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Posts tagged with "games"

Hoplite: A Mini Dungeon Turn-Based Strategy Game for iPhone and iPad

Each step feels more perilous than the last. As you dash over a pool of lava, you lunge to slay a demon archer, cornered and unprepared for the daring attack. Looking ahead it seems all but impossible to make the last jump, as demon footmen move to block the exit. Throwing your spear, you impale the dark beast, only to be greeted by a bomb that lands behind your feet. You bash away the bomb with your shield, taking out another demon as it explodes at a distance. Leaping across the last chasm, a lapse in judgement leaves you directly in the crosshairs of a second archer, who fires an arrow directly into your exposed side as you land.

And thus ends the quest for the Fleece.

This is Hoplite, where a pair of sandals, a trusty spear, sturdy shield, and three hearts are all that protect you from hordes of demons in the Underworld. Your quest is to recover the Fleece and make it out alive, but the journey is treacherous.

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Rymdkapsel Now on Mac and PC

There aren’t too many games that get my attention, but rymdkapsel was one of them. It was the right kind of addicting eerie fortress defense meets Tetris meets what-are-these-monoliths that brought something unique and different to the touchscreen. The game’s back, now available on Mac, PC, Linux, through Steam or the rymdkapsel page.

The desktop edition of the game includes new game modes: Plus mode features four new mysterious monoliths to unlock, and Zen mode removes the invading space aliens from the game for a meditative experience.

A special Monolith edition of the game is exclusively available from the developer, and includes DRM free versions of the game for all desktop platforms, a Steam code, the original Android version of the game, a complete 45 minute soundtrack, ringtones, and a bonus game for the PC (Windows) version.

Rymdkapsel is available for $7.99 through the Humble Store and on Steam. The Monolith edition of the game is $11.99 and exclusively available on the Humble Store. You can also get the soundtrack separately on Bandcamp for €4.


Stockfish For Mac with Chess Analysis

Developed by Daylen Yang, Stockfish is a free and open-source chess app for Mac based on the Stockfish chess engine.

The app does a couple of interesting things: it’s Retina-ready and it can go full-screen, so you’ll enjoy a chess game on your MacBook Pro’s display without distractions. It supports two-player games and it’s got exporting capabilities and keyboard shortcuts. But more importantly, it comes with advanced chess analysis that lets the computer tell you who’s winning and calculate the best move. I’m fascinated by the technological premise: the app can let you choose to optimize analysis for maximum performance so that more cores will be used to compute chess analyses; even the amount of memory to use can be adjusted. It should be pretty impressive on a new Mac Pro.

Stockfish is free on the Mac App Store and open-source. The Stockfish engine is available here.

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The Evolution Of Simogo

From Lee Bradley’s profile of Simogo at Eurogamer:

Go back a decade, however, and the art, design and audio half of Simogo wasn’t even interested in making games. In the early 2000s, while working as an animator on movies and commercials, Simon Flesser felt that games were in a pretty uninteresting place. Then, in 2004, the Nintendo DS arrived with its touch-sensitive screen and a new set of inputs. His imagination was lit.

I loved Year Walk last year, but I still haven’t played DEVICE 6. I remember how different Another Code felt to me when it came out in 2005, and Simogo’s games have the same effect – they are uniquely designed for a platform and a multitouch screen, rather than just tweaked for them.

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Inside Apple’s MFi Game Controller Program

Great piece by Jordan Kahn on iOS 7 game controllers:

The launch for the first few controllers to hit the market was rushed, developers are disappointed and still trying to catch up, and manufacturers are limited in pricing, features, and quality due to Apple’s MFi program requirements. What does Apple have to do to overcome a rocky start to its game controller program which is supposed to control quality? And how are manufacturers limited by Apple in building better controllers at a fair price? We’ve dug into Apple’s MFi program and talked to developers and companies building the controllers to find out.

According to Kahn’s story, Apple rushed game controllers to market with dev kits that were made available to developers a month before public availability. There are several other issues of device fragmentation (why couldn’t Apple pick one controller spec instead of two?) and supplier requirements that suggest game controllers have been an afterthought for Apple thus far.

I had moderate hope for game controllers, but the launch has been disappointing. As I wrote in June:

Will Apple ever develop a culture and appreciation for gaming as a medium, not just an App Store category? While others (namely Microsoft) are trying to add more media and entertainment layers on top of existing game infrastructures, Apple is in the opposite situation — running the largest media store and selling devices that are increasingly used as gaming machines, but that still lack the catalog and support of dedicated home consoles.

Does Apple understand gaming? As a platform provider, do they need to?

Read the details in Kahn’s piece, and compare it to the development of a controller from a company that knows gaming – Valve. Apple sees iOS 7 game controllers as accessories and not an integral part of the experience, which, in a way, may be for the best after all.

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You Don’t Need Buttons to Game on an iPhone

Ben Kuchera of Polygon puts into words what I’ve been trying to say all along.

From Draw Something to Angry Birds, Fruit Ninja to Cut the Rope, the biggest names in mobile gaming got that way because they used the touchscreen in novel ways. The lack of physical buttons isn’t a hindrance to game design, it’s a feature that smart developers have been using to their benefit for years. The developer of Ridiculous Fishing, a game which won an Apple Design award for 2013, didn’t worry about not being able to use buttons; they created a game that used the hardware in fun ways.

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The Life Of A Porting House

They take a popular PC or console game - BioShock Infinite is the latest one - and develop and publish a Mac version, historically released months or years later (though that’s not often the case now), earning ridicule and celebration from a frustrated audience long condemned to second-class treatment.

Except these days they’re actually doing a pretty good job.

Eurogamer has a profile on Aspyr Media, the software house that’s well known for porting Windows games to the Mac (and recently iOS). I had no idea they’ve been around for more than 17 years. It would have been interesting to know more about Feral, too.

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The King Of Clash

To those of us raised in the world before social media, it is a given that the “real” world is the one in which you sit in traffic on your way to pick up the dry cleaning. Our connection to this world is the chief measure of our sanity. But if we’re honest about it, reality is hardly so simple now. When a guy like George Yao can plow through an anesthetizing day of mortgage regulations only to return at night to a digital fraternity where he is loved and celebrated, with friends who share his daily experience, who’s to say which is real and which is illusory? If a game can make you famous, if it can yield genuine friendships and even a new career, then why shouldn’t it become, at least for a time, the epicenter of your life?

From the NYTimes’ profile of Jorge Yao, a former top player of Clash of Clans. See also: the WSJ’s article on Supercell from October.

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Leigh Alexander’s Top 5 Video Games of 2013

Great picks (I have to buy 868-HACK now). I particularly liked Leigh’s take on Ridiculous Fishing:

Pixelly-looking indie game with distinctive physics-oriented mechanic and chippy music goes gangbusters. Not news, anymore. But it’s hard to feel blase about Vlambeer’s success when they keep trying so hard to pay it forward. Vlambeer’s Rami Ismail is a genuine pillar of his community, sharing thoughts on competition and pitching in writing, making the Presskit() tool to help fellow devs reach the media, and showing care for colleagues in public spaces. The success of Ridiculous Fishing, at a fixed $3 price point that had no intention of experimenting with popular free-to-play models, became an important example of how the industry mustn’t leap to assume that micropayments always lead to a more valuable experience for players.

Aside from being a story with a happy ending, Ridiculous Fishing is just a good iOS game. If I had to compile a list of my must-have iOS games for 2013, Ridiculous Fishing would be my top pick.

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