ASCIIpOrtal

Posted by Derek Yu Thu, 24 Sep 2009 04:56:00 GMT

ASCIIpOrtal

Joe Larson has released ASCIIpOrtal, his ASCII demake of… Portal. I’ll be honest, I know that there are other demakes of Portal out there (at least two from our Demakes Competition), but I’m not very familiar with them. This one is well-made, however – seeing “through” the portals is a nifty visual effect and the puzzles are nice and challenging. The game comes with a level editor as an added bonus.

Just One More Game conducted an interview with Joe for the launch of the game.

TIGdb: Entry for ASCIIpOrtal

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Comments

  1. AClarkFS said 21 minutes later:

    this is beautiful

  2. Screwtape said about 1 hour later:

    I got stuck on level 10, after getting through the chain-link and falling into the pit with spikes at the bottom. If I had more rightward momentum, I could make it to the cave just below the chain-link window, but I can’t see how to get it. :(

  3. EToaster said about 2 hours later:

    It’s pretty cool, but the portal-view thing is incredibly disorienting and makes it hard to see what’s going on a lot of the time.

  4. CI said about 5 hours later:

    It’s awkward and clunky. Whilst portal was incredibly fluid, this game’s jerky movement makes it almost unplayable. I get that that’s what you’d expect from a roguelike, so perhaps the main lesson to be taken from this game is that roguelikes make for bad platformers.

  5. KaL said about 5 hours later:

    CI …wtf are you talking about…just because it’s ASCII doesn’t mean it’s a roguelike.

  6. Kyo said about 7 hours later:

    Having to press a direction for two hours before the lil’ dude moves = no thanks.

  7. Cymon said about 10 hours later:

    I love how every outlet has their own complaints. Joystiq doesn’t like the look, and you guys don’t like the controls.

    Thing is, of all the parts of ASCIIpOrtal the controls are one of the things I didn’t like, but I didn’t fix it because doing so would have meant I’d have to remove the ability to make a true curses version that plays exactly the same. For some reason that was one of my unwritten goals. Consequently sometimes you need to tap-tap-tap to do quick movements and sometimes you have to give yourself a second before doing a long run, which if you’ve play a lot of roguelikes (Or done a bunch of text editing for that reason) you should be used to.

    However, next revision which will bring the game into the browser I think will include a revised control scheme.

  8. Greg said about 10 hours later:

    You are playing roguelikes wrong if you are holding down keys.

  9. Kyo said about 11 hours later:

    Or maybe you are just not playing roguelikes.

  10. sinoth said about 12 hours later:

    Yeah, the controls are a bit finicky, but it’s turn based. It isn’t meant to be a fluid experience like the original Portal. The game tries to convey the puzzles in 2D, and does it well. Sexy ASCII animated viewports are icing on the cake.

  11. Bob said about 17 hours later:

    The fact that the Portal gameplay was ported into an ASCII game (and that it actually works) still amazes me.

    Also, the music is very purdy.

  12. saw this on byteacker said about 17 hours later:

    WOOT Joe Larson!

  13. Epitaph64 said about 18 hours later:

    You do have to hold down keys in mid-air to adjust your direction, so it’s not completely turn based.

  14. Alex said 1 day later:

    the level design was what turned me off of it. the controls really aren’t designed for precise, quick movements, yet most of the puzzles seem to require them. i was expecting some clever 2D brain teasery stuff, instead i got dodging barrels with an awkward control scheme.

  15. bee sting jr said 1 day later:

    I thought the fast-tapping action was a fun challenge, very reminiscent of Boulder Dash. In fact, the game is essentially Boulder Dash with a Portal twist, great combo of action and puzzle. Complaining that the movement is jerky is like complaining that the original super mario bros is too slippery; it’s something you’re expected to attune yourself to and is ultimately a fundamental part of the game. Seriously why does every new game with old-school controls get hated on in the comments? (rhetorical question, it’s because people are dumb)

  16. Kyo said 1 day later:

    Yeah, that’s right. And that’s why sick people don’t use old-school medicine. ‘cause they’re dumb. Leeches work just as well as anything we’re using these days.

    Jeez.

  17. bee sting jr said 1 day later:

    Medicine is not an expressive medium, unless you’re grafting horns on people or something.

  18. CI said 2 days later:

    It’s not old school controls that get hated on. It’s bad controls. I have absolutely no problem with turn based, grid based movement in traditional roguelikes. I just believe that in this circumstance, when applied to a platformer, that they detract from the game. I appreciate the effort that’s gone into this, and it’s an interesting experiment in what can be done with the toolset he’s chosen. However, as a gamer, my reaction is “This is a clunky game.”

  19. Bob said 3 days later:

    The ending was all worth it.

  20. boomlinde said 3 days later:

    Guys, guys. Having ASCII graphics does not make it a roguelike.

    As for the game, it’s kind of fun but it got too frustrating after a while. You know, when you know exactly how you would solve a puzzle, but the clunky controls get in the way. Meh. Like the in-game music, though!

  21. Bryce said 4 days later:

    The controls aren’t sluggish. I’m having trouble aiming fast enough to shoot off two portals in two different directions in the air, but that’s the only trouble I’ve had so far.

  22. Ezuku said 6 days later:

    So… very…. very….. hard…..

    This makes me realise just how easy the original portal is.

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