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Captain Comic II: Fractured Reality (PC, 1990) - WIP

Captain Comic II: Fractured Reality (PC, 1990) - WIP

Other: Hub areas (space station, temple), Limited inventory (persistent items), Sub areas don't connect to each other?, Can exit sub areas where you entered them (single entry point?)

Save feature (one slot per game?)
​Much harder than the first and you can get permanently stuck
Mostly linear (need to do all sub areas but one in a specific order - magic, ice, techno, nature, time, dreams)
Some new tools (pickaxe - breaks certain objects and walls, jetpack - fuel-based, wand that transforms items)
​Lives system
Power ups are placed in the inventory instead of used if you have a full stock of that resource
​Consumables such as jetpack fuel don't respawn
​​About 3x as big as the original
Some hidden doors and blocks


Retrospective



Influenced by:  Probably Metroid, possibly Lunar Jetman or Exile


Influenced:

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