I made a game. It really doesn’t like you, you know?

Ok, so I actually wrote most of this around June last year but due to GM8 not making an appearance until just before the New Year, I’ve been unable to release it. However, now with GM8 out there, so is Squid And Let Die.
There’s quite a bit more I want to tinker with on the game, but as a game it’s as done as it’s going to be. It’s based incredibly loosely on Transversion by Christian Urquhart (a game remade more faithfully a number of times, my favourite version is Caff’s though) only it’s infinitely more hateful.
I designed it roughly around the concept that there is no safety. There’s nowhere to hide on the board from the guns and in order to get a good score, you must put yourself in danger. It’s not about rewarding the player for good play, or slapping them on the backs or any of the other things I’m currently exploring with the SYNSO sequel, it’s about constantly ensuring that the next step could lead to death and staving that off as long as possible whilst trying to maximise your score in the process.
You only have the one life (I know, that’s getting predictable with me isn’t it?) and the game will take it off you without a thought. There’s some gems you have to clear to make it onto the next board. Gems degrade with time, so the longer you take to collect them, the lower your score will be. Collecting “lines” of gems will go towards your bonus. I’m going to let you work out how the bonus works for yourself though, needless to say, plummeting yourself into more precarious positions is where the scores are.
It’s not an easy game, by any means.
The soundtrack is by Gordon King and myself and the game over messages are from Digitiser (sort of). Playing with a keyboard is recommended. There is joystick support but it’s really not suited to analogue sticks and you’ll only be making it infinitely harder for yourself. Major thanks to Farbs who provided the inspiration for the score multiplier, it wasn’t quite what he intended but hey, that’s me all over. And a big thank you to Rico for brutally honest and wonderful feedback.
And the stuff I’m going to tweak? Well, I’m working on making the game the most configurable I’ve done yet. I’ve punted it out there partially to find out where I need to prioritise on this (I’d rather tackle it in chunks) and partially to draw a line under the actual game part.
You can grab it at Bagfull Of Wrong and please, donate if you enjoy the game. I’m fucking skint.