issue217:jeux_ubuntu
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issue217:jeux_ubuntu [2025/06/02 16:58] – d52fr | issue217:jeux_ubuntu [2025/06/02 18:35] (Version actuelle) – d52fr | ||
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It has just hit version 1.1.1a and is officially “out of beta” and is ready to wear out your controller. Why would I say this? Well, Mega man. OK, Mega man for Zoomers, complete with visual overload. It is trying to cater to multiple generations with the retro-aesthetic and the too many moving things on the screen at once. ** | It has just hit version 1.1.1a and is officially “out of beta” and is ready to wear out your controller. Why would I say this? Well, Mega man. OK, Mega man for Zoomers, complete with visual overload. It is trying to cater to multiple generations with the retro-aesthetic and the too many moving things on the screen at once. ** | ||
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+ | Site web : Aucun ? | ||
+ | (Domesticated Ants Games) | ||
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+ | Prix : 16,99 $ US (GOG) au moment de la rédaction. Steam et Epic. | ||
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+ | Présentation : | ||
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+ | Gravity Circuit est un jeu de 2023 créé avec amour ; non, vraiment avec LÖVE. (https:// | ||
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+ | Il vient de sortir en version 1.1.1a et est officiellement sorti de la bêta. Il est prêt à vous épuiser. Pourquoi dirais-je cela ? Eh bien, Mega Man. OK, Mega Man pour les Zoomers, avec une surcharge visuelle. Il tente de plaire à plusieurs générations avec l' | ||
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**Installation | **Installation | ||
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You can have a listen here: https:// | You can have a listen here: https:// | ||
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+ | Installation | ||
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+ | J'ai acheté la version GOG (la version Epic est moins chère, mais je préfère l' | ||
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+ | Musique et son | ||
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+ | Vous pouvez l' | ||
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**Graphics | **Graphics | ||
Characters are rendered in two-tone, so you do not lose your almost all-red character against the enemy two-tone purple sprites. When you first see it, you could be forgiven for thinking it was a NES game. As the NES/Famicom was never part of my nostalgia (I did own one, long after they were popular), I am not really attached to the graphics style. I very much like the idea of the UI elements going off screen when not needed. The color palette feels sparse, with baddies being the same color as the floors and the walls. The parallax background is more of the same colors as the foreground and characters, causing heavy eye strain. Everything says Famicom, with nothing really outstanding or making me go wow. I feel this is a missed opportunity. Even the so-called cut-scenes are lacklustre. With the way the game plays, I feel there is just enough missing to put it in S-tier, maybe even A-tier (since I do not have those rose-tinted glasses. There are some nice touches though, like when you defeat a boss, news tickers flash across the screen with something like “target down”. Then you are treated to a full-screen explosion with lots of white noise. ** | Characters are rendered in two-tone, so you do not lose your almost all-red character against the enemy two-tone purple sprites. When you first see it, you could be forgiven for thinking it was a NES game. As the NES/Famicom was never part of my nostalgia (I did own one, long after they were popular), I am not really attached to the graphics style. I very much like the idea of the UI elements going off screen when not needed. The color palette feels sparse, with baddies being the same color as the floors and the walls. The parallax background is more of the same colors as the foreground and characters, causing heavy eye strain. Everything says Famicom, with nothing really outstanding or making me go wow. I feel this is a missed opportunity. Even the so-called cut-scenes are lacklustre. With the way the game plays, I feel there is just enough missing to put it in S-tier, maybe even A-tier (since I do not have those rose-tinted glasses. There are some nice touches though, like when you defeat a boss, news tickers flash across the screen with something like “target down”. Then you are treated to a full-screen explosion with lots of white noise. ** | ||
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+ | Affichage | ||
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+ | Les personnages sont rendus en deux tons, ce qui permet de ne pas perdre le personnage presque entièrement rouge face aux sprites violets bicolores des ennemis. Au premier abord, on pourrait croire à un jeu NES. Comme je ne suis pas nostalgique de la NES/Famicom (j'en ai possédé une, bien après leur popularité), | ||
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**Gameplay | **Gameplay | ||
I always say, if your game is about something, make that something great. This is where the game shines. The controls are responsive and hit boxes are generous. The game plays like an absolute dream. That does not mean it is easy, not by a long shot. It has all the platforming staples, like running, jumping, sliding, shooting, wall jumping, and even an arm fired grappling hook, a la Bionic Commando. Everything feels polished, I did not end up getting stuck anywhere, so the level design is good. The pick-ups are good, it is only the weird thing where green enemies are on green platforms and purple enemies on purple platforms that hurt my eyes. I suspect you could finish the game in two days flat, but the eye strain caused by the muted colors (everything feels the same), and repetition in the background, made me put it down every thirty minutes. Though the controls are tight, the combat is rather limited in the beginning, but it gets better. You need to play past the first part to start unlocking more stuff, but then again, it is a platforming game – not a fighting game. Though many stages lean heavily on the platforming tropes, it does not feel over done. What I mean is that there are stages where you almost constantly slide, just to make it through, but it does not repeat in the next stage that has its own mechanic. The boss fights are as interesting as the bosses themselves. The first boss reminded me of Advance Wars and Metal Slug all at once, just “low-budget”, | I always say, if your game is about something, make that something great. This is where the game shines. The controls are responsive and hit boxes are generous. The game plays like an absolute dream. That does not mean it is easy, not by a long shot. It has all the platforming staples, like running, jumping, sliding, shooting, wall jumping, and even an arm fired grappling hook, a la Bionic Commando. Everything feels polished, I did not end up getting stuck anywhere, so the level design is good. The pick-ups are good, it is only the weird thing where green enemies are on green platforms and purple enemies on purple platforms that hurt my eyes. I suspect you could finish the game in two days flat, but the eye strain caused by the muted colors (everything feels the same), and repetition in the background, made me put it down every thirty minutes. Though the controls are tight, the combat is rather limited in the beginning, but it gets better. You need to play past the first part to start unlocking more stuff, but then again, it is a platforming game – not a fighting game. Though many stages lean heavily on the platforming tropes, it does not feel over done. What I mean is that there are stages where you almost constantly slide, just to make it through, but it does not repeat in the next stage that has its own mechanic. The boss fights are as interesting as the bosses themselves. The first boss reminded me of Advance Wars and Metal Slug all at once, just “low-budget”, | ||
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+ | Jeu | ||
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+ | Je dis toujours que si un jeu traite d'un sujet, il faut qu'il soit excellent. C'est là que le jeu excelle. Les commandes sont réactives et les hitbox généreuses. Le jeu est un rêve éveillé. Cela ne veut pas dire qu'il est facile, loin de là. Il possède tous les éléments de base du jeu de plateforme : | ||
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**Story | **Story | ||
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The settings are another feather in the designers caps, as it is easy to navigate and does not overwhelm you with stuff. ** | The settings are another feather in the designers caps, as it is easy to navigate and does not overwhelm you with stuff. ** | ||
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+ | Histoire | ||
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+ | Oubliable. Des mineurs découvrent un artefact, qui recrache des ennemis qui prennent le contrôle de la ville. Douze gardiens les combattent, il n'en reste qu'un. Une armée d' | ||
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+ | Une critique sur GOG a qualifié le jeu de « parfait ». Je suis content que nous ayons tous des goûts différents. Le jeu fait ce qu'il fait vraiment bien ; c'est indéniable, | ||
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+ | Les paramètres sont un autre atout des concepteurs : ils sont faciles à parcourir et ne vous submergent pas d' |
issue217/jeux_ubuntu.txt · Dernière modification : 2025/06/02 18:35 de d52fr