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Gish Shows Odd Physics-Based Indie Platforming Flair

Thanks to Gamers With Jobs for its group review of Chronic Logic's PC "physics-based [2D] platform game" Gish, which was briefly mentioned on Slashdot Games earlier this week. The reviewers seem impressed, arguing: "Gish is one of the few 'modern' platformers I can think of. What I mean is that it actually uses modern technology to enhance the gameplay, instead of making prettier versions of NES games", and highlighting "the spectacular physics engine, which they use to full effect in the puzzles and enemies." The article also points to a downloadable demo of the product, as well as a recent interview with the creators, in which Gish's developers, Chronic Logic, "the crew behind the acclaimed Bridge Builder/Pontifex series", are further quizzed.

6 of 24 comments (clear)

  1. A+ for effort D- for implementation by bear+pimp · · Score: 5, Informative
    I bought this before the demo was even out, and have played it through. I have to admit to being a bit dissapointed - the game is such a great idea, but the implementaion is really flawed:
    • Menus are a bit ugly and are strangely non-intuituve (minor and easily forgiveable)
    • The jump system is truly awful - it can take ages to build up the proper jump height, and it is easy to make a mistake. Really unforgiving. I'm sure they could easily fix this, but that would probably mean redesigning the levels
    • crossing over certain parts of walls when your are in the sticky mode can just mean you get stuck
    • Levels are pretty dull - sometimes you just fall though a hole, go over a gap, and that's it -the end!
    As it is, I don't think Gish is really a finished game, and it really annoying -you can see how great this game can be. I hope the people who make it have another go, and get some decent levels made for the game. Gish 2 (or even 1.5!) could really be a good game. Perhaps if they fixed the jumping and released a level editor that would help someway too.
    1. Re:A+ for effort D- for implementation by Wuukie · · Score: 2, Informative

      I agree with you on navigating the menus with shortcuts, but it's a bit difficult to spot different "buttons" from other text because they all are in gray shades. Maybe a little bit of color wouldn't hurt?

  2. Almost hits the mark by Anonymous Coward · · Score: 5, Informative

    Could have been a classic as it is so original in implementation and presentation. The problem is one of gameplay and design:

    1. the levels are all similar looking and dark.
    2. the levels are repetitive to play.
    3. the game is a pure physics simulation resulting in a very difficult to control main character (he can't jump easily and gettin him to stick/move to walls is very difficult)
    4. the level design and control problems mean the whole thing gets frustrating very quickly.

    Actually I'm surprised they put up a free demo, I bought it before a demo was available because it looked so intriguing and obviosuly would not have done so had I played a demo. Sort out the controls, work on the level design, brighten everything up and this could be fantastic. Anybody remember ZooCube? A little indie developer with a cool new puzzle game idea, he got picked up by Acclaim and released on Nintendo GC and GBA. Now a rich man (you can download a demo of it on fileplanet).

  3. BCS Goodness by Robmonster · · Score: 4, Informative

    If the physics implementation is anything like the one in Bridge Construction Set then it should be superb.

    BCS was pure class.

    I'll certainly be trying the demo of this one.

    RM

    --
    I have no sig yet I must scream.
  4. Re:linux demo? by illuvata · · Score: 4, Informative

    according to the download page, both linux and Mac OS X version are 'coming soon'

  5. Movement. by ikkonoishi · · Score: 3, Informative

    I found a good way of getting around quickly.

    Hit A and S repeatedly one after the other.

    S makes you slimy and expands you slightly.

    A makes your edges sticky and if you are expanded you contract.

    So you grow outwards stick to the ground and then contract.

    If you have an arrow key held down you end up running in a circle shape at high speeds. (I outran the sliding board in the second collection level.)