Tired of waiting?
Click here to disable ads!
You are not logged in. If you sign up for an account,
you can gain additional voting power over time, allowing your vote to have an even
greater impact on submission scores!
Log in to save your medals! Don't have an account? Create one for free!
Escape from the lab and solve the puzzles!
p.i.g is a puzzle platformer with portals that act like tunnels: the player places one end of some blocks, and another portal opens at the end of the blocks.
A and D (or left/right arrows) to move
W (or up arrow) to jump
Mouse to aim and shoot portals
R to restart a level
Q to return to the main menu
Your character is automatically aligned with the tile grid if you aren't moving left or right. It's much stronger if a portal is nearby below you. You can use this to make landing in portals easier =D
The story mode was made in 48 hours for LD 20.
Music by Jim Peterman
5/12- added arrow key support!
A few things
It's a very good start but needs a little refinement.
For starters I feel like there are a few places where I become stuck unneccesarily and are forced to restart the level. I understand that's not such a bad thing as I can redo it so I'm not totally stuck, but I do feel like a small "out" could have been given back to the last little "solved a puzzle" point in some cases to ease the time it takes to get back to the point where you started solving something wrong.
Secondly (and more importantly) you can abuse the fact you auto-snap to portals to make yourself clip into unportalable blocks. All you have to do is get a portal above/below some solid material and jump. I'll include an image of an area where this is possible to demonstrate:
This is just in the second "area" as it were. You can see I was allowed to create a portal by shooting up at an angle to the block, where it then registered that the plane it hit on was a surface that was portalable and had a free exit, but it was not in actuality free, I merely hit the corner JUST right to fake it out, letting me clip inside the block.
The game was very good, but I believe that what made me like it the most was the warmth that the combination of what the screen was telling me and the music made me feel. I know it sounds weird, but I really felt it.
It was a clever game and pretty fun.
I completed all the levels. But almost all of the harder levels I completed in a different way to the intended layout. Like in the first pig level I didn't even need to release the pig to finish the level. And I pretty much used/thought about NONE of the pressure buttons in the bonus levels.
Level design needs more care. But if it was a concept idea/first attempt I look forward to seeing what else is coming.
Lol at "too short"
Move out of the right side of the screen to proceed, morons.
What do you think that last patch of portal-able ground was for? -_-
After a while I just said "forget this"
I hate the controls for one I think they suck I can't get the mouse the throw out the portal where I want. Sometimes I think the game just runs on luck, I'll be doing everything I need to do correctly and just can't make the jump right. I think it's overly complicated and that ran down the fun. Oh and btw get rid of the annoying music PLEASE.
Manage your team of adventurers as you raid the local dungeon for treasure!
Defend your castle against countless hordes of monsters.
Turn on all tiles!
newgrounds.com — Your #1 online entertainment & artist community! All your base are belong to us.