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Contre Jour for iOS blends beauty, puzzles

Contre Jour 2011

As you progress through the game’s worlds – 60 levels in all – your weenie blob character, Petit, changes from greyscale to luminescent, but the monochromatic world never perks up. To get Petit moving, you can nudge the ground he sits on, lifting it and lowering it to move him into place. Rarely will this be enough to get him to his destination, however. In most levels, you’ll employ tentacles, both elastic and not, that can be attached to him and detached at will.

Contre Jour video game

You control the world of Contre Jour, not its hero Petit (named for La Petit Prince, an inspiration for this game). It is a hostile world, but you have the tools you need to see him safely through. Over the course of 60 single-screen levels, you will nudge, swing, shoot and fling Petit to the safety of a glowing blue light. That said, while some levels aren’t too challenging, others are maddeningly difficult–especially on an iPhone or iPod Touch, where multitouch requirements can cause too much finger blockage of the screen. This is a game that begs to be played on the iPad, where mechanics don’t get in the way.

Incidentally, if you want to earn three stars for each level, you need to collect all the glowing lights before escaping into the orb. Each level revolves around the simple idea of manoeuvring Petit from point A to B, while optionally gobbling three scattered orbs. It’s a task made somewhat more complicated by the fact you can’t move the character directly – you only have control over the environment. This starts with you creating momentum by adding bumps and craters in the ground, and quickly progresses into you using tentacles and cannons to move Petit greater distances.

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  • Each level includes use of various gameplay mechanics which are introduced to the player as the game progresses.
  • To get Petit moving, you can nudge the ground he sits on, lifting it and lowering it to move him into place.
  • The neon glow of the Night world is particularly appealing.
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  • The one drawback of Contre Jour is that on smaller devices some of the later levels require a bit too much coordination.

Each level includes use of various gameplay mechanics which are introduced to the player as the game progresses. These levels are accompanied by a haunting, accordion-heavy soundtrack to enhance the experience. At E3 2011, the stage demo demonstrated a level which required the player to shift the ground in order to create slopes; and another level which required moving Petit through the air by dragging hanging tendrils onto him.

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Along the way lights can be collected that add to a completion score. More advanced levels include static stripes and elastic tentacles (called snots) that can be attached to him and detached at will. These are used to lift him into the air, and swing (while quickly releasing it) to jump or travel over gaps. In the most difficult levels all of these are combined in quick succession.

Timing perfect swings and launching him with a variety of these tentacles is a skill you’ll need to pick up quickly. Help document and preserve this entry in video game history! If your contribution is approved, you will earn points and be credited as a contributor. You also steer him by physically manipulating the landscape, raising the ground here, lowering it there, and so on. I’ll let you discover the other tools on your own, as they’re a big part of the fun.

Over ten versions of the game environment were proposed. The stylistics of the art derive from black-and-white pictures. The game might look different from a lot of its contemporaries, but it plays out in familiar fashion. With some levels I just tapped the screen and hoped for the best, my finger patiently hovering over the restart button while waiting for everything to go south.

At E3 2011, Chillingo announced there would 60 levels across three worlds in the full version of the game when it is released in July 2011. If there is room in your heart for another three-star, one-screen platformer, Contre Jour is more than worthy of your purchase. Nothing actively opposes Petit, but gravity, spikes and hungry plants do an admirable job of standing in his way. Should you find the challenge too much, any level can be skipped freely — but you need to collect a certain number of lights (there are, of course, three in each level) to unlock the second and third worlds. Some levels have movable tentacles, which you’ll need to maneuver carefully to keep from impaling Petit on a lurking spike. And, in a pleasantly familiar touch, you can toss Petit through a portal and trust that he’ll fly through the other side, inertia intact.

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