Sick is a one-level puzzle game I began creating during the summer of 2018, completing about 98% of it, but never quite finishing up. I decided to complete it during the summer of 2019.

Sick is... honestly very simple and not also not very pretty. It was an alright exemplar of my skill at pixel art at the beginning of its creation, but it isn't the best exemplar of my design philosophy. At the time it was more like a practice of sorts for me to do myself to get used to Construct 3 and game logic.

The game is made in Construct 3, which I hadn't touched in about a year by the time I went back to actually finish the game. So it was weird getting used to a visual coding user interface after doing actual coding in Unity for the past year.

Controls:

Arrow Keys: Movement

X Key: Interaction

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360° Laser Dodge on Scratch (mit.edu)

ive tried pressing the x button, for some reason it doesnt work :(

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Hey! Thanks for the reply. Cool to see someone playing this ever after all this time.

The goal of the game is to find the orbs in the correct order. If you mess up the order, you lose all the orbs. You press X on an object to collect the orb from that object. The reason why nothing might be happening when you press X is because the object you are trying to collect the orb from might not be the correct first object in the order (thus it will not grab anything). Hint: try going for the couch first ;)

This was one of my first forays into game creation, almost five years ago now. It was mostly an exercise in thinking about how to build a game or system in an engine at a rudimentary level. If I re-did this game today, creating some kind of sfx/vfx feedback for selecting an incorrect object or losing all your orbs would be a no-brainer. That kind of feedback is really important for the player. Alas, my younger self just starting out did not think of this. But of course, we improve and grow over time!

Hope this response helps!