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The Gameplay

Tony Lam edited this page May 24, 2022 · 5 revisions

Contents:

  • Rules
  • Core gameplay mechanics
  • Secondary Mechanics
  • Objects

Rules:

The player plays as Vincent, The goal is to clear Levels by passing all 5 Stages found within. You pass a Stage by reaching the Escape Door, leading to the next stage. Levels are cleared by finding the Wife.

Each Stage is a single screen segment that serves as a self-contained puzzle to solve. Vincent is old and fragile and prone to dying. If he touches an Enemy, Falls in a pit or is Crushed, He will also die. When Vincent dies you must start from the beginning of the Stage.

Players have infinite lives and can attempt a Stage as many times as they’d like. Once a player beats every required Level, they beat the game.

Core Gameplay Mechanics

Frames

Frames are 2 parallel bars that exist in front of the game environment. They can be manipulated by using Frame Scaling, Frame Rotation and Panning. Frames act as solid geometry and can be interacted with by the Player, Enemies or other Objects under the effects of Colouring.

Frame Scaling

Frame Scaling allows you to adjust how far apart the Frames are from one another. This is achieved by using the Scroll Wheel. You can also adjust the Frames in increments by holding in the Snapping button while scrolling or by toggling it. If the Frame Scaling passes an undefined threshold, Focus is activated. Focus is deactivated if the Frame Scaling returns to a value less than the undefined threshold.

Frame Rotation

Frame Rotation allows you to adjust the rotation of the Frames. This is achieved by moving the Mouse whilst holding Right Click. You can also rotate the Frames in increments by holding the Snapping button while dragging or by toggling it.

Panning

Panning allows you to adjust the Pivot of the Frames. This is achieved by moving the Mouse whilst holding Left Click. The Frames move in relation to the Pivot. You can also move the Frames in increments by holding the Snapping button while dragging or by toggling it. After letting go of Left Click, A Flash is triggered at the location of the Pivot.

Snapping

Snapping allows you to adjust the frames by preset increments. This is to help with players who may struggle to align the bars correctly for various puzzles. Snapping can be performed while using any frame adjustment method by holding Shift or by toggling it on with Middle Click.

Filter

Work in progress... 'Filters' objects on the screen based on colour to enable/disable them from being affected by cinematic bars.

Focus (pending)

Focus allows certain Objects in the Background be activated. These Background Objects have some sort of direct effect on something in the Foreground. These Objects will deactivate if Focus is disabled. Focus is triggered using Frame Scaling.

Flash

Flash allows certain light powered Objects to be activated. Light powered Objects may become deactivated if they remain beneath the Frame for a period of time. Flash can also be used as a way of disposing of certain Enemies. A Flash is triggered at the location of the Pivot when the player completes a Re-center.

Secondary Mechanics:

Enemies

Found during gameplay are Enemies who take various forms, They will kill Vincent if he touches them. Enemies can sometimes be avoided but will usually require disposing of. Some Enemies could be killed by a Flash, whereas others will need to be killed by Crushing.

Colouring

The Player can Colour certain Objects by pressing Space. When an Object is Coloured it can interact with the Frames. The player can disable Colouring on an Object to return it to its previous state.

Crushing

Crushing allows the Player to destroy certain Objects, Enemies or themselves. This is achieved when the Player / Object / Enemy is squished between 2 surfaces. IE: A solid wall and a Frame.

Objects

Objects refers to a series of Level elements that can be found in the game. These are usually Objects that can be Triggered, Toggled or Charged, usually by using another mechanic such as Flash or Focus. Some Objects may be hard mounted and some are rigid bodies affected by physics. Some Objects are tools to assist with traversal, such as a crate or key. Some Objects can trigger things such as Gates or Locks. A list of Objects currently planned are as follows:

Crates

A simple physics tool that can be used as a platform or a weight.

Bulbs

A trigger Object that is powered by flashing it. It turns off if it is fully submerged beneath the Frames

Pressure Pad

A trigger Object that is only activated when something is sitting on it.

Platform Rails / Wheels

Objects that exist in the Background and control the locations of platforms in the Foreground.

Exposure Platforms

Platforms that disable when Exposed for a time (Not beneath the Frames)

Inverse Exposure Platforms

Platforms that enable when Exposed for a time (Not beneath the Frames)

Flash Powder

An explosive powder that will cause a screen wide explosion if it is flashed. This explosion kills the player. The purpose of this Object is to block the use of certain Pivot points.

Gates

Gates are pieces of geometry that change, move, rotate or scale when triggered by an Object.

Locks

Locks are found attached to some Objects, Locks need to be opened with a Key or Trigger Object Before you can Colour or trigger the Object it's attached to.

Key

Keys are a special Object that must collide with a Lock in order to unlock it. The Key is large and too heavy for the Player to carry. You must use the Frames to move the Key throughout the level.

Escape Door

The Escape Door is what the player must reach in order to clear the level. Some Escape Doors have Locks and will need to be unlocked first. Some levels replace the Escape Door with the Wife, which only serves as a cosmetic change for story purposes and functions identically to the Escape Door.

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