Inside a Star-filled Sky es un shooter táctico infinito y recursivo creado por el galardonado diseñador Jason Rohrer (Passage, Between). ¿Y si en un nivel pudieras entrar dentro de un objeto y encontrar otro nivel dentro del mismo? ¿Y si pudieras entrar dentro de un objeto de ese nivel y encontrar otro nuevo nivel dentro de este último?
Análisis de usuarios: Mayormente positivos (67 análisis)
Fecha de lanzamiento: 14 mayo 2011

Inicia sesión para añadir este artículo a tu lista de deseados, seguirlo o marcarlo como que no estás interesado.

Comprar Inside a Star Filled Sky

 

Críticas

“Una preciosa y violenta parte de su gran cantidad de características”
9/10 – IGN

“Expresa enlocuentemente el incomprensible concepto de la infinidad en el juego... Es tanto enloquecedor como sublime”
4/5 – GamePro

Acerca de este juego

Inside a Star-filled Sky es un shooter táctico infinito y recursivo creado por el galardonado diseñador Jason Rohrer (Passage, Between). ¿Y si en un nivel pudieras entrar dentro de un objeto y encontrar otro nivel dentro del mismo? ¿Y si pudieras entrar dentro de un objeto de ese nivel y encontrar otro nuevo nivel dentro de este último?

¿Qué pasaría si pudieses alterar un enemigo o un power-up desde el interior? ¿Y si pudieses entrar dentro de ti mismo y modificarte? ¿Qué pasaría si estos niveles dentro de otros niveles dentro de otros niveles fueran hasta el fondo... y hasta arriba del todo?

Inside a Star-filled Sky es un duro shoot 'em up duro generado de forma procesal en torno a esta idea básico.

Características Principales:

  • Mecánica recursiva única
  • Entra en los objetos: enemigos, power-ups e incluso tú mismo. Podrás alterarlos en tu propio beneficio
  • Niveles generados procesalmente junto con un sistema de combo de balas masivo para ofrecer una ilimitada variedad táctica
  • Docenas de maneras de abordar cada desafío. Refleja a través, abre camino a través o piensa tu camino a través
  • Banda sonora dinámica procesalmente generada en base a una mecánica de momento a momento
  • Planta tu bandera a lo largo de un espacio infinito para marcar tus descubrimientos y ver las banderas plantadas por los otros a través de un servidor indicador global

Requisitos del sistema

Windows
Mac OS X
    • SO: Windows XP
    • Procesador: 900 MHz
    • Memoria: 40 MB
    • Disco Duro: 10 MB de espacio libre
    • Gráficos: Tarjeta integrada
    • Sonido: Estándar
    • SO: OS X versión Leopard 10.5.8, Snow Leopard 10.6.3 o posterior
    • Procesador: Intel a 900 MHz
    • Memoria: 40 MB de RAM
    • Disco Duro: 10 MB de espacio libre
    • Gráficos: Tarjeta integrada
    • Sonido: Estándar
Análisis útiles de usuarios
A 45 de 58 personas (78%) les ha sido útil este análisis
0.8 h registradas
Publicado: 5 de diciembre de 2013
Inside a Star-Filled Sky is a game developed by the lone indie developer Jason Rohrer. Inside a Star-Filled Sky is exactly the type of game I'd expect to see win some kind of award at the IGF - but winning an award at the IGF doesn't necessarily mean it's a good game.

Insidie a Star-Filled Sky is a novel concept and little more. The game itself is themes around the idea of recursion where you 'enter' power ups and enemies. While this is a nice idea it doesn't really impact the gameplay that much and each item you enter is effectively just the next room. I did appreciate the power up mechanics. You can collect up to 3 powerups and they can be combined in interesting ways to produce interesting effects. This fact alone, however, is not enough to merit a recommendation from me.

As a product, the game is very unpolished and feels like a prototype - for example editing the controls involves manually editing a config file. There's also no sound effects to speak of, just some ambiance music.

There are some nice ideas here but I don't feel the developer took time to flesh them out into a compelling gaming experience and instead delivered us a rough prototype.

Score: 3.5/10
¿Te ha sido útil este análisis? No Divertido
A 26 de 35 personas (74%) les ha sido útil este análisis
0.9 h registradas
Publicado: 13 de enero de 2012
Perfect example of how NOT to use procedural generation: as the content of the entire game. This is an unfinished program with no vision. Your only purpose is to pilot around from randomly generated level to randomly generated level finding better upgrades so that you can kill the enemies in the way more easily.
¿Te ha sido útil este análisis? No Divertido
A 15 de 21 personas (71%) les ha sido útil este análisis
0.5 h registradas
Publicado: 24 de diciembre de 2013
Interesting concept and gameplay but nothing there to make you want to continue playing after an hour.
¿Te ha sido útil este análisis? No Divertido
A 20 de 32 personas (63%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
0.3 h registradas
Publicado: 22 de diciembre de 2013
The developer's website (http://hcsoftware.sourceforge.net/jason-rohrer/) lists his entire published portfolio. Critics of this game should try some of Jason Rohrer's freeware releases. What British mathematician John Conway did for games as procedural life generators, Jason Rohrer has been doing for games as statements about ethics and the limits of human consciousness. But while Conway's "Game of Life" is a wide-open laboratory, Jason Rohrer uses the medium of pseudorandomness to make syllogistic statements. For example, each step you take in "Passage" brings you a bit closer to the same conclusion: when facing a finite lifespan, the love you make is worth more than the treasure you take. Fairly straightforward conclusion, yet "Passage" is never hamfisted or forced - reasoned argument always trumps hand-waving assertion.

"Inside a Star-filled Sky" forgoes syllogistic logic in favor of inductive reasoning. As you traverse each level, you'll discover that you lack the attack power and/or movement speed to reach the exit. So, you must power up your creature and weaken your enemies. This means diving recursively into a powerup, an enemy, or even yourself. As these recursive levels stack up, you face the identical problem at each local scope: how to weaken the obstacles and strengthen yourself. All with an eye toward unwinding the stack and solving the original problem. And so the game politely asks the player to consider a simple proposition: observed causality in the universe is not a linear function of time but rather an ex post facto selection of one set of points in a multi-dimensional space of possibilities, with each possibility perched on a stack of turtles all the way down. But the game actually makes this statement more elegantly than I ever could.
¿Te ha sido útil este análisis? No Divertido
A 10 de 14 personas (71%) les ha sido útil este análisis
2.2 h registradas
Publicado: 13 de julio de 2014
If you enjoy the concept of games as art than this could be for you. I find it to be one of those games I can get lost in for a few 15 minute sessions here and there. There are some points where it's either over the top difficult or because of the power ups you've achieved it's too easy but those moments in between are great fun.
¿Te ha sido útil este análisis? No Divertido