Last Update: 2/4/08
Glow
The player is charged with the task of retrieving data on a biological weapon from the site of a major test failure. Assisted by military allies, the player will adapt his character to survive the environment and upgrade with larger weapons and improved strategy.
It features a unique shader-driven art style and a streamlined play interface that will seem familiar to enthusiasts of Robotron and Tri-Stat-based game players.
It features a unique shader-driven art style and a streamlined play interface that will seem familiar to enthusiasts of Robotron and Tri-Stat-based game players.
Publisher: None/Unknown
About Glow
Glow is my first attempt to create a game with a semi-pro level of polish. Hopefully I've succeeded.
Recently, I've released the 1.3 update, which adds mouselook, makes the end of the game more obvious, and fixes a handful of other bugs. It makes it much closer to the game I originally envisioned.
I developed it over the course of six months part-time, using OpenGL, SDL and C++. It runs on Windows and the Mac, and I've built a Linux port before but have received no demand to upload it.
Some of the features of Glow:Survival mode
Many different kinds of weapons, from simple pistols to lightning-spewing chainguns
Unlockable weapons and mini-games (after beating the main storyline once)
Unlockable "New Game+" mode (after beating the main storyline once)
Can upgrade character in three ways: speed, accuracy/damage, or damage resistance (strength).
A variety of ruthless enemies who are difficult to outwit.
Some of the things you may have missed your first run through the game:Secrets -- there's tons of weapons stuffed into corners, and there's even a few hidden conversations and tips (if you leave the auto-tip feature on).
Survival mode -- It's surprisingly difficult. Try to survive for more than five minutes to get the full roster of vicious baddies.
The minimap in the inventory screen (ESC)
The "flavour text" in the inventory screen that adds background information about the world.
Taking five black 'derms at once and rushing a pack of giant zombies in the last mission.
Hunters are super-vulnerable to electric weapons like the van de Graaf pistol.
Recently, I've released the 1.3 update, which adds mouselook, makes the end of the game more obvious, and fixes a handful of other bugs. It makes it much closer to the game I originally envisioned.
I developed it over the course of six months part-time, using OpenGL, SDL and C++. It runs on Windows and the Mac, and I've built a Linux port before but have received no demand to upload it.
Some of the features of Glow:
Some of the things you may have missed your first run through the game:











