By TheDustin

Wavespark & Dragondot

Crafting a game in under a week is hard work; making a game fun is harder still. Managing to pull off both with aplomb is by no means an easy feat, so I have to hand it to Mr. McCoy here. Every 168 hours this man graces us with another short-form game that isn't only just playable, but actually pretty fun. The game mechanics that are the crux of these two titles are solid and well designed. Admittedly the two games I'm highlighting have spheres for protagonists, but who plays indie games for sexy graphics anyways?

Wavespark is the lovechild of Excitebike/Truck and RunMan. It takes the positioning mechanic of Excitebike -- but instead of tilting a bike you merely have to land on a downwards slope -- and combines it with a satisfying sense of speed. It's a one button affair, press any key to increase your sphere's gravity. It's ultimately a test of timing and momentum. Land on a downwards slopes and you'll get a speed bonus, but land on an uphill section and you'll grind to a near-halt. It doesn't sound exciting on paper but trust me, it's an absolute blast. There's four modes of play, of which Time Attack is my favorite; the time restriction lends itself well to quick-play sessions for whenever you have a few minutes to kill. Once you get the ball rolling (Editor's Note: because putting these in somehow qualify as an excuse for a shitty joke) and get a hang of things you'll most likely get addicted to its simple yet charming gameplay. Now how about an iPhone version?

If the above sounds too Jay Is Games for your taste (which it shouldn't, you snob) Dragondot should give you a reason to break out your prosthetic Hyrulian ears. It's an action RPG that's in the vein of Game Boy Zelda titles or, say, Shining Soul for Game Boy Advance. You take control of a dragon, erm, dot and fight your way through screen after screen of enemy dots. It controls fairly well, imagine wielding a sword and Roc's Feather in LoZ and you'll have a good idea of combat. Despite the lack of innovation in the character designs the enemies have distinct movement and combat patterns. There's also a nice attention to detail; if you're savvy enough you can have enemies whack each other a la Wind Waker. The game exploits your hard-wired love of doled-out progression by having an RPG system in place that gives you extra health and the occasional attack to your solitary combo. It's pretty basic but good and stupid fun.

Both of these games aren't especially deep but are solid foundations for larger projects, should McCoy want to pursue these further. The quality of these weekly experiments have been consistently fun, so I'd keep an eye on this guy if I were you.


By IndieGames.com - The Weblog

Browser Game Pick: Dragondot (Nathan McCoy)


Dragondot is an action RPG in which you play as a dragon that can only claw at its adversaries at first, but will gain new and improved abilities whenever it gains enough experience to level up. Area bonuses are awarded if you manage to keep all kobolds in the room alive while slaying all of your enemies.

A browser capable of running Java applets is required to play this game. Continue reading

By Simon Carless

Road To The IGF: Heroes Of Newerth’s Laura Baker

[In the latest Road to the IGF interview with 2010 Independent Games Festival finalists, we speak with S2 Games' Laura Baker about DotA-inspired multiplayer action RPG Heroes of Newerth, a finalist in the Technical Excellence category.]

Heroes of Newerth (HoN) is a session-based multiplayer action RPG that acts as a spiritual successor to popular WarCraft III mod Defense of the Ancients -- but aims to renovate its graphics and gameplay.

Two teams of five playing as special Hero units try to destroy one another's bases. The result is a tactical team-based experience. Here, S2 Games' Laura Baker discusses the project's inspirations and the challenging balancing act between serving DotA fans and making the game accessible to those who never played it.

What is your background in making games?

S2 has always focused on competitive multiplayer titles, starting with Savage - The Battle for Newerth in 2003, followed by Savage 2 in early 2008, and ultimately followed up with our latest title, Heroes of Newerth. We're a pretty small studio that (as cliche as this sounds) likes to make the games that we enjoy playing.

What development tools did you use?

On the art side of things we use 3DS Studio Max, Adobe Photoshop, ZBrush, and I think xNormal. Our programmers pretty much just use Visual Studio 2005. The design team uses the ever-handy notepad++ to modify much of the game mechanics and hero abilities as needed. Beyond that, we haven't really used much middleware, our engine was made from scratch and most of the features and functions we needed our programmers were able to write for us.

How long did you work on the game?

About three years total, including engine development (which was shared by Savage 2). The bulk of the HoN-exclusive work has been going on for about 2 years. As for how much time remains.. well, we're getting ready to go to open beta soon, but we'll continue working on HoN for a long, long time to come.

HoN takes cues from WarCraft III mod Defense of the Ancients, right? What made you want to build on that?

Well, it comes back to making the sort of games we like to play. At S2, we played DotA in the office for a while and loved it, but couldn't help but realize how much better it could be if it only had certain bells and whistles and other improvements. We really think HoN can take the DotA-style gameplay to new heights, having not been held back by many of the limitations DotA had.

The game seems aimed for an audience of, to put it loosely, genre fans. How did you know where to innovate and where to be familiar?

The main goal was always to appeal to the DotA fans first and foremost. There's definitely a balancing act between making HoN familiar to DotA fans yet accessible to players who had never played DotA before.

We'll have a tutorial by release, which helps, but in general we innovated in ways that made sense when there was very little gameplay downside to doing so.

The art is exceptionally lovely. What considerations did you have when assembling heroes and Hellbourne that look lifelike and diverse?

The main considerations when making art in HoN are cool-factor and gameplay. Our art director Jesse Hayes is always stressing a certain style and wanting things to be exciting and cool, for lack of a better term.

Unfortunately (or perhaps fortunately), the human imagination isn't the only limitation here -- we are constantly making efforts to ensure that the art doesn't negatively impact the gameplay. Visuals for a spell have to be clear and precise, each hero needs to be a certain size (so they can take the same paths through the forest as other heroes), and we like to have visual feedback for nearly everything without making battles feel too cluttered.

If you could start the project over again, what would you do differently?

I don't think there are many things that we would do differently, actually. We learned a lot from developing our previous titles, and applied that knowledge to HoN's development. In a way, HoN was our "second chance" in which we got to do things a bit differently.

Were there any elements that you experimented with that just flat out didn't work with your vision?

Hm, there were a few heroes that never saw the light of day that didn't really work out. Or rather, they were re-worked until they did work out. For the most part, though, we've been lucky to be building off a concept that has already been proven with DotA, and we've had years to learn what does and doesn't work and get a really strong grasp on what we're doing, so we haven't really had any major problems.

Have you played any of the other IGF finalists? Any games you particularly enjoyed?

Unfortunately, no. We've been crunching pretty hard here lately, but I look forward to checking them out sooner or later.

What do you think of the current state of the indie scene?

I think we're getting more avenues for indie developers to get their games out there. Digital distribution has really made it possible for companies that can't afford to sell retail to still be able to sell their games. Development tools (including complete game engines) are becoming more available too.

It excites me that if someone is determined enough, they really can make a completely playable game with a pretty small budget. At the same time, huge-budget titles really make it difficult for indie developers to compete in the single-player market, I think. Huge cinematics, voice acting, and tons of play time are becoming the norm for single-player games these days, and indie companies just don't have the resources to pull off games with that type of scope.

I think indie titles have the most success as puzzle games or multiplayer-focused games. I kind of see two classes of games here: the epic 50-gigabyte single-player titles intended for hours and hours of play, and the small, accessible short-term titles (some multiplayer ones aren't so short-term). I think both classes of games have a lot to offer, and I think the added diversity is something most gamers would welcome.

[Previous 'Road To The IGF' interview subjects have included Enviro-Bear 2000 developer Justin Smith, Rocketbirds: Revolution's co-creators Sian Yue Tan and Teck Lee Tan, Vessel co-creator John Krajewski, Trauma creator Krystian Majewski, Super Meat Boy co-creators Edmund McMillen and Tommy Refenes, Sidhe's Mario Wynands, who worked on Shatter, Daniel Benmergui, creator of Today I Die, Klei Entertainment's Jamie Cheng, executive producer on Shank, Star Guard creator Loren Schmidt, Miegakure developer Marc Ten Bosch, Joe Danger creator Hello Games, Limbo partner Dino Patti, Closure's Tyler Glaiel and Jon Schubbe, and AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard for Gravity's Ichiro Lambe.]

By Simon Carless

Best of FingerGaming: From Vanquish to Assassin’s Creed II

[Every week, we sum up sister iPhone site FingerGaming's top news and reviews for Apple's nascent -- and increasingly exciting -- portable games platform, as written by editor in chief Danny Cowan and authors Mathew Kumar and Jonathan Glover.]

This week, FingerGaming covers the debut of Gamevil's stylish brawler Vanquish, as well as Ubisoft's iPhone adaptation of Assassin's Creed II: Discovery, and Gameloft's Cooking Mama competitor Pocket Chef.

Also in this set of links - the top-grossing App store games, charts on the most-downloaded free and paid games of the week, and info on upcoming titles such as the anticipated DS conversion Maestro! Jump in Music.

Here are the top stories from the last seven days:

- Top-Grossing Game Apps: Rock Band Overtakes Chinatown Wars
"EA's iPhone edition of Rock Band surpasses Rockstar's Grand Theft Auto: Chinatown Wars to become today's biggest-grossing game title, as Activision's Call of Duty: World at War Zombies holds steady at third place."

- Ubisoft Releases Assassin's Creed II: Discovery for iPhone
"Assassin's Creed II: Discovery features many of the same stealth-action gameplay elements that defined the franchise's console titles, and adapts them to fit in the context of a side-scrolling platformer on the iPhone."

- Words With Friends Developer Partners with ngmoco in Upcoming We Rule
"We Rule's social gameplay mixes elements from SimCity and Zynga's Facebook app FarmVille; in addition to collecting taxes and managing businesses, players will be able to grow, harvest, and sell crops for extra cash."

- Gamevil Debuts 'Artistic Action-RPG' Vanquish: The Oath of Brothers
"While the in-game action plays like an arcade-style brawler, players are able to upgrade weapons and learn new abilities between levels, using experience and items earned in battle."

- Top Free Game App Downloads: Kinetic Balls Rises to the Top
"Motion 9's executive toy simulator Kinetic Balls tops the charts this week. Cobra Mobile's arcade-styled bombing game iBomber follows at second, as last week's chart champion Rock Band falls to third place."

- Konami Releases Lyric-Matching Rhythm Title RhymePlayer
"RhymePlayer's gameplay closely resembles Konami's iPhone dance game Dance Dance Revolution S. Scrolling lyrics appear at the bottom of the screen and must be tapped when they reach a timing line at the top."

- Gameloft Challenges Cooking Mama with Pocket Chef
"The 3D graphics are more realistic than Cooking Mama's cartoony style, making completed dishes seem that much more appealing. Pocket Chef also includes a selection of unlockable real-world recipes for culinary experts."

- Top-Selling Paid Game Apps: Shopping Cart Hero Beats Skee-Ball
"MonkeyWantBanana's extreme stunt sim Shopping Cart Hero earns second place in today's sales rankings, while Doodle Jump once again finishes as the App Store's top seller."

- Bulkypix to Publish Rhythm Platformer Maestro! Jump in Music Later This Month
"Created by French indie developer Pasta Games, Maestro! Jump in Music challenges players to 'strum' platforms to the rhythm of a background music track to make a bird jump, collect items, and avoid bottomless pits."

By Derek Yu

Assemblee Competition: Results!

Assemblee Winners!!!

The results of the Assemblee Competition are in! The winner of Part Two is Ivan Safrin for Bitworld, a really slick action-oriented roguelike that was made in Ivan’s own development framework, Substance (still under-wraps). He made use of a number of people’s work from Part One: Oddball, Oryx, Rynen10k, Blot, Stian Stark, Saros, BigLon. A hearty congrats, dude!

As you can see here, it was a pretty close competition, with a lot of great entries. I noticed quite a few entries made it on to 1up’s 101 Free Games of 2010, among other places. Here are the top ten finishers (with brief and inadequate synopses):

1. Bitworld 72 votes (7.9%) – slick 2d/3d roguelike
2. Dungeons of Fayte 63 votes (6.9%) – co-op action/RPG
3. Realm of the Mad God 57 votes (6.2%) – massively multiplayer fantasy
4. Mr. Kitty’s Quest 51 votes (5.6%) – explorey action adventure game
5. BirdyWorld 38 votes (4.2%) – Zelda-like where players create the world as they explore
6. Backworld 33 votes (3.6%) – platformer about painting
7. Tiny Crawl 33 votes (3.6%) – streamlined room-based RPG
8. s h i n e 32 votes (3.5%) – survival horror
9. The King, the Queen and the Jester 29 votes (3.2%) – first person dungeon crawl
10. Great Dungeon in the Sky 27 votes (3%) – platform game with many characters

Please check out the full list of Assemblee games if you haven’t already. Lots of gems in there.

The winner of Part One was Oryx, for his Lo-Fi Fantasy Tileset, which was used in many a game (including Bitworld). As stated before, all of the art and music for Part One is now available (image-heavy) for you to use in your own (non-commercial) projects. They have been released by their creators under a Creative Commons license.

TIGForums mod and Pokemans-lover extraordinaire Melly also held a Box Art Competition after Part Two, which turned out some more cool stuff.

I loved this competition. I think it definitely proved that a two-part competition can be very successful. Logistically, I’m going to have to do more planning for large volumes of entries. I was really unprepared for all the awesome that was going to come in, and that led to some delays. Thanks to everyone who participated, and congratulations to everyone who finished artwork, music, or a game! Continue reading

By Simon Carless

Glorg: One-Button Action RPG

Taking a cue from Diablo, which simplified RPG experience into a point-and-click-and-loot experience, Glorg pares the formula down even further by taking over control of your hero's movement, managing where you want to explore or adventure off to while you worry about reacting to whatever you come across.

Martin Jonasson created this procedurally generated Flash game as his submission to the Gamma 4 one-button game competition. According to Crayon Physics developer Petri Purho, who's apparently played Glorg already, the game is "very addicting" and "basically a very streamlined version of Diablo".

Sister site IndieGames pointed out another fun looking single-button game: Tom Vencel's One Button Bob, now playable at Armor Games. The action title presents a series of screens in which you have to push your button at the right time for your explorer to react in a way that allows him to survive.

[Via IndieGames.com]

By IndieGames.com - The Weblog

Trailer: glorg (grapefrukt)


A Gamma 4 showcase submission, glorg is an action RPG in which all the actions of the main character can be executed by just using one button. According to Martin Jonasson, this procedural generation Flash game currently has more than sixty unique items to find, with one already previewed in the video shown above. Continue reading

An innovative casual puzzle game for the whole family.In this game you are an inventor who tries to please people’s needs by making inventions, buying invention parts in the market, and making sure you are not making people hate eachother.Try it for free.