Starting 6/12, Playism's TorqueL Prototype version Pay What You Want service will end. The following services will still be supported following the closure of PWYW:
The Prototype version of TorqueL (E3 prototype 2013 @ E3) will continue to be a free download on Playism.
- All users that previously participated in the PWYW service for TorqueL will still be able to download the prototype from their Account page.
TorqueL is a 2D action game where the player must move and manipulate a cube to progress.
To complete each stage, the player must make their way to the blue square.
This version consists of the prototype released at the end of March as well as extra content developed for the E3 Indicade Showcase.
You can enjoy the original 10 stages, plus 5 extra stages developed for E3, and also a secret goal we’ve hidden somewhere.
This version did start out as a prototype.
We are currently designing a full remake of the game from the ground up.
If you have any ideas, suggestions or requests, please get in contact with us!
Nico Nico Community: co2025156
Steam Greenlight: http://steamcommunity.com/id/nanmo/myworkshopfiles/?section=greenlight
TorqueL Guide Book on Kindle: http://www.amazon.com/dp/B00EYZV3D0/
The title will be distributed through Playism, using a Pay What You Want system.
We’re using this approach to gauge fan reaction to the game, and our findings may well impact development of the sequel or other titles.
We are looking into other funding methods like crowd-funding, but for now we want to take a look at what sort of price customers feel is fair.
As a small thank you to paying customers, we’ll send you a video showing you how to find the secret goal in the game.
This might not help those who already managed to figure out where our secret is, but hopefully it will come in handy for those who haven’t uncovered it yet.
By creating an engine like the ones seen in titles like I.Q & xi[sai], can the physics of cubes rolling and moving be properly generated and displayed?
Can we create a 2D platformer not limited only to moving backwards and forwards and spinning, but one that allows real motion? It was from these two questions that we launched the development of this title.
A variety of titles inspired us to create this title, including: Incredipede, which lead us to think about the concept of stretching and warping the box, and of grabbing and hanging from platforms.
Thomas Was Alone, which highlighted the power of simple presentation.
We are also very interested in hearing feedback and reviews, so that we can take this information and, along with our own ideas and input, create better titles in the future.
Although our goal was not specifically to make a unique title, we are aware that creating a boring game would lead to a negative reaction.
We were fortunate enough to be able to participate in BitSummit, and would like to extend our sincere thanks to everyone who supported us.
It is my hope that we will be part of many fruitful and rewarding collaborations in the future.