I-Fluid
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In I-Fluid the player controls a tiny drop of water. Watching the environments from its eyes (or rather a camera hovering behind it), everyday objects become hazardous obstacles that need to be avoided, as a mix between Bad Mojo and the many Marble Madness clones . Next to obvious hurdles such as fire, for each object the rate of absorption needs to be determined. Towels, sugar or paper will make the drop slim down causing it to evaporate eventually. Regeneration is provided through humid objects and much like Sonic the Hedgehog collecting scattered rings, after falls or bumping into objects smaller droplets can be gathered to grow in size.
Most of the levels takes place in familiar, everyday locations with plants, food and vegetables. Both the environment and objects are rendered to look as authentic as possible. Another important factor is the physics engine. Jumping on leafs of plants, pushing paper-clips out of the way or sliding down in a bottle cap to ram nuts, the tiny drop has a remarkable strength and can manipulate the environment. Thirsty insects hover around and try to trap the water. Other features include taking control of humid objects, clinging to surfaces, moving around in the dark guided by a firefly and (double)-jumping to reach higher areas. The camera can be freely rotated and offers extensive zoom options.
There are fifteen levels in total with three game modes for each: Mission (regular games), Petals (collect the flower petals) and Time Attack (get the fastest time). In regular missions the objectives are not always clear, but need to be discovered through experiment. Helpful question marks nudge the player in the right direction. All levels can be selected from a central court as a central hub where pipes lead to the different areas.
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- Я — капля - Russian spelling
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I-Fluid
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Contributors to this Entry
Game added by Sciere.
Additional contributors: Klaster_1.
Game added December 9, 2008. Last modified May 24, 2024.