Vertical Challenge

By: ithamore

On: July 5th, 2007

<img src=“http://farm2.static.flickr.com/1440/727928878_0bb527e43a.jpg” width=“255” height=“191” hspace=10 vspace=10 align=right alt=“Vertical Challenge Thumb” />He told us he would do it, and he has kept his word. Alan Gordon has released Vertical Challenge v0.1a, a splendid advancement in the saga.

On July 3 at 2:18 PM, Alan announced he had already begun to work on the project and what he had planned. Less than 9 hours later, he delivered the game. Yes, Vertical has reached game-hood.

The new obstructive and hazardous blocks can make collecting the yellow diamonds “frustrating,” but the V key allows zooming in and out for a better view of the layout to help prevent annoying deaths that might result from a limited perspective but playing at a distance lacks the degree of control the up close, default view provides.
<img src=“http://farm2.static.flickr.com/1340/726891275_0fc7d7ff82.jpg” width=“500” height=“375” hspace=7 vspace=10 align=center alt=“Vertical Challenge v1.0a” />

  • http://isadorblog.blogspot.com Isador21

    Woot! Finally!
    I’d like a jump-only version of it tho, already got bored of the spiderman swing thing thanks to Liero …

  • MedO

    Shouldn’t that be v0.1a?

  • MedO

    Nice game, though I think the controls are a little… odd. They never quite react the way I expect. One probably gets used to it after a little while, though.

    Congrats to Alan for creating this in such a short time. It certainly looks good so far.

  • http://www.distractionware.com Echo

    Is there a Fullscreen mode?

  • Ian

    I dunno if you are open to suggestions, but I think the game would feel more fluid if the grappling hook button functioned as ‘press and hold’ rather than an on off switch. Press the button to extend the hook as long as the button is held, the grappling hook stays attacked, and release the button to detach the hook. This way, you could swing around the level with far fewer button presses.

    Maybe this could be an option?

  • Alan Gordon

    Hey! You shoulda waited until I had at least a beta version.

    I’m working on checkpoints and more obstacles, after which I’ll be throwing in an actual GUI and level set, along with the option Ian suggests and maybe a couple more.

  • http://www.distractionware.com Echo

    You may also wish to add a Fullscreen mode. I cannot abide windowed games.

  • raigan

    damn it everyone, STOP MAKING FUN GRAPPLING HOOK GAMES! ARGH!!!

  • http://ithamore.blogspot.com/ ithamore

    Sorry, I was a bit impatient to share the wonderful news. But if you really don’t appreciate receiving any comments on or suggestions for early stages of a game, I’ll be sure to ask first next time.

    While we’re giving suggestions, you mentioned on your blog that you said you weren’t “sure how to tie in the whole speedrunning aspect” with the checkpoints. If you just let the clock continue to run during a restart-continue screen, so only restarting from the beginning will reset the timer. Then, going back to the last check point would be the equivalent of the clock continuing to run after one falls down a shaft and has to climb back up again: more time must be spent to regain lost progress.

    I really like how the game is shaping up. I hope you might implement some different play modes like you did in v0.6a in a future update after you’ve finished Vertical Challenge. Getting to play it in different modes and being able to switch abilities would be nice extras to have some day. But for now, all I care about are the checkpoints.