Flipping and Teleporting and Spikes, Oh My!
I’ve moved on to the last game in the Indie Bungle 2 which is a Breakout version of what might be my favourite game of all time, Terry Cavanagh’s VVVVVV. I’ve actually been poking at this one for a while without much success, and I find the reason for that lack of success kind of interesting – I think it’s because I’m so familiar with the game and so into it that I’ve found it very hard to attain the simplicity and clunkiness required of these bungles.
VVVVVV isn’t the most complex game in the world in terms of what you do in it (flip up and down avoiding bad things and trying to get to good things), but it has such perfect details involved, and I keep finding myself wanting to preserve as many of them as possible in the Breakout version, even when it’s been kind of detrimental to actually getting started. Notably, I spent a lot of time trying to think of how I could do something like the Veni, Vidi, Vici section of the game in which you have to skilfully “fall” up and then down through a torturous sequences of screens. But it’s just not really something I could make fit, even though it’s iconic. Similarly for the Tower part of the game which involves a scrolling screen.
So I’m so fixated on all these great moments of play that I find I often can’t think past them into the vague stupidity my own game essentially requires of me. The cloning company I’m playing in my head just wouldn’t pay tribute in the kind of way my heart wants to. They wouldn’t include the lovely moving walkways or the Gravitron or anything, just bricks breaking with stolen visuals and some basic nods to the structure of the “cloned” game. In short, my fictional company would do a bad job of communicating VVVVVV and it hurts my feelings to do that, a first for me and game making.
Nonetheless, I trudge forward, hurting my feelings just for you.