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 a guest post from Offal]
Developer Calvin French has released long awaited action-adventure game The Real Texas,
presently purchasable at a discounted early-release price. In the game, you follow the story of a vacationing cowboy who finds himself on an unexpected journey in a land full of strange happenings and peculiar personalities. You solve puzzles and explore the boundaries of a well developed overworld, and the deep challenging dungeons that lie beneath.
You might be forgiven if at first glance you were to confuse Sophie Houlden’s recently released Swift Stitch for a video game out of another decade. Utilizing the Unity3D game engine, Sophie has created an ostensibly 2D game, though one that hews closer artistically to the legacy of early vector displays than the more prolific blocky bitmap art that followed. The slick mathematical aesthetic, the palette of black, white, and bright flickering neons, and the bare-minimum control method may seem otherworldly amongst today’s fare. On deeper examination however, you may discover that Swift Stitch is a game firmly rooted in the present, taking a unique approach in addressing several modern game design paradigms.
In play, Swift Stitch bears significant resemblance to the bit Generations (or more recently, ArtStyle) games. Roughly similar to various entries in the arty Skip Ltd. developed series, Swift Stitch presents the player with minimal visual and aural feedback, tightening the gap between stimulus and player reaction. When successful, this kind of game induces a unique head-space that makes every lesson learned by failure and every small triumph feel sublime.