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Geek Culture / Game of the week

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tha_rami
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Posted: 27th Mar 2011 05:40 Edited at: 27th Mar 2011 05:51
Ladies and gentlemen and fellow programmers, yes, you too.

As many of you are aware, I left these forums a while ago. I am still gone, because I'm pretty busy with my work at Vlambeer. But I thought, why not keep The Game Creators a tiny bit more alive by posting there every now and then as basically, this forum has been the hatching ground for many lessons well learned in my life. Of course, I could go and write a billion different things, but I figured instead, I'd write a bit about a game that's really worthwhile. Think of it as a feature. I'm intending to do this every week, to keep my writing skills a bit up to par up until the next NaNoWriMo.

So, these are not reviews or previews. They are just my thoughts about each particular game. I do not hope to value the games I describe with a value, but I hope to highlight some examples of what I believe makes our medium so special.

Of course, feel free to offer ideas, comments or feedback. I won't reply a lot, but I'll definitely read anything that comes along.

In any case, without further ado, I present to you: Game of the Week.

Business guy and developer at [url]www.vlambeer.com[/url] - bringing back arcade since 1956.
tha_rami
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tha_rami
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Posted: 27th Mar 2011 05:43 Edited at: 27th Mar 2011 05:52
#1 – Superbrothers: Swords and Sworcery EP – Capybara Games – < $5 – Apple iOS (iPad only).


http://vimeo.com/20379529

Some games transcend the boundaries we’ve unconsciously defined for them. Swords and Sworcery, in its essence, is an adventure game for Apple’s iOS – currently only for the iPad – although an iPhone version is scheduled to release in April.

What Swords and Sworcery does, however, is take the adventure game and place it in an audiovisual experience that is so overwhelmingly unique, that it might trigger that feeling of awe and wonder that lays at the foundation of a gamers’ love for videogames.

Based around few extremely simple mechanics, the game tells the story of a monk on a woeful errand in which she will wander, battle and solve the mysteries of the little realm of the game. In doing so, she will traverse the boundaries of consciousness, myth and the titular magic that goes by the name of sworcery.

The art in the game is amazingly detailed in all its pixeled simplicity. It is stunning how a deer runs off into the bushes or how a storm gathers strength. As powerful is the beautiful music that accompanies the game – striking the perfect mood and atmosphere, whether it be moody or triumphant, without missing an opportunity to drop ones’ jaw.

The dialogue is absurd, witty and fun, and the game and its cast of characters will have you wondering what is going on for most of the time while still offering a sense of progress and meaning – a balance that any story writer will confirm to be extremely difficult in a story as odd as this one.

Swords and Sworcery takes great advantage of the iPad’s strengths. Using the orientation of the iPad to switch between battle and movement modes, for example, feels fresh and well-designed. The touch-controls are extremely simple and even with the heavier original iPad, feel smooth and direct. With the iPad being an connected device, the game offers the possibility to post fun lines of dialogue or inner monologue to your Twitter feed with the #sworcery hastag to help your friends, share a fun moment or brag about your progress.

Business guy and developer at [url]www.vlambeer.com[/url] - bringing back arcade since 1956.
Darth Kiwi
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Posted: 27th Mar 2011 19:07
It's this kind of game which makes me wish there was a way to play iOS games on a PC

Also - good to see you back, rami!

Secretary of Unknowable Knowledge for the Rock/Dink administration '08
tha_rami
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Posted: 3rd Apr 2011 03:27 Edited at: 3rd Apr 2011 03:40
#2 - Atom Zombie Smasher - Blendo Games - $15 - Windows/Mac/Linux



Trailer

Atom Zombie Smasher is a game about you, set in the 1960's, using the full array of options available as the commander of an orbital station coordinating the response to an outbreak of Zed. If that sounds ridiculous to you, then you got the basic gist of the style. It's a style that is consistently applied to the game and gives it an appealing charm. To really grasp what I'm talking about, check the trailer I linked to earlier.

The game is set on a map in which the player and the computer-controlled Zed alternate turns to earn score. The first party to reach a predefined amount of points wins. The player scores points by controlling territory, evacuating civilians, scientists and by killing Zed. The Zed score points by infecting civilians and by controlling territory. Each player turn, the player selects a territory to evacuate or assault to start actual gameplay.

The gameplay is shown from a topdown point of view, and allows the player to pre-plan the evacuation. The player evaluates the position of the yellow dots (civilians) and positions the helicopter extraction point, the tools available to him and starts the run. Tools available sounds bland, but we're talking anything from infantry to Zed bait and from artillery to orbital strikes here. During the run, the Zed appear as purple points dots, and when they touch a yellow one, it turns purple. The player can control and modify what they're doing to adapt to the situation. Using the tools perfectly, like getting the timing of dynamite and the placement of mines just right, takes trial, tweaking and retries. Since a typical evacuation or run takes a minute or two at most - and since every casualty means a point for the Zed, there is a strong tendency to retry a scenario several times.

What further increases the pressure on the player are the amazing amount of modifiers built in. Each turn has its own modifier, like increased or decreased Zed Speed, or helicopter speed, or tools and units leaving or joining your forces. But the serious modifiers are introduced by scoring an amount of points. The player, for example, will unlock scientist civilians at one point, which, when saved, can unlock powerful weaponry. The Zed, on the other hand, will damage the gas pipelines at some point, causing certain buildings to explode when damaged.

In general, the Zed will start becoming more and more powerful as they capture more territories, and there's little you can do but hold on and desperately push back the increasingly overwhelming numbers. This struggle feels like a classic zombie scenario, but the fun part is that you're actually playing it. The game is difficult without compromises and at some point, looking at the infested world map can end up feeling woefully unfair to the player.

A strong point of the game is its amazing attention to style, something to be expected from the creators of Flotilla and Gravity Bone, the latter of which I'll certainly discuss at some point in the future. In Atom Zombie Smasher, a unit joining your forces looks like a contract and the OK button is the signature field. Clicking the button will cause a signature to appear, and you'll have signed on the new forces. Messages come in with a satisfying morse sounds accompanying them. Your orbital station is actually a zeppelin.

In the end, however, the variation and surprising depth of the game is what makes the game tick. The game doesn't have ever-lasting appeal nor does it aspire to, but it is a reminder of what a consistent and charming style can do and what modifiers -being such tiny changes in the game design- can do for replayability and variation.

Business guy and developer at [url]www.vlambeer.com[/url] - bringing back arcade since 1956.
OutdoorGamer
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Posted: 3rd Apr 2011 05:17
I sent you an e-mail. I would like to talk to you about something.

Quik
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Posted: 3rd Apr 2011 18:39
tried that zombie thing game on steam, however seems badly optimized as even the main menu laggs on my laptop..


[Q]uik, Quiker than most
tha_rami
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Posted: 11th Apr 2011 17:13
Due to the shootings in my hometown last weekend, there was no GotW this week. My apologies.

Business guy and developer at [url]www.vlambeer.com[/url] - bringing back arcade since 1956.
Darth Kiwi
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Posted: 11th Apr 2011 17:57
Woah, what? I hope nobody who you know was hurt.

Secretary of Unknowable Knowledge for the Rock/Dink administration '08
tha_rami
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Posted: 17th Apr 2011 19:57
#3 - Flywrench - Messhof - Freeware - Windows



It is no secret that the simplest mechanics can be the most tormenting ones in terms of mastery, nor that simple lines and circles can be the most effective way to convey things. Flywrench is a testament to the effectiveness of minimalism.

In Flywrench, the player controls their ship by using three manoeuvres - opening their wings, closing their wings or 'freezing'. Using these maneouvres, players can fly and move through the level.

More importantly, each maneouvre changes the color of the ship to a color corresponding with the color of certain obstacles in the world. If the color matches the obstacle when the ship passes through, nothing happens, however, if it doesn't the player dies.

It's simple, so not too many words here, but this is one of the most brutally challenging games I play every now and then.

Business guy and developer at [url]www.vlambeer.com[/url] - bringing back arcade since 1956.
Neuro Fuzzy
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Posted: 18th Apr 2011 12:49


flywrench looks awesome!

That would be fun to code, come to think of it...


Tell me if there's a broken link to images in a thread I post, and I'll fix 'em.
tha_rami
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Posted: 24th Apr 2011 05:05 Edited at: 24th Apr 2011 05:07
#4 - Nikujin - Freeware - Ikiki



Nikujin is a typical game. It's made by one person with what I like to believe a strong vision on what a ninja game should be about: dexterity, stealth and mastery. It's a game that will have you crying for mercy if you get into it, because if it does, it lets go as easily as a sword in the neck.

The game asks you to advance through increasingly difficult puzzles and increasing amount of enemies. The first challenge ranks up there with 'impossible', but as you improve your skills actually comes within reach pretty soon. From there on, luckily, it only gets harder.

The signature move of the game, planting a sword in an enemies neck, is satisfying as a kill but also serves as a way to jump higher. Sliding across ceilings to flip over to a higher floor, gaining momentum through bouncing against walls, wallrunning and timing - they're all important moves and the lack of really complex controls ensure that the set of actions you can execute are used consistently throughout the game.

Nikujin shows the strength of a one-man indie product. There are no concessions to the original vision for whatever reason. The game is what the creator intended it to be. It's too hard for 99% of gamers around the world? So what? The single vision delivers a pure and - again - consistent product.

I really recommend playing through the tutorial (option 3 in the main menu) before going for campaign (option 1). The controls you need to know if your Japanese isn't up to speed, are the four arrow keys and CTRL and SHIFT.

Business guy and developer at [url]www.vlambeer.com[/url] - bringing back arcade since 1956.
wind27382
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Posted: 24th Apr 2011 05:49
wow this has sparked my interest

wind
Happy Cheesecake
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Posted: 24th Apr 2011 10:13
Ah, I love reading these. Thanks for taking the time to do make them.

OutdoorGamer
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Posted: 24th Apr 2011 15:37
Yea thanks for keeping these updated so I can get some new content on the site.

tha_rami
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Posted: 4th May 2011 23:13 Edited at: 22nd May 2011 14:39
#5 - Gravity Bone - Freeware - PC - BLENDO Games



This game did something really special to me. It taught me that sometimes, the most deep connections in gaming narration aren't with fleshed out characters or endless pages of lore. They can be in the tiniest of details, even in the most abstract of worlds.

Gravity Bone is simple in presentation, short, experimental and special. This is one game you can't spoil too much without ruining it, so no trailer or anything - I can only recommend you download and play it straight away.

Business guy and developer at [url]www.vlambeer.com[/url] - bringing back arcade since 1956.
tha_rami
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Posted: 10th May 2011 03:47 Edited at: 10th May 2011 03:50
#6 - B.U.T.T.O.N (Brutally Unfair Tactics Totally Okay Now) - < $5 - Xbox360 & PC - Copenhagen Game Collective



Brutally Unfair Tactics Totally Okay Now (or B.U.T.T.O.N.) is a game that takes place away from the computer. It's a cheap game with simple tasks that start with 'take 5 steps back'. Basically, anything goes and the only rules the game checks are the win conditions - how you get there is totally up to you and your friends.

Playing this game is ridiculously fun and even more so when players start to grasp that there ARE no rules. If you only take 4 steps back, the other players will have to correct you, break the rules too or lose the game.

You'll need a controller per player, so note that. Also, don't be surprised by bruises, cuts, scratches and broken furniture when playing this. B.U.T.T.O.N. does that.

Business guy and developer at [url]www.vlambeer.com[/url] - bringing back arcade since 1956.
tha_rami
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Posted: 15th May 2011 15:30 Edited at: 15th May 2011 15:31
#7 - Cave Story - Freeware - Pixel Studios



If you ever ask an indie what his/her favorite game is, what you're really asking is 'what's your favorite game, not counting Cave Story?'

Cave Story is a one-man game. It was created by 'Studio Pixel' over the course of five years in spare time only. Some would consider the game the first true masterpiece in indie game development.

The game nowadays would fall firmly in the Metroidvania genre - the type of game where one explores areas, improves in skills, equipment and abilities to be able to reach new areas. The pacing is more like an RPG, with the actual plot and narrative not kicking in until most newcomers have played for over an hour. The story is a typical 'end of the world'-one, but does enough things different from the tried formula to feel fresh and new.

The game shines in terms of design. There are so many good things hidden away in the game design that one might say that there is no specific one thing that makes it good. The design is simple, concise and effective at doing what it should do. A good design isn't worth a thing without good execution, though and in this case the execution is nearly flawless.

In Cave Story, a mechanic worth mentioning are the weapons. Each weapon you collect - ranging from a knife to a watergun can improve in level by collecting golden triangles your enemies leave behind when defeated. This will upgrade your currently selected weapon with experience - which will eventually level up the weapon. Each weapon has several levels, to - in the case of the examples before - swords imbued with the soul of a valiant warrior Mimiga to a shield of water around you that you can release as a giant beam of water-y destruction. Receiving damage will lower the level of the currently equipped weapon by a bit, eventually unpowering it to its base form. This mechanic forces players to switch between the selection of weapons available & to smartly manage the bonus defeated enemies yield.

Cave Story is filled to the brim with content. There is so much to do, see and explore - all crafted with meticulous detail, that one might feel this game couldn't have been created by one person had they had a century of full-time work. The environments sport extreme levels of fidelity, the audio is atmospheric and never feels off, the characters have personality and the mythological world it takes place in is easily convincing enough to try and save it.

A special mention goes to the boss designs. Like in any good Metroidvania, the bosses are extremely well-conceived with certain tactics and weapons being far more effective than others. Each of the bosses, however, poses a real threat to your progression. Some are as big as the protagonist, some fill entire rooms. Each of them feels 'right'.

As you finish the game, you realize you haven't seen it all. The games' story & your available equipment branch at several points - in fact, there are actually different endings to the game as well.

Cave Story should be a game that anyone who feels that making games is a craft should've played. It's, actually, a game everybody should've played. It might be the best Metroidvania out there.

Business guy and developer at [url]www.vlambeer.com[/url] - bringing back arcade since 1956.
tha_rami
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Posted: 22nd May 2011 15:00 Edited at: 22nd May 2011 15:21
#8 - Pulse - < $5 - Cipher Prime - iOS (iPad only)



Pulse is a musical dexterity game, but its one that reminds me why that genre was ever popular in the first place.

In Pulse, you need to tap little spheres as they cross the radiant pulse that expands over the screen. The game is cleverly designed to be able to handle pretty much every type of music and time signature, so the available (8) songs range from waltz to rock. Cipher Prime has stated that they wish to release an additional four songs each month, so the available library should increase even though the current offerings aren't too shabby and quite varied in genre.

Not too shabby is well is the graphical style, which is simple, accessible and functional yet pretty. It's an absolute joy to watch & the fact that each song has its own style, colorschemes and effects make it joyous to explore the new songs just to see what they look like.

The game also uses the iPads' multitouch screen in a fun way with double notes or even triple notes. This forces you to use both hands - even though one can play most of the game with one hand.

What Pulse requires from its player - whether its dexterity, musical knowledge or memorisation - can be argued. The game uses patterns to tap that correlate to certain patterns in the songs and if you know which pattern correspond to which musical patterns, you can pretty much play without watching too closely. The game is deterministic, so every play is exactly identical - which means you can also just practice a lot. I'm no Rachmaninoff by a long stretch, but I found the way the gameplay meshes with the music accessible to understand and grasp.

Pulse can be frustrating, soothing, calming and exhilarating and I feel that's what games should be about: offering challenge through interaction & evoking feelings. Pulse delivers those and does it with style & grace.

Business guy and developer at [url]www.vlambeer.com[/url] - bringing back arcade since 1956.
Blobby 101
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Posted: 22nd May 2011 15:12
wow, that looks great - do you know if it's available for iTouch as well as iPad?

tha_rami
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Posted: 22nd May 2011 22:46
Pulse is only available for iPad & iPad 2. I've changed the description to reflect this.

Business guy and developer at [url]www.vlambeer.com[/url] - bringing back arcade since 1956.
Uncle Sam
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Posted: 25th May 2011 23:55
I beat Flywrench! Took me 45 minutes total.
tha_rami
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Posted: 26th May 2011 23:33
Nice! If you feel like a challenge, I challenge you to play Nikujin. Otherwise, please, please, please try Cave Story, as if its really so that I got noone to play what is arguably the best indie game ever, I shouldn't even be trying to write these.

Business guy and developer at [url]www.vlambeer.com[/url] - bringing back arcade since 1956.
Uncle Sam
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Posted: 27th May 2011 02:29
I should check those out. Until then, though, I set a new record in Flywrench. I beat it in 13:39.
Neuro Fuzzy
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Posted: 27th May 2011 03:18
Ah! I love cave story! The audio tracks alone make it worth the playthrough!


Tell me if there's a broken link to images in a thread I post, and I'll fix 'em.
Uncle Sam
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Posted: 27th May 2011 10:37
New record on Flywrench: 11:57.
Uncle Sam
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Posted: 28th May 2011 00:15 Edited at: 28th May 2011 22:18
10:39. Playing it over again is so fun.

EDIT: Make that 7:05.
tha_rami
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Posted: 29th May 2011 15:06
Crap, you beat me.

Business guy and developer at [url]www.vlambeer.com[/url] - bringing back arcade since 1956.
Libervurto
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Posted: 30th May 2011 02:11
@Rami
How do you link to a specific post?


Your memory has been erased by a mod - Your new name is Brian.
charger bandit
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Posted: 30th May 2011 08:05
You have a tiny button called link on the right side of your post.


Uncle Sam
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Posted: 30th May 2011 09:27 Edited at: 30th May 2011 09:27
Make that 6:38.
tha_rami
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Posted: 1st Jun 2011 21:51
#9 - Spelunky - Freeware - Derek Yu - PC



I don't have time to write, so I decided to go with a less obscure title that everyone should play. An example of how procedurally, randomly generated worlds can actually work, Spelunky is ridiculously challenging, infinitely interesting and crazily well-crafted.

Business guy and developer at [url]www.vlambeer.com[/url] - bringing back arcade since 1956.
Benjamin
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Posted: 1st Jun 2011 22:39
Spelunky is a great game, both for the challenge and the longevity which comes from the fact that it's different every time you play (and it has quite a few different items that you can obtain, some of which you won't get in the first few plays).



Support a charitable indie game project!
tha_rami
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Posted: 3rd Jun 2011 07:08 Edited at: 3rd Jun 2011 07:08
Yeah, it's a lovely game with a lovely replayability value.

Business guy and developer at [url]www.vlambeer.com[/url] - bringing back arcade since 1956.
BMacZero
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Posted: 3rd Jun 2011 19:29
This is one of those games where I feel obligated to say that I hate you for telling me about it because I have a paper due tonight

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