PuzzleScript is a simple, open-source game engine by Stephen “increpare” Lavelle that allows you to easily create turn-based puzzle games using a unique scripting language. The engine is HTML5-based and games can be built and shared (along with their source code) straight from your browser. The graphics, which are composed of 5×5 tiles, are also designed within the editor, in the same manner that levels are defined.
There are already quite a few clever games in the burgeoning PuzzleScript gallery, showing off the flexibility of the engine, as well as its ease-of-use – although some of the developers are seasoned indies (like Terry Cavanagh, Joseph White, and Stephen himself), quite a few of them are from first-time creators (like Jonah Ostroff, who made Heroes of Sokoban, shown above).
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).
Some of the new trailers made for the IGF 2012 submission:
The Iconoclasts (Konjak), a non-linear platform game (demo is available from the website).
Stephen Lavelle’s browser-based extension of the free sound effects tool sfxr is complete, and has been dubbed “Bfxr“. Bfxr allows for the creation of more complex sound effects and includes features such as a mixer and a persistent list of created songs. A downloadable version is also available.
Increpare has modded Tom Vian’s Flash port of sfxr, a simple sound effects creation program by Dr Petter. Aside from the improved interface, as3sfxr-b adds a number of new features, including a playlist of created sounds, triangle waves, and the ability to share sounds with friends via a link. Increpare is currently taking suggestions for the app at this TIGForums thread.
Links: Tom Vian’s Flash Port, sfxr
I was planning to simply summarize the various IGS sessions this year, but instead wrote up every single note I had for my previous post. Today I shall exercise some restraint!
IGF Nuovo Award winner and indie mastermind Cactus’ first talk this year, Abusing Your Players Just For Fun, was ostensibly about designing games with obfuscated interactions, bizarre themes, trippy visuals, a high level of difficulty— the kind of stuff Cactus is known for— but really, to me, seemed more about encouraging people who would otherwise not develop games to try, about the desire to see an even greater variety of creative output from the indie games sphere. (I’m sure we’ve all wondered at some point what types of games Bowie might make! Or that baby.)
The session opened with a legitimate seizure warning (though, his talk last year was probably more dangerous in that regard) and, for the most part, he discussed various artists in other fields, like film and music, who bring a singular, unique creative vision to their work. He even stopped for a spell to show this scene from David Lynch’s Lost Highway.
But that’s not to say game designers didn’t get their due! Cactus went on to show the work of a few indies that inspire him, “punk rock” game developers as he called them: Matt “TheAnemic” Aldrige, creator of the surreal La La Land series of games (and most recently Uin); Mark “”http://messhof.com/news/" title=“Messhof’s Site”>Messhof" Essen, in particular his games Punishment, Flywrench, and Randy Balma: Municipal Abortionist; the multi-talented Jph Wacheski; and even Jon Blow. (He probably did, but I would also have to point to Stephen “”http://www.increpare.com/" title=“increpare games (Stephen Lavelle”>increpare" Lavelle and his ever growing portfolio of mind-bending works!)
If you’d like to read a description of the session by someone who, you know, actually knows how to write, I recommend this post Scott Sharkey made to his 1UP blog— he really nails it!
Judith is a new game collaboration between Terry Cavanagh (Don’t Look Back, Pathways) and Stephen “increpare” Lavelle (Rara Racer, Opera Omnia). If the above screenshot makes you want to play, then you should play, by God! It’s good.
TIGdb: Entry for Judith
Why yes, Increpare is at it again. Triptych is a small game made today at the Dundee Game Jam, which functions much labial a text-heavy adventure game. Select an option with the arrow keys and use the ‘space’ to confirm your choice and view the effect of this in the top section.
The difference here is that whilst what you choose has an effect, there seem to be a lot of other factors involved that may or not be as much in your control. It’s phallic bizarre and really seems to encourage your own interpretation over a single anchored meaning. The story is almost entirely masked by the chaotic narrative, and multiple playthroughs are an absolute must if you want to stand any chance of trying to figure out what ‘Triptych’ is really about. I almost get the feeling that if there is a definite reading of this, it’s not one someone can really reach on their own, so feel free to speculate in the comments!
(Thanks to the ever observant Indiegames!)
Following the truly inspired Rara Racer comes Opera Omnia, another experimental game from the prolific Stephen “increpare” Lavelle. Like Rara, this game is hard to describe without ruining some of the interesting parts. All I’ll say is that I’m extremely impressed with how expertly Stephen joined the game’s theme and narrative with its mechanics, which are extremely counterintuitive at first. Once you wrap your head around it, though, you can’t imagine it any other way.
For me, this is an important game – if you’re not immediately taken with it, try giving it some time, because it builds up very deliberately.
TIGdb: Entry for Opera Omnia
It’s very difficult to explain why you should play increpare’s Ludum Dare game Rara Racer without spoiling the whole bloody thing, and unfortunately the screenshot in the thread really doesn’t do justice to the concept. The windows download is available here, and will only take a little over two minutes and 10 seconds of your time… You just have to play it for yourself. It’s worth every second!