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Gameplay
The flow of the game consists of moving in lateral scroll and overcome the different platforms. Sometimes you will also have to use the special ability to solve blockage problems.
The most important thing is to recover the different pieces of the portal that have been scattered throughout the different levels.
To this is added that every time you manage to pass a screen you will be given an evolution in history.
There are different types of microflow in Geomex:
- Tense moments where the dark is close and you have to solve the passage of the way.
- Puzzles full screen where you will be a while to get out of that space.
- Cracks that apparently kill you but take you to the other side of the map.
- Final moment of completion of the portal.
- At the time of beginning we will have all the life to the maximum with the antennas on.
- In the course marker, both the Gex icon and the darkness icon will be positioned on the left side of the bar.
- The portal's piece obtaining marker will be overshadowed.
- The "dimensional change" skill marker will be empty.
- The player will be positioned to the left of the screen.
- The darkness does not appear on the screen.
- The score is at 70.
- You must reach the end of the level before the darkness absorbs you.
- The fewer lives you lose, the higher the score.
- Complete puzzles to follow the path.
- Avoid contact with decreasers.
- Use the minimum times the special ability "dimensional change".
- Get the piece of the portal.
To overcome the level you will have:
- Get the portal piece.
- Arrive alive without the shadow reaching the end of the level before you.
- Go overcoming the levels of the game, avoiding the decreasers and overcoming their obstacles and platforms.
- Finish the phase without the shadow having absorbed the entire level.
- The absorption of darkness will make us die or lose part of life.
- The loss of all lives will mean our death and we will have to restart the game.
- We do not know the number of decreasers in the level, but we must avoid them in order to overcome the level.
- We do not know the number of obstacles, platforms or puzzles that we will find but we will have to overcome them to reach the goal.
- The contact with power ups, will give us an advantage over the darkness.
- The less time, the less use of special ability and the less number of lives lost, the better our score will be.
- There are elements that help you to pass more quickly or jump more.
- There are illuminated cracks where you can fall to follow the map.
- When you obtain the piece of the portal you can pass the level.
- There are elements that take away life from the contact.
- There are cracks that kill you instantaneously if you fall for them.
- The shadow will take you away progisivamente if you enter it partially.
- The shadow kills you instantaneously if it absorbs you completely.
| SMALL | MEDIUM | LARGE |
|---|---|---|
| +1 piece of portal | +1 new level | back to yours world |
| -time | more history | |
| -deaths | more enemies | |
| -uses of DC |

- It consists of three levels
- each level will have a duration of 3 to 5 minutes approx.
- The complete game (between gameplay, animatics and history) will have a duration of 25 minutes approx.
- The game will be measured by metric units of meter that we will call unit.
During the levels there is a checkpoint that serves as a save point in the middle of the level and allows you to restart the game from that point in case of death. At the end of the level and move to the rewards screen there is an automatic level saved that records the score obtained from the player.
Being a side scrolling game in 2D, the camera is also lateral and follows the movement of the player, both in the lateral advance and in the jumps, leaving more space towards the side in which it is oriented. At times when the player experiences a rise or fall in the level, the camera moves back to provide more vision of the space to the player. All the movement of the camera is softened so as not to have sudden movements and that is more comfortable for the player.