| Competition 19 Results |
|
|
|
| Sunday, 03 August 2008 | |
|
It seems that death as an atomic action in games is rather entrenched: We've all grown up playing games in which the gameplay can suddenly end at some point because our collected mistakes have come back to bite us. That's fine, standard gameplay has and will continue to work, but what strange areas of play are we leaving unexplored? These entrants push back the boundaries a bit... First place: Garden of Completion - Dingle As soon as I realised that I was laughing in sheer delight at the things happening in "my garden", not caring at all about the impending spiky doom of my stickman, I knew this game had won. It really took the challenge of the competition and ran with it. Awesome. Second place: Spanner in the Works - Gazza_N In this game you can only progress by dying... Your little avatar's grisly demise is inevitable, planned even. All I can now imagine is a fully fleshed out game where you need to fall to your death on a conveyor belt which eventually deposits the corpse into a set of gears that power a piston, thus slowing the piston enough to allow your next life to use it to jump to another area and progress the puzzle... Third place: GraveRob - DukeOfPrunes The only game to move the loss condition to a resource outside the player, GraveRob's a lot of fun with some really cool perception-of-death concept trappings going on over that. Playing a zombie is fun. Playing a zombie that can't "die" traditionally and kick you out of the gameplay is even better! Click here for reviews of all the competition entrants in the results thread! |


