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Reviews for "Infinite Chamber"

Honestly, i don't like it..

This idea is pitiful. Getting to the other side from a bridge.

The controls are terrible. Uncoordinated jumping while moving is gay.

Visuals. Visuals don't look inspired. It just doesn't make sence. Menu could've looked better.

Music. Music was ok..

The controls blow ass

OMG, this game has the worst controls I've experienced in a LONG time. It doesn't help that if you're even the least bit off-center when landing on an edge block, you "slip" off it. There's so little to the game that maybe the only way of making it challenging was to give it shitty controls, but--damn. I think I'd have spent more time adding substance rather than taking the easy way out. Making a game harder by giving it shitty controls is like making AI harder by letting it cheat. Boo! Hiss!

A fun game that is let down by fine details.

Infinite Chamber has set out to defeat one of the built-in downsides of the platforming genre: repetitiveness. In any platform game, say Mario or Sonic, the player can gain knowledge of the level's layout through experience and can get used to it fairly quickly. Evidence of this can be seen in the various Speed Run / Time Attack videos (tool-assisted or otherwise) found on various video sites.

The game sets you as a unnamed character in an unnamed place, powering the "infinite" machine (whatever that is) by going back and forth between two main platforms. Inbetween the platforms are a randomly generated crystalline mesh that forms a varied number of platforms, which are either square or triangular and can be still, moving, bouncy (trampoline style) or "illusion" (disappearing and reappearing over specific time periods). When the game starts, there are virtually no gaps in the mesh; as time progresses and the player clears levels, the mesh becomes more broken and further obstacles are added in the form of fireballs falling from the ceiling in a simple "fire to here then drop straight vertical" pattern. The number of fireballs on screen gets higher for each five levels the player completes, with an extra life being awarded for every ten levels.

The gameplay is simple, the presentation likewise. The player character is a nameless figure who exists purely to guide through the game, the mesh is a one of five colours and there's a background that looks vaguely industrial. I'm a fan of games that can keep things simple like this, although I feel as though there was perhaps room for a little more polish? I'm unsure. There is, however, an excellent loop playing during proceedings that adds to the industrial theme (think Donkey Kong Country 1 music and you're on the right track) and a GLaDOS style messageboard that makes amusing comments on how you're progressing.

I feel as if I can't properly review this game without mentioning the controls. I have no problem with the layout of the keys (though some people seem to find using two hands for gameplay to be a difficult thing, I have no idea why) but with the general feel. We all know how high Mario can jump when you hold down the jump button or just tap it, but the same level of consistancy isn't present in this game. The maximum length jump seems to have the character floating in mid-air at the apex of the jump, which is a tiny bit weird and can screw up some jumps, particularly in later levels where you're jumping between single squares. Similarly, I've died more than once to jumps where I should have landed on the very edge of the square (trying to dodge a fireball), but instead got "clipped" to theside & fell into oblivion. Understandable with a random level generator (since 100% testing is nigh impossible), but I feel as if more work could be done there, whether the problem lies with the sprite or with the platform itself.

My other, albeit minor complaint, lies with one of the "special" types of levels. Every so often, the game will throw you a loop and put you into a level with unusual conditions. For example, every block will be bouncy (which, with multiple fireballs, can be challenging) or there's a tailwind that makes your jumps further and pushes you along platforms, or you need to make a single, death defying leap. These proceedings are useful for keeping players on their toes and keeping things interesting, but unfortunately the "Lights" levels are practically unplayable. Since the lighting has no rhythm and you are unable to effectively play when they're out, you have to rely on guesswork and invariably die. I think this could be rectified by having the player visible during blackouts, but everything else (platforms, fire) become invisible, forcing the player to rely on mental imagery.

Infinite Chamber is an excellent, highly playable game that is let down by slightly dodgy controls and a few weaker parts of gameplay. My main reason for continuing to play was to see what "GLaDOS" said next, but with a little work, it could be that I'm instead chasing my high score.

Bulortio responds:

I read your whole review, very nicely written!
I'm already working on a second one and will keep these things in mind while making it (It will have more of a story too :P )

A few people have complained about the 'light' special level, and I like your suggestion to have the character visible, perhaps that is what I will do.
And yes I played portal alot lol.

Fun with Flaws.

This game is challenging, which to me, is why it's fun. However, it's challenging for the wrong reasons. Your wonky control scheme is what makes this game hard, not the increasing difficulty in platforming! This random levels were neat. Fix that control scheme and you might be looking at a solid piece.

Fun

definitely a good game. the concept rocked and the difficulty was alright but the physics threw me off a little bit... the jumping anyways...