Cosmicomics* is an atmospheric 3 dimensional abstract puzzle game, that takes place in a beautiful, mysterious, and isolated world. While the world is ambiguous, and the player is uncertain of any backstory, or understanding of how they came to be, the lush environmental aspects of the puzzles, and the interplay between sci-fi aesthetic, mysterious atmosphere, and player fueled environmental interaction should be an engaging and pleasant experience; The game sets you, a nameless individual, in the midst of a mysterious and ethereal world, where game elements and themes of exploration and abstract puzzles are balanced to give a satisfying experience. Currently, the direction of the art and the storyline is player and environmental interaction to solve puzzles and discover more about the underlying mystery of the game. Cosmicomics is in an early stage of development, and is this developers very first game.* Cosmicomics is the project name.
The 0.2.5 Build is up, and I assure everyone that PC builds are included; the links to the downloads are included, and I gloss over some of the new features that I was working on integrating into 0.2.5. I know it's a few days overdue - I was expecting I would be able to have it done a several days ago actually, but the content has been much improved, and I even included some very basic gameplay elements!
Posted by Fluidia on Aug 25th, 2012
Hey everyone, I know it has been a longer wait than anyone, especially myself, expected. I thought I would have the build up several days ago, but I hope that you will agree with me that it was worth the wait. I polished things up a little more, though in my haste to finally get it online I mistakenly forgot to delete one of the alternative avatar mock ups I had made, and so one of the grounded cameras is mistakenly (sloppily) from its point of view. Anyhow, that aside, here is a brief overview of the updates - I won't get into the details too much, there's a read-me and a change-log included (although I will be the first to acknowledge how incomplete they are). However, I will also not reveal too much, but ask you to explore and enjoy the experience, and give me feedback on what you thought; I anticipate writing another article about some of the puzzle elements in a little while, after people have had a chance to experience it fresh.
As to the gameplay and new features, one feature I have talked about a little bit on my blog is the jump script I use. I have come up with a workable jump script for now - unfortunately, I cobbled it together using triggers and I script that checks that the hight is within a certain range. While this works, it has the effect of limiting the zones within which you can play - sure, you can manage to get up a little higher like I did below,
but from there you can't go up much at all; well, it will give me something to work on, and keep people eager and some areas new and unexplored, so it's not all bad I suppose.
I also drew on grass finally, and am so far pleased with the effect:
and I've implemented 4 of the basic puzzle types - obviously I will need to refine everything a lot, and I will post again to talk more about this, but it's aa start - I am really pleased to have a demo with a few of these features. Heres a snapshot I took with a nontrivial one:
I promise it makes more sense in the game - and I will upload more about it later, so everyone has a chance to explore this first. Lastly, get started and have fun! (links to downloads below)
Links to the downloads: