Squid And Let Die

(video courtesy of Pixel Prospector.)

Squid And Let Die is a game. Collect the dots. Do not die. The board is a death trap. Fight inevitability.

A diversion via Transversion. Which makes perfect sense to me, anyway.

I like the idea that SYNSO himself isn’t just trapped in arena shooters. He’s just some squid who has super massive adventures that involve lasers and stuff, so really, SYNSO isn’t just a series of arena shooter games but also about, well, wherever SYNSO ventures at any one time.

As I want SYNSO3 to be the closing chapter in the main SYNSO story (there’s a story? – Ed), then it seemed more sensible to have Squid And Let Die appear as part of the SYNSO ARCADE series. Which so far, as with all good series, only contains one episode.

Ok, Ok, I didn’t even think this one through.

It started with playing around with Transversion. I always loved it as a kid and always fancied writing my own version of it. Little point of doing 1:1 or a fast paced arcade version as my good friend Andy had already covered that particular base with style, so I wanted to see if I could take it in an entirely different direction.

Naturally, being me, I didn’t know what that direction would be. It turned out to be a lot nastier than I’d normally go for – which perhaps, was a reflection of my rather grim mood at the time.

Death is everywhere, the entire board is a deathtrap. Gone are the single sets of X/Y zappers that taunt you in Transversion, every edge has one just waiting to shoot your pretty face off. Collect the gems, make lines, make multiplier, don’t get smacked up by swans. A mash of influences from Digitizer to Minter to flickery green screen monitors, it’s probably my most brutal game yet. 1 life, 1 chance. No rainbows.

Were I to write it now, it’d probably be a lot happier, a lot more colourful and a lot less brutal. I’m not writing it now though so it is as it stands.

Based incredibly loosely on Christian Urquhart’s Transversion.
Music by Gordon King.
The font is Mode 7.
Monitor effect inspired by Ian Bogost.

Want screenshots? Try here.