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Mr. Condyle's Escape

Posted On 7/1/2012
Game Jolt aggregates independent gaming news, articles and reviews from across the Web into one place. This article was pulled from Play This Thing!. Be sure to check out their site for more independent game news.

Mr. Condyle's Escape is a good example of the principle that one way to create innovative games is to take mechanics from different game styles and cross them. In this instance, Pierre is creating a platformer -- but one that is turn-based, not based on interface mastery.

A set of tools allow you to plan Mr. Condyle's motion -- moving left or right, waiting, or jumping. Once you have decided on a course of action, you click a "play" button. Mr. Condyle does each action in turn -- and, in turn, cannons fire, platforms move, and so on. In other words, at first you simply try some actions, and watch them play, getting a sense of the timing (cannon 1 fires on turn 2 and every other turn thereafter, for instance). Inevitably, the first time you try to complete a level, you will fail, because you don't understand the timing of events; and it is likely that multiple attempts will be required before success.

In other words, we think of platformers as skill-and-action games, but Mr. Condyle's Escape takes the common tropes of the genre, and turns them on their head, using them to create a puzzle game by the simple expedient of making it turn-based.

The game does have one notable UI flaw; you can clear the action sequence and start anew, but cannot edit it. It's very easy to forget exactly what you were trying to do, and the timing of events; I found myself taking notes on scratch paper. The fact that I did so strongly implies that the correct UI would be to allow editing.


View Source Article >> via Play This Thing!
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