2DArray's Pile of Words
“Grief” Demo
Here we are, a sequel to Company. Kind of. THIS ART IS NOT FINAL. SERIOUSLY. I’m using the character art from Company at the moment, because I don’t have new art yet. YOU WILL NOT BE PLAYING AS JACK. SERIOUSLY. DON’T ASK ME WHY YOU’RE PLAYING AS JACK. I WILL END YOU.
Use WADS to move around and jump. Click to spawn boxes so you can mess around with the physics engine.
I had already made pretty good progress on the engine for the game, but it was running far too slowly, so I started over and used some different methods. The character’s collision physics are much more manageable and accurate, so that’s a good start. I also had to take out the clever rendering methods that I had used before, because they ran far too slow. This basically means that instead of realtime Gloom, we’ll have to settle for baked Gloom. We can still make the game look good. Promise. It also runs at 30 fps now, instead of a shaky 24.
If you want to be in the credits, leave me any sort of feedback. Tell me what you liked, or what you hated, or what you think I should be doing differently. Also give me a name so I know who to list you as. Every tester will be in the credits.
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#1 by Ryan Thomas on June 28th, 2010
nice idea. altough honestly, it mighty be best to actually have jack as the protagonist. this could be his journey to accept reality instead of delusion.
#2 by herp deh durp on June 29th, 2010
how to go through door?
#3 by andy on July 14th, 2010
Don’t know if you have already planned the whole story, but i liked the idea of having faceless people dotted about who just stand and stare [metaphor for Jacks state where although otherpeople are clearly there, to him they are simply furnature.]
Also…how to go through door?
All this time i had a feeling the whole demo was just the one room at the start…and you were just testing physics. But now people are talking about pills and stuff and I’m beggining to think there is more behind that wooden frame?
#4 by Jason on July 17th, 2010
Hey quite a big fan of yours here!
I\’ll put my two cents in.
Two things I noticed
1. It just seems a little odd to me, but you can’t really see Henry’s unless you jump into the air.
2. I’m running Firefox on a Mac (Leopard). I was at the door and was wondering if it worked, so I pressed standard action keys for games. What I noticed is that when I pressed shift, the colors changed to negatives.
Some ideas
Since this game is going to be called Grief, I think it would be a great idea to have 5 chapters that correspond with the five stages of grief. Each chapter, adding to the story of Henry. It would be very cool if at the end, everything started piecing together.
Try to put more subtle things, such as you did in ToCM, such as the green box (Kathryn’s grave) the flowers, (flowers on Kathryn’s grave) and the clones, (meetings with his physcologist).
Final thing, on Kongregate I posted a comment on ToCM under the name of Deathrizen to let people know about the sequel that everyone has been waiting for.
If you want to credit me, put my name as JasnK
#5 by Aphyd on July 17th, 2010
I enjoyed Company tremendously, the first real thing I noticed about this game that I dislike when compared to company is how largely this seems zoomed in…Company was small and zoomed way out, but this seems like i’m looking through a magnifying glass…you can’t see enough of the surrounding area…I’d zoom it out a bit…not too much, just a little ways.
#6 by Darien on July 20th, 2010
I liked the way it looked and depending on the story Jack may be a good character. I just wish I knew how to get in the door
#7 by Dendrago on July 23rd, 2010
Very reminiscent of TCoM. I like that.
First thing I noticed was the scrolling camera, as opposed to the static full-level view of TCoM. Great idea. Now there will be some making it up as you go through the levels, and not sitting at the start and analyzing exactly what needs be done.
#8 by robin on July 25th, 2010
door door door!!! how to get through i will evantually find out? lol this time around the controls seem much easier to use and its not as confusing as before. ^^ keep going at it XD
#9 by Nightcipher on July 27th, 2010
Seems simple enough, but also has plenty of possibilities for directions in which you could take it. I look forward to its completion.
#10 by Mournous on July 29th, 2010
i think it is a good start, but i think you should keep the zoomed out view as in the old one. Also the box spawning thing is a thing i like, if u arent planning it already, you should make some levels which has a limited use of these boxes =).
From Mournous
#11 by JPeng on July 29th, 2010
Great feel!
Super excited for the sequel.
Company was absolutely touching and amazing.
#12 by Him on July 31st, 2010
I only just recently played TCoM. It was one of the best story games I’ve played on the net. Just a few suggestions.
1. I understand this is just a demo, but make sure you include the white writing on the level. It really added to the game.
2. The background looks a little bit ominous. This may part of the story, but it does create a very different mood to TCoM. I was expecting an insane asylum or something when I heard it would focus on Henry.
3. I managed to get permanently lodged in platform in my first jump. It didn’t happen again, but I recommend looking into it.
4. The box thing has a few problems. Firstly, the boxes spawn at apparently random rotations, which makes it decidedly difficult to stack them. Secondly, Henry doesn’t do very well walking over the boxes, and I managed to bury him permanently with only five boxes.
However, aside from those little nasties, I am definitely looking forward to Grief. I’m not sure whether this has been said, but when is it going to be published?
#13 by Brandon M Lin :D on August 1st, 2010
i loved Company how do u go through the door and this looks nothing like company. u do mean Company of myself right?
#14 by Joe Coleman on August 14th, 2010
Quite a good demo.
Apologies, but I’ll have to rant a small amount before I go onto a more… detailed opinion on the demo.
Your previous games have been very fun to play. Company in particular. The story was very nice, and to me seemed like it had a minimalist’s approach to it. That’s not a bad thing, of course. The music you had fit in quite well and, as everyone has said, the player finds him/herself easily fitting into the role of this lonesome, thinking person always searching for greener pastures… or rather, greener doors.
Again, apologies, but I might as well gush when given the chance. For the demo, I found that the physics seemed solid enough, and didn’t seem to lag or slowdown at all. Though the character art isn’t final, I think it still looks very nice, if not something not as… mainstream as other games I’ve seen.
For complaints or bugs, I’m sorry to say that I don’t really have any to report. The boxes showed up when clicked and didn’t get stuck in the air, the jumping wasn’t annoying, though I did have an issue of clipping through the corners of a few platforms near the door.
As a whole, I’m looking forward to this and CiD. Kudos to your finished projects and good luck for ongoing ones.
#15 by MikeChilds on August 19th, 2010
The movement feels slightly…sluggish. Tough to explain, but takes maybe .25/.5 secs to respond. Could be annoying if there are tricky platform jumps
#16 by The Wine Kone on August 21st, 2010
I went to the door and spawned a crap load of boxes to the space next to it and they all seemed to want to arrange themselves too neatly after you cram them all together. And if you spawn too many, they will do whatever it takes to be all neat and start shaking like crazy. I think they shouldn\’t try to force themselves to be perfect and uniform. They should land on their corners and stay that way if other boxes get pushed onto them and not mold themselves into straight lines.
#17 by Tyler on August 23rd, 2010
HOW DO I GO THROUGH THE DOOR?? PLEASE TELL ME, i have tried literally every method i can think of, shift just turns it negative ughhhhh please help and it will be greatly apreciated
#18 by EddieOwen on August 26th, 2010
Very nice, I don\’t think the VCam should be zoomed in so much though, when playing The Company of Myself I think the way it was so zoomed out reflected his own feeling about himself that he was small and insignificant. The movement wasn\’t amazing, but I realize this only a beta. You have to get speed to jump up a platform. I liked how you could use boxes but for the final product I suggest making them so the player only has a limited amount of boxes.
#19 by Raigestain on August 30th, 2010
Hahaha i cannot wait for playin’ this game… i jus wanna say that TCoM is one of my favorites games, and i have a little idea… when you press shift the colours change to negatives, then… well i don’t know if it’s an original idea, but you can make “hiden” things that can be seen jus by pressing shift…
#20 by Taneer on August 31st, 2010
I couldn’t figure out how to jump, so I just spawned a tower of boxes under Jack’s feet to get up to the door. Then I couldn’t open the door.
#21 by Lavode on August 31st, 2010
I liked the way you can jump, create a box under you, and then jump off that. Potentially there is no limit as to how high you can jump. I would love to see some way to destroy a box. Also like the way 6 boxes can be pushed off a ledge if you get a running start, then after they fall off the ledge the remaining 4 are easier to push.
#22 by asics shoes on September 2nd, 2010
xes can be pushed off a ledge if you get a running start, then after they fall off the ledge the remaining 4 are