Preview: Frozen Endzone

By: Derek Yu

On: March 21st, 2013

Frozen Endzone, by Mode 7 Games

Mode 7 Games have announced that they’re currently working on Frozen Endzone, a spiritual sequel to their innovative tactics game Frozen Synapse. Endzone applies the “simultaneous turn-based” tactics that were developed for Synapse to a futuristic sports game. Players will square off against one another in a randomly-generated arena and attempt to score points by bringing the ball into their opponent’s endzone.

The game is slated for a 2014 release on PC.

Steam Greenlight: Frozen Endzone

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Pre-Alpha Teaser: Darkwood

By: Alehkhs

On: March 7th, 2013

The three-person indie studio, Acid Wizard, has released a gameplay teaser for their current survival-horror project, Darkwood.

Billed as a “top-down, oldschool survival horror set in a procedurally generated open world, with RPG and roguelike elements,” where players must explore the dark forest surrounding their cabin and defend against the terrors of the night, Darkwood sounds like a project to follow. As the trailer shows, Acid Wizard certainly knows how to do atmosphere, and the gameplay itself strikes me as a top-down mix between Project Zomboid and Alan Wake. A great first impression, to be sure, and I’ll certainly be keeping tabs on this project as it goes forward.

The Making of Retro City Rampage’s 8-bit Prototype

By: Derek Yu

On: February 28th, 2013

This is an great video by Brian Provinciano explaining how he developed the NES prototype that eventually became Retro City Rampage (available now on XBLA, PSN, WiiWare, and Steam). In the video, Brian shares tons of insights into the constraints of NES hardware and the heroic effort to make a complex game for it. It’s a must-watch for fans of homebrew.

Here’s a link to NESHLA, the NES assembler that he wrote for the prototype.

Driftmoon

By: Derek Yu

On: February 26th, 2013

Driftmoon

After 7 years of development, Ville and Anne Mönkkönen have released Driftmoon, an adventure/role-playing game set in a charming and colorful fantasy world. The game comes with development tools that you can use to create and share mods. Also, a large demo is available to try out and includes the full editor.

You might remember Ville as the creator of the survival game Notrium from 2003.

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Jelly no Puzzle

By: ithamore

On: February 23rd, 2013

Jelly no Puzzle

Jelly no Puzzle is the latest difficult puzzle game from Qrostar. It shares some similarities with his earlier Hanano Puzzle but has enough changes in the gameplay to make it a new challenge.  Mainly, the jelly blocks push each other instead of being switchable.

Qrostar is still making tweaks to the game before finalizing it, but I found the current version very playable. The latest improvement-in-progress should help to compensate for colorblindness through adjustments made to the color values. So, if you have something to report or a comment to share with him, you can head over to his diary to post it. That’s also were you can find a link to download alternate versions of levels 38, 39 and 40 that were replaced during development.

UnReal World is Now Free

By: Derek Yu

On: February 22nd, 2013

UnReal World, by Sami Maaranen

The cult classic survival roguelike UnReal World is now donationware as of version 3.16. Creator Sami Maaranen cites faster releases as the reason for the switch, saying “massive AI, end-game and graphics improvements are underway and I’d like to keep releasing new versions whenever substantial new features are up and running”. People who already own a full license to the game are still entitled to free updates should it ever revert back to a paid scheme (a possibility that Maaranen acknowledges).

Although it’s a lesser-known roguelike, UnReal World has garnered a cult following for its complex combat and survival systems, as well as its unique portrayal of Finnish history and mythology. Unlike many dungeon crawlers, UW is extremely open-ended, allowing the player to play a number of non-combat roles such as hunter, hermit, fisherman, or trader. More often than not, the elements are your worst enemy, and understanding how to survive in an Iron Age Finnish wilderness is one of the game’s major challenges.

Trailer: The Witness

By: Derek Yu

On: February 20th, 2013

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.

Kickstart This: Dreamfall Chapters

By: Derek Yu

On: February 18th, 2013

Dreamfall, by Red Thread Games

The Longest Journey creator Ragnar Tørnquist is kickstarting Dreamfall Chapters, the third game in the popular adventure series and the conclusion to the story of Zoë Castillo. Six years after the release of Dreamfall, Tørnquist is bringing back that game’s core team to develop this third chapter independently through his new studio, Red Thread Games. The Kickstarter has already reached its goal of $850,000, but fans may want to earn the project’s rewards or support its stretch goals.

Since hitting its $900,000 stretch goal, Dreamfall Chapters will be released on Mac and Linux, as well as PC. The currently-slated release date is in November, 2014.

Antichamber

By: Derek Yu

On: February 11th, 2013

Antichamber, by Alexander Bruce

It’s maybe easiest to compare Antichamber to Portal, but it actually reminds me more of The Manhole, an old children’s adventure game where a boat ride down a river might take you into the teacup of a character you were chatting with earlier. Like that game, Antichamber is constantly subverting your expectations about what is possible, especially with regards to physical space, and gives you a relatively large amount of freedom to explore its interconnected world. However, whereas The Manhole was goalless and sometimes completely random, Antichamber has a logic behind it – a method to its madness – that makes it such an interesting puzzler (and a technical marvel, as well).

There’s no story to speak of in the game and barely even any text. Instead, proverbs are found on posters as you play, encouraging outside and inside the box thinking in life and acting as simple metaphors for the game’s puzzles. Antichamber is almost self-referential in this sense, since, according to its press page, the development got its start 7 years ago through “a series of naive programming mistakes” made by its creator, Alexander Bruce. And just as Bruce must have undoubtedly felt surprised, frustrated, and ultimately elated during his development of the game, so should fans of puzzle games that end up playing this terrific title.

Skulls of the Shogun

By: Derek Yu

On: January 30th, 2013

Skulls of the Shogun, by 17-Bit

Skulls of the Shogun was released today on XBLA and Windows 8/Surface/Phone. Inspired by fast-paced tactics titles like Advance Wars and Fire Emblem, Skulls promises relatively deep and engaging decision-making based around a simple ruleset and a limited number of units (7 total, including the singular General unit). Also, the game eschews grid-based, menu-based movement – instead, players move their units within a circle that represents the maximum distance they can travel each turn.

On top of a “15-hour” singleplayer campaign and hotseat local multiplayer, Skulls of the Shogun also offers an online multiplayer mode can be played between platforms.

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