samedi 29 août 2015

Interview: Rob Lemon from Gilded Skull Games

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Galactic Keep Logo

If I’m not careful I might start morphing into something resembling a journalist.  In what has shockingly become my second interview in under a month I decided to talk with Rob Lemon, art and design lead of Gilded Skull Games.  The company recently unleashed Galactic Keep on the App Store, a labor of love that has been six years in the making.  See what Rob had to say about what I feel is one of the most original games to hit the App Store in quite some time.

Concept Artwork

Concept Artwork

First of all, I want to offer the customary “thank you” for taking the time to talk with me.

Thanks for giving me this opportunity, there’s a lot to talk about!

Q1. So Rob, can you tell me a little bit about yourself and Gilded Skull Games?

Gilded Skull was started almost seven years ago now. I design the games, write them and create the art while the other half of Gilded Skull, Chris Sokol, programs them while refining the design. He keeps me from going too far overboard and helps to wrangle and re-process the unreasonable and outlandish ideas that I often have. We spend a lot of time bouncing ideas back and forth, refining them then implementing them. Chris is on one coast and I’m on the other and that’s likely one of the reasons why things have worked so well for us thus far.

Q1a. So you’re saying that if you worked together in the same office you’d drive each other nuts (laughs)?

Hard to say. Actually, we get along quite well when we have met up so who knows.

Oren'Sel Character Card

Choose Your Character

Q2. Galactic Keep is your third game on the App Store that’s actually been published under the Gilded Skull label, and it’s about as far removed from the other two products game play wise as one could imagine.  What influenced you to make this turn based, board game style strategy game?

This has always been the game that we sought to make. Galactic Keep was what sparked the company into existence. I grew up playing tabletop games and own a fairly extensive collection of classic sets, modules and rulebooks to this day.

I’m drawn towards gaming oddities like the almost immeasurably complicated board game Magic Realm (I own a complete copy but have never played!) and non-fantasy RPGs like Gamma World and Star Frontier. Re-reading D&D modules by Gygax years ago inspired me to start writing the basic foundation for the Galactic Keep universe and its cast of characters.

Q3. While there are certainly other games out there with similar length and pacing, what was the draw for designing a game that takes time and patience to play in a realm that’s focused on quick bouts of gaming on the go?

Our goal was to create a game that you could pop open on a train, get some loot, kill a weird creature and shut down. You can make some quick progress and then continue on with your day. We also wanted you to be able to sink into your couch and fire up the game for an extended play session. The game needed to be both because that’s how people play, at least that’s how I play.

The tutorial is a bit long and drawn out. There’s a lot of information to get through and we dispense it in a very granular way but you can quit out of it at (almost) any time if you feel you want to get going. After that, and it only takes a few minutes, there’s not a lot to hold you up. The game auto-saves all the time, with almost every action you take, so you are always progressing.

The Story Of Galactic Keep

Tell Me A Story

Q3a.  Interesting.  I never really thought of the game as a “quick fix”, but then maybe it’s just because I got hooked every time I fired it up.  So far, does it seem like people are taking both approaches as you suggest, or does the fan base by and large hit Galactic Keep in longer gaming sessions like me?

It seems that people are playing in long sessions but there has been some positive response to the iCloud save support and being able to switch between devices, playing the same game, so there are people who do play it that way. We wanted to be open to both play styles

Q4. What is one or two features that you’d like to especially highlight about the game?

We didn’t plan for the game to have an open world. We originally thought that it was going to be a linear but branching, choose-your-path type of game almost like a game book. As I re-read a pile of game modules it occurred to me that in trying to emulate the decision-making in an actual tabletop RPG, with a DM, we’d never be able to give the player enough choices to cover the infinite directions that they could take, so we scrapped that direction.

Instead of leading a player down a track of predetermined choices, a DM will leave the flow of the game open to the players, guiding them at key points. Describe the location, give a hint (or red herring) to pique the players curiosity and then let the players figure it out for themselves. That was what I set out to do. You’re dropped into this foreign universe, the stage is set and then you are left to explore and figure out the world for yourself.

Another great aspect of the game is that you are free to stumble into things that are off the beaten path. Sometimes, the best parts of a campaign might not be in the module storyline at all, they could be on a little side path the DM took you on, into an eerie location with a memorable character who said something that resonated with you in some way. We tried to allow that to happen in Galactic Keep.

Explore The Sewer (iPad)

Explore The Sewer

Q5. Given the 6 year development cycle, I think there’s no question that this could be considered a labor of love.  I know some people have compared it to Duke Nukem Forever in that regards.  So since I’m sure the question is burning in the back of some folks’ minds anyway, what took so long?

I’ll be honest, we never expected it to take this long.

When I first posted character designs and screenshots onto the interwebs I had just finished writing what I had originally thought would be the initial module of the game. At that time, the game was a long series of multiple-choice questions that lead to a variety of game endings. Based on your choices, you’d move in various directions on a map. Most directions and story turns ended in death but some of them would bring you, inevitably, to the one ‘good ending’. It was like a game book crossed with a roguelike.

As I figured out what the iPhone could do, I realized that this idea could be expanded a lot. The game began to evolve into more of an ‘arena adventure’ where you’d roll a character and take them into an arena to battle various opponents and possibly other players. We started building that and created a demo of sorts that we showed around a bit. People liked it, but it needed more depth and the newest hardware could handle that.

It was at that point that we shelved the idea to work on a more commercial project. As we developed that, I began rewriting Galactic Keep from the ground up. Once the other commercial game was complete, about a year later, we used the newly created outline to make the game into more or less what was released.

[my response] I’m glad you went the current route.  Not that I don’t like the modern crop of electronic gamebook adventures, but I feel the approach you took sets Galactic Keep apart from anything else out there.

I loved gamebooks as a kid and being able to read / play many of the exact same books that I played way back when in a digital format is amazing!

Level Map

Won’t Find This On MapQuest

Q6. In a market that’s being driven increasingly towards the F2P model, why make Galactic Keep a premium game?  Given it’s modular nature in both campaign and cards, it seems the perfect candidate for being F2P.

I’ve never really trusted free to play games. I feel that they’re (innately, based on the ‘free-to-play’ name) not upfront about needing you to pay for them. They aren’t free, someone has to pay or they will disappear.

For Galactic Keep we thought about following that road at one point but decided we didn’t feel right about that direction. That’s not to say that we wouldn’t have in-app-purchases in the future, but we wanted to have the core of the game sold at a set price.

[my response] Well I for one appreciate this approach.  And given the length and complexity of the built in module, I could still see paying a couple of bucks extra for new modules.

Q7. Now that the initial game is out, do you already have plans for future updates?

We do. The very first update, which was just submitted and has not been reviewed as of this writing, is all about bug fixing. Many more people are playing the game than ever have before and there was bound to be things that needed fixin’. Next, we have three main components that we held back so that we could launch: A way to swap characters easily, an item storage area that was accessible to all your characters and some sort of ‘mini-map’ or zoom out feature. After that’s released, we plan to work on adding more content. We currently have several modules in various states of completion. We’d like to continue to work on the game, expanding on it, for a long time.

We are also discussing a PC version with third parties and the possibility of bringing the game to other platforms and consoles.

[my response] Well I for one hope you do get the chance to work on this for a long time.  And I’m very excited to hear about the mini-map!

Q8. Do you have another casual game in mind for when you need a break from Galactic Keep enhancements?

We have several game engines that we could use to create a casual game at this point but no, there’s nothing else in the works. We’re going to try to focus on this, our core brand.

Board Game Mockup

Physical Board Game Mock-up

Q9. So given the board / card game inspiration for Galactic Keep, would you ever consider making a physical interpretation of the game, whether it be a full blown board game or some type of card game?

A lot of people have asked if this was based on a printed product (that was lost in obscurity). We have thought about it and went so far as to create a mock-up product a while back. We haven’t pursued publishers or anything like that but it would make a lot of sense. You never know!

[my response] Wow, that’s pretty awesome.  I think I can speak for all the fans in saying thanks for sharing that bit of background.

Thanks for your time, and I really wish you the best with Galactic Keep.

We sincerely appreciate the support that we’ve had so far. Thank you!

Galactic Keep Gilded Skull Games, Galactic Keep – $3.99

Note: This interview was conducted via email.  Also, Galactic Keep actually runs quite nicely on an iPad 2, which is great news for me.

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Interview: Rob Lemon from Gilded Skull Games

mercredi 26 août 2015

Light In The Dark in Review – A Glowing Puzzle Game

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Light In The Dark is one of those puzzle games where you have to light things up using various colors.  It’s been done before, but what makes this one work is the cute atmosphere.  Of course it doesn’t hurt that there are some well designed levels to go along with the kooky story and silly characters.  I’m not a huge fan of this particular type of puzzle game, but Light In The Dark has managed to win me over for now.

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In Light In The Dark you control these odd but cute creatures that have lost their kids inside a crazy temple full of rooms with quirky designs.  To make matters worse the tykes have all fallen asleep, and the only way to wake them up and bring them home is to bathe them in the light that emanates from the adults’ bodies.  Don’t let the child like premise fool you, though.  There’s definitely plenty of challenge to be had for adults in this game, and the silly characters that appeal to kids are just a bonus for anyone with children that need to move beyond basic educational games.

To move the critters you simply drag them with your finger.  This also applies to movable crates and mirrors, both of which can be used to block and redirect beams of light as appropriate.  With mirrors you might also have the opportunity to spin them which requires tapping on them to get the rotation handles, and then dragging those handles in the direction you want to rotate the mirror.  The controls are pretty user friendly, but there are times where you try and grab something and the game seems to not do what you’re expecting it to.  Given the precise nature of the game it can be frustrating occasionally, but it’s certainly not a pervasive problem.

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The world you get with the game is comprised of 5 tombs that each contains 20 levels and 4 bonus levels.  It seems like each new level offers some new mechanic or at least a different combination of mechanics, and whether or not you like some of the levels it’s obvious they put a lot of thought into the design.  Initially the babies and the adult are all the same color, and then you get multiple adults and babies of different colors so you have to make sure the colors don’t cross.  Then there are babies that are a combination of colors and white babies that have to be touched by the light of every adult in the room.  Add to that the mummies that don’t like light on them at all, switches that are manipulated by the presence and absence of light, and so on and you can see how getting everything lined up just right can be tricky on some levels.

The game rewards you with up to three stars per level, but of course you actually have to get those by shining light on them as well.  Stars are needed to unlock bonus levels and additional tombs, but thankfully once you’ve unlocked a tomb you can start on it without finishing the previous one.  On the down side, within a tomb you do have to finish a level before moving on to the next one.  In addition to saving the babies and collecting stars you get a best time and lowest number of moves for each level.  I guess this is for your own personal gratification, because there are no leaderboards that I’ve found which take advantage of these two values.  There are, however, 54 achievements via Game Center, so if you’re like me that’s actually a better reward.

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If you hadn’t seen this coming yet, the visuals in this game are cute.  Everything is well drawn, the visuals have plenty of details, and the animation makes the main characters look perky and even helps the mummies seem not so bad.  The sound effects are decent overall, and the cheerful squeals the kids make when they wake up in the glow of their parents’ light really encourages you to keep on pressing on.  The music is fun for a while, but I’m pretty sure it’s the exact same tune on every level, so it does get old before too long.

As puzzle games go, the bending light through a maze style challenge ranks pretty low on my desire list, but Light In The Dark has managed to capture my time anyway.  The cute atmosphere, challenging puzzles and constant addition of new elements gives you a reason to keep on coming back.  Now if those kids could just stop wandering away…

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App Summary
Title: Light in the Dark Developer: Dreamgate Studios
Reviewed Ver: 2.0.2 Min OS Req:  iOS 6.0
Price: $1.99 App Size: 92.41MB
  • Lots of levels to master
  • New puzzle elements added frequently
  • Family friendly atmosphere
  • Cute graphics and sound effects
  • Controls are occasionally finicky
  • Can’t skip challenging levels
  • Only one musical track

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Light In The Dark in Review – A Glowing Puzzle Game

mardi 18 août 2015

10 App Store Games To Watch [8/18/15]

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I got another list of games for you.  Many of the entries this time are variants of popular games that have been cloned to death, but games like Sword & Dragon demonstrate how you can put an extremely fresh spin on a stale concept.  Scrappy Cat, on the other hand, actually proves that borderline annoyingly difficult can actually be fun as well.  And then there’s Mountain Goat Mountain, which just goes to show that goats really are cool.  In the end, I don’t think you’ll go wrong no matter what you choose from this list.

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Mind The Arrow: Match The Dots [7/29/15] – You can’t get much simpler than this.  You have a circle with dots on it, and a diagram in the left corner that shows you witch dots need to be tapped.  There is one caveat, however, and that’s the arrow inside the circle.  The arrow is your guide to which dots need to be tapped, and before long the diagram starts rotating so the arrow in the diagram isn’t pointing in the same direction as the arrow on the playing field!  If that’s not enough of a challenge for you, at some point the playing field will start rotating as well.  Throw in a timer and suddenly this simple premise becomes rather challenging.  The game offers a leaderboard and 16 achievements via Game Center, and there are plenty of color schemes, arrow designs and circle types to unlock to keep you occupied for quite some time.

Mind The Arrow: Match The Dots Thumbspire Inc., Mind The Arrow: Match The Dots – Free

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Scrappy Cat [7/27/15] – Scrappy Cat is a one tap platformer.  It always amazes me when a developer can make a good game based around a single input, and this is the perfect example.  You tap the screen to jump and then hold in order to cling to whatever surface you might come in contact with.  If you then let you you’ll slide, which can often help you adjust your location to make the next appropriate jump.  Your cat is in constant motion unless you run into or jump off of a wall, which will reverse the kitty’s orientation.  You start the game with 9 lives, but once you’ve used them all up the first time you can only get 3 lives at a time unless you complete a level with all of your lives in tact.  There are 18 levels to complete, each with their own leaderboard.  There’s also a leaderboard for the best overall ranking in the game.  The graphics and sound aren’t going to blow away cutting edge junkies, but if you’re old school like me you should get a kick out of the audio / visual design.

Scrappy Cat Totebo Ltd, Scrappy Cat – Free

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Dungeon Quest Rival – explore the underground monster world [7/27/15] – I think it’s time for my “merits of a shorter title” article.  In the mean time, this is an interesting little game.  You explore a bunch of randomly generated rooms in an increasingly growing tower with the intent of fighting the end boss for all the glory.  Sound familiar?  What makes this game interesting is that as you finish each set of floors – in the first level there are 3 floors, for example – you have the option of going on or returning home (assuming you’ve unlocked the next set of levels).  If you go home you must spend some gems in order to keep the goods you’ve collected, but regardless of your spending habits you lose all of the stats you’ve worked to build up.  To add insult to injury, you only have a limited number of moves, and when you run out its back home for you, which means saying goodbye to all of your stuff again.  Thankfully when you do work it out to where you keep your equipment you can use gold you’ve found to upgrade it, and if you somehow manage to score an excess of diamonds (or buy them via IAP) you can add bonus slots to use more items or get some special equipment to make your journey last longer.  This game definitely won’t be for everyone, but if you’re a dungeon grinder you should be in seventh heaven.

Dungeon Quest Rival - explore the underground monster world Jason Saxon, Dungeon Quest Rival – explore the underground monster world – Free

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Sling Kong [8/5/15] – Sling Kong is a silly arcade game about flinging poor critters from peg to peg, hoping to avoid all the nasty obstacles that don’t play nicely with their delicate bodies.  You start out with a monkey, and as you earn coins you can play the prize game to see if you can win other animals.  Occasionally you get the chance to earn coins by watching an ad, and after increasingly longer intervals you get the opportunity to play the “magic spin” to earn some additional loot.  It would be nicer if they dispensed with that and put more coins actually along the route that you’re flinging your animal, but in the end I’m not sure what you’ll use the coins for once you’ve earned all the animals anyway.  The traps range from opening and closing blocks to flowers that spew fire at you, as well as the ever popular spinning blades of doom.  What I like the best is that eventually the peg you’re hanging on will start beeping and disappear, so while you’re reactions don’t need to be instant there is a bit of urgency to the whole process.  In addition to collecting the animals there are two Game Center leaderboards, one for score and the other for prizes won.  Hopefully future updates will include new animals and some achievements to earn, but for what it is already Sling Kong is pretty fun when you have a few minutes to spare.

Sling Kong Protostar, Sling Kong – Free

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Mountain Goat Mountain [7/16/15] – This is like Qbert meets Temple Run with a goat.  Once you get past my mostly erroneous comparison you’ll find that Mountain Goat Mountain is really pretty entertaining.  It is like Qbert in the sense that the board is laid out in an isometric tiled format that seems like a crazy set of stairs.  And, just like Temple Run it is infinite (or at least my lack of ability to get to the end of the level tells me so).  And, just like in Temple Run you’re collecting coins to buy new characters, which in this case just happen to be goats.  So far what I’ve seen as far as “aids” are the coins that you get you new goats, springboards the jump you a few levels higher on the board (usually), and springs that give you a bit of an extra jump as well as some armor temporarily.  There are definitely a lot of things trying to kill you as well, like logs, boulders, snowballs and of course simply inadvertently jumping off of a cliff.  The gamer offers a leaderboard and 22 achievements via Game Center, so you have something to do besides collecting all the cool goats.  The best part of the game is the visuals, which are not only cool to begin with, but so far change with each new goat.  I’m not sure how many goats there are altogether, but that’s potentially a lot of cool themes.

Mountain Goat Mountain Zynga Inc., Mountain Goat Mountain – Free

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Puzzle Dragons: Jewel Quest [8/13/15] – In the scheme of things this is probably one of the most basic games of this style to come out in a while, yet I find myself oddly addicted to it.  I like the fact that it has gone the minority route of using the “clear tiles by tapping a group” mechanic instead of the more traditional tile swapping mode.  I also appreciate that it has forgone the increasingly annoying 10 levels of tutorials whether you want them or not road, though it would be nice to at least have an optional help screen that you could pull up.  The characters do not always conform to the standards for this type of game, and even better is the fact that the art style itself is unusual and nice.  It has kind of a “pixilated watercolor” feel to it, whatever that might mean to you.  The game uses an equipment tree similar to Devious Dungeon’s in that each area that you can upgrade only has one path of increasingly powerful items, but in this case you can switch to previously purchased ones if you wish.  I haven’t tried to mix it up much yet, but apparently the different weapon, skill and armor types react uniquely to the various creatures.  I think this game has a lot of potential, and hopefully if they intend on updating it they’ll add some sort of reference so that you don’t have to go to the iTunes description to find out exactly what’s going on in the game.

Puzzle Dragons: Jewel Quest LV1, Puzzle Dragons: Jewel Quest – Free

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Bird VS Zombie [8/13/15] – It’s been a while since I’ve had a “thank you for not being Flappy Bird” installment, but this game certainly qualifies.  The mechanic will feel intimately familiar, and there’s no doubt you’ll die repeatedly.  However, the control is tweaked enough that you actually have some control over it, and while you die a lot you’re not croaking every couple of flaps.  This game also provides you with something “meaningful” to do – on one side your job is to eliminate all the zombies, while on the other hand you must infect every human.  Yep, there are actually two factions you can play for, and each even has their own set of birds to unlock!  Granted I think the powers each bird have basically parallels that of the opposing force, but it’s the thought that counts.  There are 54 birds to collect altogether, and a bunch of quests to complete as well, so running out of things to do shouldn’t be an option for a while.  The game does have Game Center integration, but as of the writing of this article I don’t think it’s working correctly.  Hopefully that will come in an update, because it looks as though they plan to provide both leaderboards and achievements.  The best part is that unlike it’s long lost predecessor, this game gives you lives, so it’s not a “1 hit you’re done” phenomenon.  The clones keep coming, and I’m glad that there are still those that like to stretch the boundaries of what this type of game should offer.

Bird VS Zombie RAIN&D Inc., Bird VS Zombie – Free

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Mechanosaur Hijacks the Moon [7/29/15] – Games where you spin around a planet to protect it from incoming projectiles are nothing new.  Mechanosaur takes an entirely different approach to the genre, however.  Instead of shooting down the projectiles before they get to the planet, you must use the gravity of the moon you control to attract the asteroids away from the planet.  To make things a bit trickier, your moon only travels in one direction, as one might expect from a body orbiting another body.  The only thing you can do is hold the screen to speed up and let go to slow back down, so you have to be able to anticipate where the asteroids are going to be when they enter the planet’s orbit.  This isn’t so bad at first, but it gets much more complicated when you start facing asteroids that split apart, double back or simply teleport to another part of the screen.  As you progress through the game you’ll earn “meanings of life” that do things like give you a percentage increase in score.  You’ll also unlock more devious asteroids to contend with.  The game has one leaderboard and 26 achievements through Game Center, but the biggest challenge comes from actually mastering how to handle each new type of asteroid.

Mechanosaur Hijacks the Moon XperimentalZ Games, Mechanosaur Hijacks the Moon – Free

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Sword & Dragon [6/29/15] – The 2048 genre is one that is proliferated with “I’m not the same but I really am” clones.  Sword & Dragon is one of the rare entries that truly break the mold.  In fact, aside from the sliding of tiles and the accumulation of numbers on similar tiles, Sword & Dragon is really its own beast.  Each board has a heart, and when that heart’s count goes down to zero you lose.  To protect the heart you have swords, and you must use them to slay the dragons that would rip your heart apart.  The game is heavily dependant on direction, so if you slide the heart into a dragon you’re safe, but the other way around means bye-bye vital organ.  There are also gold bricks that you can collect by sliding your sword into them and potions that will increase the points on the heart when you slide the heart into them.  Fortresses don’t harm anything but can get in the way, and they can be disposed of with swords just like the dragons.  Unlike the potentially unending nature of a regular 2048 game Sword & Dragon has distinct levels with goals, and also has a three star system depending on the score you achieve.  2 leaderboards and 20 achievements via Game Center round out this entertaining little package.

Sword & Dragon Iyoda, Sword & Dragon – Free

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Circix [3/24/14] – I think I did pretty good staying current this time around, but I’m going to dig into the vaults a bit for the final entry.  You’ve probably played a game like this before: the board is filled with objects that each contain a number in them, and you have to create links between the objects such that each object is joined by the number of links that it contains.  The premise is quite basic, and I haven’t run into anything overly challenging yet in terms of the individual puzzles.  What I like about the game is you do have to think about it a little bit, but it’s not so taxing that you can’t relax while playing it.  It does start to get more demanding as the boards get bigger and objects can be linked to other objects multiple times, but there’s never anything that makes you want to pull your hair out, or at least that I’ve encountered yet.  The game comes with over 200 free levels, and you can buy additional packs if you can’t get enough of it.  If you’re looking for a game that will work your mind without raising your blood pressure, Circix would be a good choice.

Circix Russell King, Circix – Free

Well that wraps up another edition of games to watch on the App Store. As always, if there’s something you’ve played recently that you feel should be part of this list, please leave a reply to this post. Previous weekly installments of our App Store Games Roundup:

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10 App Store Games To Watch [8/18/15]

jeudi 13 août 2015

News: Behind The Scenes With Panda and Rousey

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Do you play cross-platform action / RPG Taichi Panda?  Or maybe you’re just a fan of up and coming UFC fighter Ronda Rousey.  Either way, if you haven’t seen it yet, they’ve been featured in a pretty cool TV ad promoting the game and her fondness for it.  Better yet, for those of you that like behind the scenes goodies, here’s a short video of how the commercial was made:

Making Of Taichi Panda Commercial on Youtube
The Actual Commercial

If you haven’t tried the game yet, you can find it here:

Apple: Taichi Panda Snail Games USA Inc., Taichi Panda – Free
Google Play: Taichi Panda

My thoughts here: Taichi Panda in “10 App Store Games To Watch”

 

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News: Behind The Scenes With Panda and Rousey

Devious Dungeon in Review: Random, Side Scrolling Fun

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Ravenous Games is probably best known for their League Of Evil series, which is definitely an entertaining collection of platform games.  Personally, though, I actually get more enjoyment from Devious Dungeon.  Sporting the same cool pixel graphics as most of their other offerings, Devious Dungeon is a side scrolling rogue-like that provides random level generation, loot collection and stat and weapon upgrades without all the hardcore stuff like needing to eat or weapons that get worn out and break.  It seems like the type of game that should get old after a while, yet every time I go back to play it I’m just as captivated as the time before.

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The plot is pretty basic – go down in the catacombs and clear them out.  In a game like this it works just fine because the lack of plot makes it real easy to pick up and play for a few minutes or a couple of hours, depending on your mood at the time.  The mechanics are equally simple.  Arrows allow you to move left and right, while two buttons provide you with the ability to jump and swing your sword.  It’s just enough to give you something to do without having to worry about forgetting all the commands or special moves between sessions.  The controls work quite well and make even the tightest of jumps fairly easy to execute.

So what exactly do you do in Devious Dungeon?  Well, your primary business is to slay lots of monsters and collect a bunch of loot.  Killing monsters gets you some experience and some coins, assuming you can catch them.  You also get coins from various statues and crates littered throughout the levels, so make sure you take out everything that you can destroy.  Most levels even contain a hidden area where you’ll find either a chest full of gems that earn you lots of coin or a tome that gives you a large amount of XP.  I really like the fact that as you level up the tomes increase in the amount of experience they give you, even if you go back and play earlier levels.  I also appreciate the fact that the game encourages you to explore every nook and cranny of a level, despite the fact that you might have found the key that opens the exit portal.

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Like most RPG style games, experience helps you level up.  When you gain a level you get one point to spend on stamina, strength or dexterity.  You can also buy potions that permanently increase certain stats as well as amulets and rings that bolster your stats as long as you’re wearing them.  And of course there are weapons and armor that fortify your attack and defense capabilities respectively.  I find it interesting that unlike most games where you can have multiple types of say a weapon or armor that do different things for you, in Devious Dungeon each object tree (weapon, armor, amulet and ring) is linear, with the next unlocked item is always better than the previous one.  The only question you have to answer at that point is which tree do you unlock the next rung in first?  In addition to simply completing the game there are 24 achievements to earn via Game Center as well as plenty of quests to complete which reward you with additional gold.  There is certainly plenty to keep you busy in Devious Dungeon.

If you’ve played any of the Ravenous Games offerings, especially from the League Of Evil series, then you know what to expect from the graphics, and Devious Dungeon does not disappoint.  Of course even if you’re just a pixel art lover you’ll be able to appreciate the crisp foreground objects and subdued backgrounds.  The characters are well rendered, and larger versions of creatures don’t just feel like resized sprites.  Even the main character goes through visual changes as you swap armor and swords.  The sound effects are decent, and while the individual creatures could use some distinct noises, you’ll always know when a particular ranged attacker is firing.  I also like the fact that wooden versus metallic objects make different sounds when you crush them.  The only thing that’s really missing aesthetically is a diversified soundtrack.  The music isn’t bad, but there appear to be only two main songs: one for all of the levels and another for when you visit Olaf’s camp to buy weapons or get healed.

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I’ve read in the past where people have felt that all of Ravenous Games’ offerings start to feel similar after a while, but honestly other than the jumping mechanic, Devious Dungeon provides a completely different experience from League Of Evil and really from most of their other games.  The random dungeons, myriad of quests and multitude of upgrades to collect give you plenty to do, and even in the sometimes tediousness the simplicity of the game incubates it never really gets boring.  Despite not actually being devious, Devious Dungeon is certainly plenty of fun.

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App Summary
Title: Devious Dungeon Developer: Ravenous Games Inc.
Reviewed Ver: 1.1 Min OS Req:  iOS 5.0
Price: $1.99 App Size: 41.93MB
  • Lots of levels to conquer and loot
  • Plenty of quests to complete
  • Simple, effective control scheme
  • Great pixel visuals
  • Can get tedious at times
  • Needs a more diversified soundtrack

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Devious Dungeon in Review: Random, Side Scrolling Fun