This is a guest post by offal.
After years of releasing engaging short-form games, prolific digital artist Aliceffekt is nearing completion of his first independent commercial project, Hiversaires, for iOS. Committing himself to full time development at the beginning of February, Aliceffekt has worked solo on the game, handling design, code, art, and music.
This is the first official trailer for The Witness, a first-person puzzle game by Jonathan Blow and his new team. It was shown today at a Sony press event where they unveiled the PS4, the only console that the game will launch on. The other two launch platforms for The Witness are PC and iOS.
Avernum: Escape From the Pit is a remake of Avernum (1999), which itself is a remake of Exile: Escape From the Pit (1995), Spiderweb Software’s very first RPG. Built on their latest game engine, Avernum: EFTP retains the original’s storyline and environments, but revamps the graphics, interface, and certain game systems. On top of that, it adds some new characters and areas to explore.
The game is available for Mac, Windows, and iPad.
TIGdb: Entry for Spiderweb Software
The teaser trailer for Warballoon Games’ Star Command has landed, giving us a glimpse into the fantastic pixel art of their upcoming spaceship-management game.
Star Command allows players to take control of a starship in humanities distant future. Players build their ship, staff and manage their crew, explore the galaxy, battle other species, discover far off worlds and attempt to control the universe.
The game is scheduled to launch this summer on iOS and Android devices, but the developers have plans for a future, “Ultimate” PC version as well, which would include “all the campaigns, all the expansions, [and] possible multiplayer.” I can not wait!
I’m not too in touch with the mobile market (see what I unintentionally did there?), but here are a handful of recent iOS releases that caught my eye:
Super Crate Box iOS – Vlambeer’s popular action game has made its way to iDevices. I’m pretty impressed with how they handled the controls, especially after the 1.1 update. It treats the buttons almost like they’re sliders, and once you get used to it, 90% of the deaths feel like your fault. The screen even scrolls to let you see crates that might be hiding under your fingers.
Fingle – An IGF Best Mobile Game finalist, Fingle plays kind of like Twister for your phalanges. A neat idea that should make for some steamy family gatherings!
Puzzlejuice – Asher Vollmer’s new puzzle game combines Tetris with match-3 and Boggle, and apparently those pieces fit together quite well (I swear I’m not doing this on purpose). Creating rows will turn the squares into letters, which can then be connected into words to make the blocks disappear. Multipliers are granted for spelling, but can also be extended by matching colors and making more letters.
A cool concept in and of itself, but the execution is what drives it home. A slick magnifying window pops up as you’re spelling words and overall, the interface feels very polished. Art direction by Greg Wohlwend (Solipskier) is as good as expected. (EDIT: You should also check out the soundtrack, by Jimmy Hinson. Had my audio turned down, so I didn’t realize how nice it is.)
The iPad version of Windosill was released earlier this month and adds a sketchbook gallery, level select, and “translucent mode” that lets you see how each level is put together (although you can’t tell from a screenshot, many of the objects in the game are 3d polygons). The original game, which can be played in your browser or as a download from Steam, came out in ’09.
The brainchild of Patrick Walker, Windosill takes you through 11 simple puzzle rooms. The game is criminally short, but nonetheless quite enjoyable. The toy truck that leads the way is perhaps a hint about how to best play it – by not only solving the puzzles but also goofing around with the fanciful, abstract dioramas that make up each room.
The browser version is free up until the halfway point. It’s currently on sale for about $1 on Steam.
TIGdb: Entry for Windosill
Stephen “increpare” Lavelle has released English Country Tune, the latest of his many mind-expanding video game projects, but also his first commercial release. In ECT, the player controls a flat panel that can flip itself onto adjacent tiles in 3d space. The goal of the early levels is to flip “larva” into glowing cubes. The larva will “fall” according to the direction that they were flipped, introducing you to the spatial nature of ECT’s puzzles. As you advance to later levels, you’ll encounter new goals and obstacles (watch the trailer below for a sneak peak at some of those).
Suffice to say, if you like unique and challenging puzzlers, you should check this one out – a demo that covers the first couple of worlds is available from the website (full version $10).
Legend of Grimrock developer Almost Human has announced that their upcoming dungeon crawl is now in beta, meaning “that every feature, all enemies and all levels that are going to be in the final game are now in place, and we can now fully concentrate on polishing and balancing the game and fixing bugs until everything is perfect”. The release date has been pushed to some time next year, however.
This is a trailer for Amanita Design’s Botanicula, a point n’ click adventure about five little creatures trying to rescue their home from evil parasites. The game is slated for an early 2012 release.
The trailer coincides with an announcement that the Czech studio is also working on the third game in the Samorost series. Additionally, their last game, Machinarium, is now available for iPad 2.
TIGdb: Entry for Amanita Design
Dropped into a randomly-generated maze reminiscent of the classic Pac-Man, players new to Forget-Me-Not will happily gobble “flowers” and shoot enemies for a few minutes before all manner of wacky creatures begin warping in – bombs, centipedes, replicating diamonds, etc. The enemies are not only harmful to the player, but also damage each other and the maze freely, adding to the chaotic feeling of the game. They can also rob you of the key, an important item that lets you unlock the level’s exit door and protects you from killing yourself with your own bullets as they pass from one side of the screen to the other (nothing’s worse than realizing you’re shooting yourself in the butt because some random beastie nabbed the key). Eventually, the screen goes black except for a small area around your character and a ghost chases you around until you get the heck out or die.