100 levels of story campaign action puzzles that uses bounding as the base mechanic
Arcade with different leaderboard challenges, I even remade the entire level up bound!
4 dedicated multiplayer maps for co-op and race (more coming in the future)
All of the which can be played via online multiplayer!
Update 12/06/2018 My game was just released on Steam last week! Please check out the steam link above and support the game! Mobile version will be coming soon and you'll be able to cross-play PC and mobile. If you bought the game please leave a review I would appreciate that a lot.
Update 06/07/2018 The demo with new art is now on Steam! Feel free to give me feedback. Again if anyone still wants to help me make maps please feel free to contact me.
Update 03/25/2018 I've completely changed the art for the game and added some new features. I've also added a teaser for you to enjoy. The public betas have to removed. I'm working hard on polishing the game for release in a few short month. Many thanks to the people in the StarCraft bounding community who helped me test, like Corbo from right here!
If anyone is still interested in helping me to make maps please email me at the address in the last update. Thanks!
Update 10/17/2017 Hey guys Trap Labs was greenlit in 11 days and 8 month later it's now on Steam! Thank you so much to the cool people in the thread. If you like to help out check the bottom of the post.
Trap Labs is a game I made that was inspired by bounds from StarCraft. The mechanic is essentially the same: you control a character and dodge obstacle courses to advance. But I've revamped the gameplay such there there are many different types of traps, characters you can play, and cross-platofrm multiplayer (PC vs mobile!). I've also built it such that maps can be made to any level of difficulty, so they can be played by causal or classic hardcore bounders.
Just a quick warning the beta is probably too easy for most bounders, except for maybe the bonus level
I'm planning to do the full release in 2-3 month. I'm going to be adding a lot more levels and a level-up/marathon style arcade mode, oh and platform integration like achievements and leaderboards. So stay tuned!
As of Oct 17 2017: I'm actually interested to see if anyone wants to help me make maps, or just general development of the game. I'm not an expert bounder, so it's difficult for me to make challenging maps for veteran bounders.
I'm exploring ways to opening map development such that the community can make maps. If you have experience in level design, especially bounds, and is interested in helping me please send me an email at traplabsgame@gmail.com
Post has been edited 9 time(s), last time on Dec 6 2018, 6:40 pm by Ninja_Gah. Reason: game is released on Steam!
I've never been big on bounds (mostly because I suck at them), but this looks like a solid little game. I especially like the clean, simple art style. Good luck on Greenlight
Very easy levels. Haven't tried the multiplayer but it sounds like a lot of fun.
IMO the talking thing on the top is very disturbing, having known what to do from SC bounds I paid no attention to them but I think that if you do not want to ditch them altogether you should find a way to incorporate them in a better way because they get in the way of the puzzles most of the time becuase they are set to disappear on click and clicking also sends the command for your character to move, so you move and die or you have to click twice once to disregard it and once to actually send your character the place you want it to be.
SINGLE player is pretty cheatable, the switches, in my opinion, should reset when you die because for some levels, specially symmetric ones they're solved faster if after getting into a switch you just die to respawn at the beacon thing instead of actually doing the level. That for me is a bit like cheating, having lives would disencourage it but not stop it.
EDIT: ALSO, I might add it's pretty strange that when you toggle all switches the traps stop, makes sense but those platform things that make you move should be disabled too then, no?
EDIT2: Level 3 took a few tries but the pattern's pretty easy, you barely even have to move and that's kind of the key xD Also, by playing it too many times I managed to bug out the music (have not been able to reprduce the error, though) and only SFX played which made it easier.
When can I try multiplayer?
Post has been edited 3 time(s), last time on Feb 6 2017, 5:20 am by Corbo.
Very easy levels. Haven't tried the multiplayer but it sounds like a lot of fun.
IMO the talking thing on the top is very disturbing, having known what to do from SC bounds I paid no attention to them but I think that if you do not want to ditch them altogether you should find a way to incorporate them in a better way because they get in the way of the puzzles most of the time becuase they are set to disappear on click and clicking also sends the command for your character to move, so you move and die or you have to click twice once to disregard it and once to actually send your character the place you want it to be.
SINGLE player is pretty cheatable, the switches, in my opinion, should reset when you die because for some levels, specially symmetric ones they're solved faster if after getting into a switch you just die to respawn at the beacon thing instead of actually doing the level. That for me is a bit like cheating, having lives would disencourage it but not stop it.
EDIT: ALSO, I might add it's pretty strange that when you toggle all switches the traps stop, makes sense but those platform things that make you move should be disabled too then, no?
EDIT2: Level 3 took a few tries but the pattern's pretty easy, you barely even have to move and that's kind of the key xD Also, by playing it too many times I managed to bug out the music (have not been able to reprduce the error, though) and only SFX played which made it easier.
When can I try multiplayer?
I too felt it was easy but, but what I found from playtesting is that the levels are actually quite hard for most people. It's probably just us bound veterans who think its easy
I haven't added scoring system yet. So once scoring is added it'll discourage people from dying on purpose.
I'm going remake the dialog. Like you many complained it was too intrusive.
The conveyor belts are not traps, it's just another floor type.
As for multiplayer I haven't yet optimized the networking for WAN play. So the footage you saw were all LAN based. If the game is greenlit I'll fast track the multiplayer build.
I heard that Steam Greenlight is shutting down. Will that affect your game?
Probably. It's unfortunate they announced the end of Greenlight right after I launched my campaign lol. They haven't announced what they'll do with existing campaigns so I'll just have to wait and see.
The game is now in beta and on Steam (free)! Full release coming in 2-3 month time where there will be way more levels and modes.
I'm actually interested to see if anyone wants to help me make maps, or just general development of the game. I'm not an expert bounder, so it's difficult for me to make challenging maps for veteran bounders.
I'm exploring ways to opening map development such that the community can make maps. If you have experience in level design, especially bounds, and is interested in helping me please send me an email at traplabsgame@gmail.com
Thanks to everyone who helped me test the game! I've completely changed the art and added a new teaser. I'm working hard to polish the game for for release in the next short few months. (it always takes longer than I expect ). The public prototypes and beta builds have been removed from the interweb. If you want to help me play test just PM me.
one and half year later I'm still here! the demo with the new art is finally here, this is the final stretch. The art is completely redone and new features added to the game. I hope to release game in a month time. I hope to get your feedback on the demo!