In the "force" levels, special motes ("Attractors") influence other motes with a force similar to gravitation. Variations on this theme involve, for instance, starting the game as a very small mote surrounded by many larger, fast moving motes, or the presence of "antimatter" motes which shrink normal motes during collision no matter which one was originally bigger, or starting the game stuck in a huge, densely packed area with a large number of other motes without much space to move about and having to nudge other motes out of the way by ejecting mass at them. In the "ambient" levels, the player's mote typically floats in a large area surrounded by inactive motes, and must become the largest or simply very large. Hunting them typically involves absorbing as many inactive motes as possible before chasing down the active ones with the extra mass one has gained. There are three different "zones" of levels in Osmos: In the "sentient" levels, the goal is to prevail over active motes of various types that hunt and absorb other motes, including the player. Due to conservation of momentum, this results in the player's mote moving away from the expelled mass, but also in one's own mote shrinking. Changing course is done by expelling mass. Motes smaller than the player are blue, while motes bigger than the player are red. Colliding with a mote larger than the player will cause the player to be absorbed, resulting in a game over. The aim of the game is to propel oneself, a single-celled organism ("Mote"), into other smaller motes to absorb them. The goal of most levels is to absorb enough motes to become the largest on the level.
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