By Paul Eres

REDDER


REDDER is a game by Anna Anthropy / Auntie Pixelante, with music by Amon26. It’s an exploration platformer focused around an alternating green/red block switch mechanic, similar to the mechanic used in the third pendent dungeon in the SNES classic A Link to the Past.

I found the colors very nice (even though the backgrounds are often just gradients, there’s a lot that can be done with just gradients of color), and the exploration of a fairly large world excellent. In a few ways the game resembles VVVVVV, but only in basic structure: a world of screen-sized rooms, numerous checkpoints, things to collect, but is more non-linear, slower-paced, and not as focused on challenge (you won’t die very often if you’re decent at platformers).

I’ve played through many of her other games (When Pig’s Fly, Calamity Annie, Calamity Annie, Invader), and so far this one’s by far my favorite; maybe you guys will agree. Continue reading

By Lorne Whiting

Flotilla is out

Flotilla Blendo Games (the creator behind the very stylish and classy Gravity Bone) released Flotilla a little over a week ago.

Flotilla is a space exploration game where you go from star to star flirting with danger and talking to bull-slavers and cat-pirates and various other terrestrial animals piloting space ships, killing and getting killed by many of them.

The meat of the game is the turn-based spaceship combat. Turns take place simultaneously, so you have to really think about what your enemies are going to do, especially since each ship has a bunch of invulnerable armor plating that you have to circumvent. You can control the orientation of your ships, and there are a few movement options that let you trade speed for firepower and vice-versa, so it’s really a battle of lining up your ships so that you’re ships are flanking or can otherwise hurt the enemy, while making sure their shots can’t get past your armor.

It’s an incredibly satisfying system with a lot of depth, and the demo will make you cry and wish you had $10 when it ends. Or, y’know, you do and you can buy the game and everybody wins. Continue reading

By Alex Macqueen

Let’s Win Forever

WINNINGFOREVER

“Mouse click on gerbils to shoot them, get scores, youre winning, YOU ARE WINNING FOREVER

Let’s Win Forever is the latest creation of Amon26, from whom sprang the wonderful Au Sable series and a number of other short, humorous titles. In Let’s Win Forever, the player aims their crosshair at the members of a large crowd of colourful gerbils. Shooting them results in their gaining jetpacks and a seemingly arbitrary number being added to the player’s score. There’s not really any objective or purpose to the game, but that’s okay since it allows you to WIN FOREVER (!). The music is quite brilliant, as always with Amon’s work. If you enjoy this, it’s also worth checking out the more experimental Let’s Win Everything.

Download Let’s Win Forever here; get Amon26 merchandise (including art-books and a CD of Au Sable/AOOFAD) here.

Hit the jump for an interview with Amon26:

Interview with Amon26

TIGSource: What does the pseudonym “Amon26” mean?

Amon26: I was fourteen when I found the name. Amon was short for Amontillado, and in junior high my friends and I talked about each other and our crushes in-code so that our peers wouldn’t find out our secrets. There was Eduardo, Oxy, Aim, Julius, Pizarro, and me, Amontillado. The 26 came in when I was tired of everybody using the same boring numbers like 69, or 666, 13, or 420. It seemed every number had some kind of special meaning. I couldn’t find any special meaning to the number 26 so I chose it to represent me. I let it become my ‘holy number’ I guess you could say.

TIGS: While you’re best known for your games, you’re also a prolific musician, visual artist, and occasional writer. How do you balance your multiple artistic interests?

Amon26: I don’t worry that much about balancing it out. For a long time I’ve liked the idea of trying to bring multiple elements to bear in a way that excites an audience. So sometimes I’ll write a story that becomes a picture, or I’ll design a picture that becomes a short film. I tend to think in fractals, so everything could be easily transformed into another media for me. AOOFAD could be a board game, or a 200 page poem, or a coffee table art-book. It just happened to come out shaped like a game. :)

TIGS: Where do you think games stand as a medium? Do you consider Anna Anthropy’s concept of games being primarily about creator-audience interaction to be worthwhile, or do you tend to focus more on your own individual expression?

Amon26: I think each game should be measured by its own merit. Boardgames for example: Mahjong can’t be compared to Brenda Brathwaite’s Train, or vice-versa even even though they’re both boardgames. Sometimes a game is meant to tell a story or have a message, sometimes a game is meant to realistically simulate an event, other times its just meant to look and feel cool with little or no substance and meaning. The whole “games as/are art” debate is hard for me to understand. The concept of what makes art art is so hard to pin down as it is. I think what matters more is setting out to try and accomplish something good, regardless of what it may be considered in the end

TIGS: All of the games set in the world of Au Sable are in traditional genres, as either run-and-gun or first person shooter. Is this due to a design philosophy that one can most easily distort what is already well known, or simply from the route of attempting to marry gameplay to aesthetic in a way that doesn’t require a great deal of coding?

Amon26: At first it was my way to make sure I wasn’t overstepping my bounds. I re-purposed a free, open source platformer example for GameMaker and didn’t want to design a game that had goals more complex than I knew I could accomplish with what limited skill I had. Now that I’ve learned more, I could try something less conventional but I’ve always been fond of John Carmack’s concept of simplicity. You can play Doom1 with a couple keys and the mouse, that’s all you need.

TIGS: What are a few of your major influences, in any medium?

Amon26: Hm, Castlevania II really helped me see potential in making lo-fi graphics unsettling, the whole game gives this stark sense of loneliness even when you’re in a populated town. Same with Wizards and Warriors 2. Silent Hill/Fatal Frame were good examples of creating a vulnerable player; someone who wasn’t good with guns or combat. As far as books go, I used Ray Bradbury’s “Death Is a Lonely Business” as inspiration for creating an eerie mood from what would otherwise be considered mundane. Also “House Of Leaves” created an illusion that the book was shredding itself apart as you progressed. I listen to a lot of music all over the board, from Lilly Allen to Soul Coughing. I modeled AOOfAD/AuSable’s music after Throbbing Gristle, and the ambient tracks off of the Quake1 CD written by Trent Reznor.

TIGS: Your games tend to employ a glitch aesthetic in that there’s no definite reality that is readily understood by the player, making them unsure of their abilities and goals. To what extent is this intentional, rather than accidental as a result of your unfamiliarity with your tools?

Amon26: Well a lot of those glitch and scratch concepts come from “manufactured accidents” during the development process. I.E the Eyes in Ausable. I wanted them to do something other than hover in a fully predictable pattern, so I made attempts to break the game on purpose with lots of random integers, particles, distortions. Once I found something that looked good, I toned it down to a point that kept the game playable, but reflected that sense of nearly crashing. That’s pretty much how I do everything.

TIGS: Collaboration is obviously something that you’re familiar with, as you’ve done the music for both Anna Anthropy’s and Jazzuo’s games. To what extent has this been a positive influence on your own work?

Amon26: Mighty JillOff and Sexy Hiking have been two heavily played games among my local friends and I for years. We’d spend hours at all-night diners trying to work our way over that damn tree, or up the impossible tower. So when I was invited to compose music for Jazzuo/Anna/Kepa I nearly wet myself! Now, a year later, I’ve learned about who they are, and what they enjoy doing beyond what brought us together. Their friendships have been the most valuable outcome from all of this. I’ve met Anna in person and someday I would like to fly over and visit Jazzuo so we could do a live performance of the DildoTank theme song. I think we would obliterate all of Eurasia with its greatness. (And some of Denmark)

TIGS: One of the defining features of games as opposed to other artistic mediums is the possibility of a social aspect; this is present even in single player games, as you’ve mentioned in relation to your experiences with The Mighty Jill Off and Sexy Hiking. Do you plan on ever creating a game that focuses as much on human interaction as atmosphere, a la Anna Anthropy’s Octopounce?

Amon26: I have this really crazy idea for a 2 player game that actually encourages failure to some degree. I loved how the later ps2 Burnout games rewarded you with super-dramatic visuals when you failed. I want to recreate that same sense of “oh man, I lost the round but look how amazing my failure was!”

TIGS: Do you have any tips for complete beginners to Game Maker or independent game development in general?

Amon26: hmm.. well it applies to more than just GameMaker, but; Make lots and lots and lots of mistakes. Visit forums, grab examples and code and just rip them apart. Even if you dont know what you’re doing, you’re still doing something. Eventually it gets clearer.

its not effective for people who want to go from zero-to-awesome in a day, but its really rewarding

also, make friends with other small devs, cultivate meaning partnerships with other fledgling designers and share your experiments between eachother.

if it wasn’t for the help of glyph, the A.I in AuSable would be little more than bouncing do-nothings.

TIGS: I see that’s worked out very well for you and Anna Anthropy.

Amon26: exactly, she really took me under her wing and spends lots of time helping me fine-tune things. In return, I’m her “piano monkey” writing fun music for her work.

TIGS: Are you doing the soundtrack for her new deep sea diver game, too, then?

Amon26: It’s planned, I’ve had really bad writer’s block with music lately. Winter gets me down and makes it hard for me to focus on things, but I sent her a few blurbs of music today [Ages ago, now- Ed.].to see what she thinks.

it’s a lot of fun, there’s stuff I cant discuss about it that really amuses me. Very much her sense of humor.

TIGS: Your Quake machinima tend to have a comical aspect not present in your games or music (aside from the Dildo Tank theme). Is it less natural for you to make humorous, rather than melancholy, creations?

Amon26: I struggle with chronic night terrors. I’ve had them since I was a child and they’re very distracting. One time I had a therapist that encouraged me to try “trapping” my horrors on canvas but It didn’t work out really well. The pictures didn’t make me feel any better. But it all changed the moment I personified a nightmare as an NPC, took aim, and killed it.

In my ordinary waking-life I tend to be very light hearted, positive and quirky. I avoid over-exposing myself to negative things, I don’t read the news or watch TV. So when I’m in the spirit and feel it’s time to tell a really good joke, I do it by whatever means necessary. I look forward to creating a really absurd and hilarious game in the future. Something that I hope will equal the polish of AOOFAD/AuSable.

TIGS: Have you played any of Aliceffekt‘sgames? They’re quite reminiscent of yours, especially Cyanosis Fever.

Amon26: ooh this looks interesting (downloading valp.zp)

angon a sec, trying it

ohh MAN!

i never knew i could feel that way about a game. valential hopes just made me keep going “YES! FASTER! YES!” then i ate some mints, and i was allright. im not sure what its about yet, i just tried the first path

yeah, i’d really love to develop something alongside a programmer with some genuine 3d prowess. I have an idea for a flight game that I’m not nearly smart enough to make yet. I tried unity, but it made my brain explode out my ear,

TIGS: It appears that you’ve tried to sell some of your work on CD and USB locally as well as on-line; has this been successful?

Amon26: The money I’ve made off sales doesn’t cover much more than a nice dinner or a DVD on occasion, but I don’t expect it to. It’s just my way of providing people a method to donate money and be able to get something nice in turn as my way of saying thanks. I wish I could curb production costs though, I make 2 dollars profit off a 18 dollar shirt.

TIGS: You’ve recently made the jump into 3D; how is designing for three dimensions different than designing for a spatial area seen only from one side?

Amon26: It was a nightmare at first, but I was sort of expecting that. Even though all I was doing was providing a variable for “height” along with width and length, it took a lot of re-thinking to understand. Once I started getting the basics down It actually felt very familiar. Cactus helped me solve a problem that was a bit tedious but he really saved my ass. Without his tip, The Hunt still wouldnt run right on most PC’s. I really need to look into Unity and see if I can make anything interesting in that next, but I’m not sure if my brain can handle it. We’ll see. If i start speaking aramaic and drawing stick figures of zalgo with my own feces, then maybe i’ll stick to 2d a little longer.

You can ask Amon26 your own questions at his Formspring.

Amon26

By Derek Yu

Preview: Sleep Is Death

Sleep Is Death

Sleep Is Death is the next game from Jason Rohrer, who’s best known for creating Passage. You can pre-order SID now for $9 or purchase it for $14 when it comes out on April 16th. It’s described as “a storytelling game for two players”. You can find out more about the game by clicking through this fun slideshow. Continue reading

By Derek Yu

NES Love


This is kind of amazing: homebrew developer Sivak has just released Battle Kid: Fortress of Peril, a new NES (actual NES) Metroidvania that’s inspired by Kayin’s I Wanna Be the Guy and NES classics like Mega Man. It features 550 rooms, 30+ enemy types, and 8 bosses. There are 5 difficulty settings and a password system, too.

The cartridge, which is region-free and works on clone systems, can be purchased for $27. It comes with a full-color instruction manual and black dust sleeve.

Sivak has released a few other homebrew NES carts, I believe, although the only one I could find was Mystic Pillars, a Columns-like. Here’s a short interview that Screw Attack did with him earlier this month about Battle Kid.

(Thanks, Luke!)


Speaking of Mega Man, Cutman Mike (I really like that name!) is working on an FPS deathmatch based on the venerable Capcom series. Mega Man 8-bit Deathmatch, which is being made using the Skulltag engine, will let you play as every single Robot Master from Mega Man 1 through 6 (48 in total) and use all of their abilities (Mega Man himself is also a playable character)! The game will be released some time in 2010 as a free standalone title.

(Source: Duncan Bell, via Twitter)

P.S. This reminds me of Mega Man 2.5D, another fan game that’s based on Mega Man 2. That game is also planned for a 2010 release. Continue reading

By Derek Yu

Coptra

Coptra

Coptra is a new arena shoot ‘em up from Jan Willem Nijman, aka jwaap. Enemies and bullets move quickly in this game, making it very fast-paced. It’s simple, but the enemies and power-ups work really well together. I especially like how power-ups stack to create super-weapons.

If there’s one thing I’d change, I’d make the bomb its own unique-looking power-up. The bomb wipes out the entire screen and is the most strategical of all the weapons. Separating it from the rest would add some depth to the game and make it even more exciting.

If you plug in a dual-stick controller, you can use it to play Coptra (this game would kick ass on XBLIG). Press “B” in-game to toggle the gamepad settings until you find one that works with your controller. You can also turn off the scanlines by pressing “N”. I thought they looked cool, but I found it easier to play when they were off.

TIGdb: Entry for Coptra

By Alex Macqueen

Refugee

Refugee

“I WAS A TORTURE VICTIM BEFORE I STARTED TORTURE MYSELF

Ah, Vasily Zotov, our constant purveyor of autobiographical, surrealist snippets of something-or-other. In preparation for his upcoming trial, which will determine whether or not he’ll be granted asylum in the U.S., he’s released the first chapter of his newest puzzle game, Refugee. It’s in the same vein as Space Spy, but with better music and bigger explosions. This one attempts to encapsulate his feelings on the corruption of power within Homeland Security, although there’s not much of that as of yet. You can expect more levels to be added in the coming weeks, provided that he comes out of his trial unscathed. Come for the “crazy juridicial prostitutes”, stay for the B-Game appeal of this absurd experience. Let’s hope Thursday’s trial works out for Vasily; he seems a reasonable guy, if a bit out of the ordinary, and it appears that a return to Russia would do far more harm than good.

You can play Refugee here, while the trailer can be viewed here. 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.