than just browser based minigames.
 
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