I hope a bit of self-promotion is OK? This is a demo of my new game: Serenity. It might seem familiar to you if you ever played a game called Tranquility back in the early 2000s, or you might...
I hope a bit of self-promotion is OK? This is a demo of my new game: Serenity.
It might seem familiar to you if you ever played a game called Tranquility back in the early 2000s, or you might think of it more as 3D-Electrplankton, Jumping Flash! meets Zarch, Tiny Wings in space, Proteus without the trees, or Journey set in the Matrix. Whatever your take, I hope you have fun with it.
Changes since the demo are better onboarding, better visuals to assist depth perception, MIDI input/output, improved music system, better performance adaptation on low end devices, and more.
...it's been so long that i don't know i have much interesting to share about my experiences; i played it on my wallstreet powerbook running OS 9 and the network component was a unique element for...
...it's been so long that i don't know i have much interesting to share about my experiences; i played it on my wallstreet powerbook running OS 9 and the network component was a unique element for that era, but its subscription monetisation effectively gatekept that expanded content for only its most passionate aficionados...at the time, i didn't realise that it was ported from IRIX, although in retrospect that totally makes sense of its sensibilities in aesthetic design, UI, and even distribution + monetisation...
...so, actual gameplay was curious contradiction between the zen-inducing gentle movement and generative score versus its escalating degrees of challenge, not due to the puzzling solutions but instead the increasingly twitchy execution they required for successful execution...there was a lot of independently-produced software around that era seeking to invent the future, pushing new ways of thinking with software tools, and tranquility certainly framed itself thusly but the actual experience evolved contrary to its stated intent...
...it's a novel notion but i didn't miss the game after i quit playing it...
Thanks for that! I like to think I've solved all the issues you had with tranquility. In particular the progression in my game is more of a stepped approach (classic Nintendo style) lowering...
Thanks for that! I like to think I've solved all the issues you had with tranquility. In particular the progression in my game is more of a stepped approach (classic Nintendo style) lowering difficulty each time a new gameplay element is introduced and my controls are more forgiving and not limited to just mouse.
Thank you! I don't think there's anything else remotely like this game at the moment. So hopefully it will find an audience. I intend to write much more about it.
Thank you! I don't think there's anything else remotely like this game at the moment. So hopefully it will find an audience. I intend to write much more about it.
I hope a bit of self-promotion is OK? This is a demo of my new game: Serenity.
It might seem familiar to you if you ever played a game called Tranquility back in the early 2000s, or you might think of it more as 3D-Electrplankton, Jumping Flash! meets Zarch, Tiny Wings in space, Proteus without the trees, or Journey set in the Matrix. Whatever your take, I hope you have fun with it.
Changes since the demo are better onboarding, better visuals to assist depth perception, MIDI input/output, improved music system, better performance adaptation on low end devices, and more.
...tranquility became surprisingly stressful at its higher levels; haven't thought about it for a long, long while...
...i'll give yours a shot!..
I'm interested in hearing more about your memories of playing Tranquility back in the day.
...it's been so long that i don't know i have much interesting to share about my experiences; i played it on my wallstreet powerbook running OS 9 and the network component was a unique element for that era, but its subscription monetisation effectively gatekept that expanded content for only its most passionate aficionados...at the time, i didn't realise that it was ported from IRIX, although in retrospect that totally makes sense of its sensibilities in aesthetic design, UI, and even distribution + monetisation...
...so, actual gameplay was curious contradiction between the zen-inducing gentle movement and generative score versus its escalating degrees of challenge, not due to the puzzling solutions but instead the increasingly twitchy execution they required for successful execution...there was a lot of independently-produced software around that era seeking to invent the future, pushing new ways of thinking with software tools, and tranquility certainly framed itself thusly but the actual experience evolved contrary to its stated intent...
...it's a novel notion but i didn't miss the game after i quit playing it...
Thanks for that! I like to think I've solved all the issues you had with tranquility. In particular the progression in my game is more of a stepped approach (classic Nintendo style) lowering difficulty each time a new gameplay element is introduced and my controls are more forgiving and not limited to just mouse.
Looks very intriguing! Thanks for sharing this, I enjoy reading your work breakdowns.
Thank you! I don't think there's anything else remotely like this game at the moment. So hopefully it will find an audience. I intend to write much more about it.