Puzzle based modification for Source engine. Two world dimensions + two timelines, simple but unusual game mechanics.

Requirements: Windows, Steam, Source SDK Base 2007 (comes with any Valve game, including free-to-play TF2)

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A screenshot from upcoming tech demo. A screenshot from upcoming tech demo. A screenshot from upcoming tech demo.
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12 comments by R_Yell on Oct 5th, 2011

This is all... for the moment. I tried to get you a polished and clean final release. Thank you all for the feedback and help received, too few for my needs but useful in any case.

Regarding bug department, a couple of serious bugs have been fixed: energy balls not able to hit bot instances and a player speed decrease after reload. Pretty nasty ones yeah, should be all fine now.

There are some new features too. First one is stats tracking. Getting along with puzzle game development is pretty hard if you have no precise data to improve the player experience. Therefore, I implemented a simple system which collects variables like time spent in each puzzle, reload amount, instance switches, deaths, etc. Then it gets emailed back to me, I plan to create some statistical data based on it. If results are meaningful, I'll share them with all of you.

There also was needed something I call ‘gel door'. It is a new multipurpose object that separates physically rooms, or different areas of each room. Only specific classes can go through each gel door, so player knows which bot class is meant to get you out of a room. This device also prevents any object to be carried away. Visual contact isn't possible through the gel door either.

Most levels have been reworked, partially or totally in some cases. I'm aiming for a better learning curve and higher coherency among puzzles. A new kind of puzzle is also introduced: the dual maze. As some sort of sadistic last challenge, player must get out of a very special labyrinth. Part of the complexity is it shifts around you because your own moves transform it dynamically. It's so complex and confusing that I created this video, I get lost around the middle for a bit ^^ This isn't the only solution, by the way.

There could be a final post describing my experience with the tech demo if I see it fits somehow. For the moment that's all I can offer, hope you enjoy it and please don't stop mentioning the old videos looked much better than this. I couldn't live without it :p

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Tech demo 0.3 (final)

Tech demo 0.3 (final)

Oct 5, 2011 Demo 1 comment

Requirements: a computer capable of running Source engine games, Source SDK Base 2007. If installer doesn't work as supposed, uncompress it manually to...

Post comment Comments  (140 - 148 of 148)
S-7351_94 Jan 18 2010, 8:02pm says:

i love the look of it
jello = awesome
awesome = :D
:D = track

+1 vote     reply to comment
Ryswick17 Jan 18 2010, 7:29pm says:


+1 vote     reply to comment
Croco15 Jan 17 2010, 10:42pm says:

Looks cool.

+1 vote     reply to comment
Rukus_ Jan 17 2010, 1:31pm says:

Loving that jello in the source engine, how did you pull that off? Did you just use the physical properties of the Half Life 2 Matress?

+1 vote     reply to comment
R_Yell Creator
R_Yell Jan 17 2010, 2:11pm replied:

I'm actually surprised the engine simulates it so well. It's a ragdoll, similar to the mattress yes.

+2 votes   reply to comment
R_Yell Creator
R_Yell Jan 17 2010, 12:44pm says:

Thanks to all watchers and sorry for showing this weird teaser heheh. It's some sort of initiation. It isn't like this is the best thing I got just I'm trying to follow an order.

+2 votes   reply to comment
Murdouken Jan 17 2010, 9:00am says:

Sounds very good, but difficult to pull off.

I wish you the best of luck, and I'm now watching.

+1 vote     reply to comment
just_call_me_G Jan 17 2010, 5:12am says:

Weird teaser Oo

+3 votes     reply to comment
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Released Aug 25, 2011
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Puzzle Compilation
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