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Project Spikes is a physics-based platformer in which the player needs to solve a series of creative physical puzzles to progress. As a physics game, the puzzles will include the use of the Force Gun, which enables you to pick up and drag objects around the level, including laser turrets and special cubes. As a platformer, it will test your platforming skills with moving and rotating platforms, disappearing ledges, and good old jumping puzzles.

Right now, you can download all game updates right here on Indie DB on the Downloads page, and if you have any comments, ideas or bugs, you can leave a comment on this page, on the Indie DB forum page above, or on my blog.

Current features
Force Gun - This is the main piece of kit you'll be using. It enables you to pick up many objects in the game, mainly laser turrets and cubes. Those objects can then be used to trigger stuff like moving platforms.

Laser Turrets - These cool little turrets come in two varieties, one with a fiery red beam and the other with a soothing blue beam. The blue version is friendly, and you can use these turrets to activate laser receivers. The red ones, however, will try to kill you, unless you find a way of disposing of them.

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Time for another update! To kick this one off, I'll introduce a new feature: fields!

Project Spikes Update #5 - Images
My laser arrays are much purpler than yours.


The red laser fields harm the player, while the purple ones destroy physics objects such as cubes and turrets. When the player goes through a red field, you die instantly too, so it's probably best not to let that happen. These new fields are ripped from the old project mostly, but with a new appearance and a bit of new functionality, both of which slot nicely into the other game features (it's lasers all around here). There's also another tweak to lasers - I refer you to an image from last update:

Project Spikes Update #4 - Images
Entanglement. I ain't having no quantum physics going on here!

As you can see, the laser beams don't line up correctly and look like something MC Escher would draw. But I've changed the lasers to use a different shader, so they're less solid-looking than before, and render correctly, giving a more subtle look. Talking about tweaks, the Force Gun provides force in a different way than before, in that it doesn't really apply a force, it provides an impulsive... well, force I guess. Physics nerds will probably understand the difference, but for the average Joe, that just means the movement of objects is a bit more instant.
To accommodate the fields, I've split Tutorial 2 into two, and tweaked them a bit, so there's basically a new tutorial level to stop the tutorial feeling like an avalanche of features and instructions.

Project Spikes Update #5 - Images
Things are starting to look a lot more colourful!

In the background are the red fields that kill you. You'll also see part of a TV screen at the top of the tower - remember back in the real early version of the new project, when screenshots were added? You could press F5 to take a screenshot, and it would render the image to a screen in the level. That's been added back, but this time the screens have a simple model. Every tutorial level has at least one screen, so you can see your last screenshot whenever you want.
I'm also partway done with the turret texturing job, which is taking much longer than anticipated. I've tweaked the angry turret face, and made one for destroyed angry turrets.

Project Spikes Update #5 - Images
No, Steve, noooo! I'll get revenge for you!

Next update is going to be a big texturing/modelling update, because I've been putting off replacing placeholders for a long time (the Force Gun springs to mind, however hilarious it is). You can find the update on the downloads page once it's uploaded/authorised, so have fun playing! Don't forget, this update contains all the features I mentioned back in the Update #4 post, including better turret collision and different textures on cubes based on how damaged they are.
-Daniel

Project Spikes Update #4 - Improving Physics

Project Spikes Update #4 - Improving Physics

News 0 comments

This past week, I've been vastly improving lasers and cubes, and I added comically angry faces to laser turrets. Who can argue with that?

Project Spikes Update #3 - Angry Lasers

Project Spikes Update #3 - Angry Lasers

News 0 comments

The third update for Project Spikes features an evil version of the laser turret, a wall-mounted laser, cube spawners and improved cube detectors, plus...

Dev Blog #2: Laser Lovin'

Dev Blog #2: Laser Lovin'

News 0 comments

Another new update, featuring laser turrets, better pipes and ladders, and a couple more improvements!

Dev Blog #1: Rebooting and Restarting

Dev Blog #1: Rebooting and Restarting

News 0 comments

Project Spikes has had a reboot over the last couple of months, overhauling a lot of the scripts and bringing a fresh new approach to its development...

RSS feed Files
Project Spikes Update #5 Linux

Project Spikes Update #5 Linux

Patch 0 comments

Update #5 for Project Spikes on Linux. You'll need something able to unzip 7z folders to uncompress the folder.

Project Spikes Update #5 Windows 64-bit

Project Spikes Update #5 Windows 64-bit

Patch 0 comments

Update #5 for Project Spikes on 64-bit Windows. You'll need something able to unzip 7z folders to uncompress the folder.

Project Spikes Update #5 Mac

Project Spikes Update #5 Mac

Patch 0 comments

Update #5 for Project Spikes on Mac. You'll need something able to unzip 7z folders to uncompress the folder.

Project Spikes Update #5 Windows 32-bit

Project Spikes Update #5 Windows 32-bit

Patch 3 comments

Update #5 for Project Spikes on 32-bit Windows. You'll need something able to unzip 7z folders to uncompress the folder.

Project Spikes Update #3 Linux

Project Spikes Update #3 Linux

Demo 0 comments

The third update for Project Spikes for Linux. Just unzip the folder and the game stuff is in there.

Project Spikes Update #3 Mac

Project Spikes Update #3 Mac

Demo 0 comments

The third update for Project Spikes for Mac. Just unzip the folder and the game stuff is in there.

Comments  (0 - 10 of 31)
NateBravender
NateBravender

hahaha yeah, that sounds about right. Oh, hey, the update was very cool, it added some cool touches. I probably played the entire game over about five times. *SO* fun. :D

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danielthenerdyguy Creator
danielthenerdyguy

Nice, glad to hear you liked it so much :D I hope I can make next update a relatively big one, I'm going to try and work on the textures and models more than anything. Also, remember you can press F4 to disable the HUD if you want to take screenshots, might be helpful for written reviews :)

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NateBravender
NateBravender

the script is written and I'm recording it now. Sorry once again for the inconveniences and delays. :D

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danielthenerdyguy Creator
danielthenerdyguy

Oh awesome, I can't wait to see how it turns out! No worries, it's finally happening :D

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NateBravender
NateBravender

it's very funny though, dry humor, it kind of reminds me of portal in a way XD

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danielthenerdyguy Creator
danielthenerdyguy

Yeah, I've heard that from a few people so far, it must be because the voice-over (or, text-over?) guy keeps trying to murder you. He loves you really, he'd just love you more as a corpse :)

Reply Good karma+1 vote
NateBravender
NateBravender

It's great, thanks! I will let you know when it's done, and it will probably be the five minute review so yeah! we're all happy XD

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danielthenerdyguy Creator
danielthenerdyguy

Awesome, it's just the same logo as the start menu haha. Cool, I really look forward to seeing how it goes, thanks :D

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NateBravender
NateBravender

All I have in my apartment as of right now XD -> I.imgur.com

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danielthenerdyguy Creator
danielthenerdyguy

Well. That's pretty bare, and my game hasn't been released for the floor yet, so I guess the video will have to wait :D

Reply Good karma+2 votes
NateBravender
NateBravender

yeah sorry XD

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danielthenerdyguy Creator
danielthenerdyguy

Ah it's fine, I look forward to watching the review through :)

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Project Spikes
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Latest tweets from @daniel_ilett, @projectspikes

Also, the replay button on YouTube is broken somehow. It replays the video but keeps the autoplay bullshit up, then skips to the next video.

Jul 24 2016 by daniel_ilett

Huh, well I just passed 1000 Tweets today. Neat. I should've made some horrible pun to commemorate such an event, but eh.

Jul 24 2016 by daniel_ilett

Battling gyms in Pokemon Go: tap, tap, tappa, tap, tap, tappa, tap, tap, tap, tap, tappa, tappa, tap, tap, spammy, spam, spam, tap.

Jul 24 2016 by daniel_ilett

They looked really enthusiastic about the game. It's pretty great that it's got people outside and exploring like this.

Jul 24 2016 by daniel_ilett

A couple of kids just saw me on my phone, came up to me and asked if I play Pokémon Go, then pointed me to a nearby Pokestop.

Jul 24 2016 by daniel_ilett

I'm pretty sure I have fewer programs that need those redistributables than I have redistributables.

Jul 19 2016 by daniel_ilett

Now I've had it a few days and I have a thousand 'Microsoft Visual C++ 20xx Redistributable' entries. It's a bit greedy like that.

Jul 19 2016 by daniel_ilett

It was so nice looking at Programs and Features on a brand new rig and it being entirely empty, no entries.

Jul 19 2016 by daniel_ilett

Managed to capture a gym on the outskirts of Spalding with a 300-ish CP Raticate. Also avoided sunburn somehow.

Jul 19 2016 by daniel_ilett

I walked 8km today catching Pokemon (well, not just to catch Pokemon, I was going to walk at least 7km anyway).

Jul 19 2016 by daniel_ilett

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