Posts with ‘Offal’ Tag

Interview: Pixeltruss on Ripple Dot Zero

By: Paul Eres

On: August 19th, 2013

[This is a guest post by Offal.]

From the early arcade to the Dreamcast era, Sega had a stable of first and second-party developers regularly producing vibrant genre-defining games, inventing and reinventing convention. Today that experimental spirit has largely died off, or been dialed down into tame sequels and re-releases of classic titles.

Amateur developers like the Arcane Kids have stepped in to fill the gap, and now Simon Stalenhag and Tommy Salomonsson (collectively Pixeltruss) have released Ripple Dot Zero, their own game in the free-spirited high flying blue skies style.

Ripple Dot Zero is free to play in browser.

We spoke with Pixeltruss to discuss the history, release, and future of the project. It’s a long one! Interview past the break.


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Preview: Hiversaires

By: Paul Eres

On: April 4th, 2013

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.

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The Real Texas

By: Paul Eres

On: June 16th, 2012

[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.

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Swift Stitch

By: Paul Eres

On: January 11th, 2012

[This is a guest article by Offal, a review/analysis of Sophie Houlden’s Swift Stitch. She’s also the developer of The Linear RPG, BOXGAME, and many others.]

 

Dissecting Swift☆Stitch

 

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.


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