4 ms·
Each in-game particle ('pixel') has its own physics and interactions with other particles. There are other games which did this before Noita, but none of them h
by ewired 6y ago
Each in-game particle ('pixel') has its own physics and interactions with other particles. There are other games which did this before Noita, but none of them have the same depth or gameplay. The other major "falling sand" games are just sandboxes.
One of the earliest games (a Java applet) was somehow made to work in HTML5: https://dan-ball.jp/en/javagame/dust2/ https://dan-ball.jp/en/javagame/dust2/
This is the most feature-rich falling sand sandbox game with built-in Lua scripting: https://powdertoy.co.uk https://powdertoy.co.uk (their website appears to be down)
- ent 6y agoThere was actually a whole genre of action games in the Finnish indie game scene in the 90's, cave flying games (luolalentelypelit) that usually had similar physics from which Noita (Finnish for witch) clearly draws inspiration from. Although most of the cave flying games were from the dos era, probably the most famous one, wings, had a "new" version [1] made that runs on windows and linux. [1] http://www.wings2.net/ http://www.wings2.net/
- httpsterio 6y agoAnd now akumusa is playing in my head, kiitti vaan.
- rzzzt 6y agoCortex Command also had per-pixel destructible terrain: https://en.wikipedia.org/wiki/Cortex_Command https://en.wikipedia.org/wiki/Cortex_Command Also, Liero/NiL might fit the bill, as the game involved extensive digging (more so than in eg. Worms): https://en.wikipedia.org/wiki/Liero https://en.wikipedia.org/wiki/Liero
- winrid 6y agoIf you want to have fun with the first one, add some sand, a vine, some fire, and then add a fan (bottom left).