Posts Tagged ‘platform’

One For Me, Thanks – Sugar Cube: Bittersweet Factory

By John Walker on February 23rd, 2012.

Run from the tea!

Chinese IGF winner, Sugar Cube: Bittersweet Factory is having a commercial release. From S. Korean indie team Turtle Cream, it’s a 2D platformer starring a cube of sugar, fighting against his fate. But, and I’ll never get tired of typing this, with yet another awesome twist idea. Here each screen exists in two versions, constructed from a grid of tiles that are flipped in blocks of four when the cube walks past them. So as you walk along a platform, you may replace it with empty space, deadly spikes, or key elements to completing the screen. It’s a brain-hurtingly interesting idea, and it looks utterly lovely, as you’ll see below.

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Snot Bad At All: Swindler

By John Walker on February 22nd, 2012.

This is my life with my current cold.

I have come to the conclusion that indie developers will never run out of cool new ways to meddle with platforming standards. The latest I’ve encountered is Swindler, from the pixel masters at Nitrome (check out why we rate them). Here you appear to play a blob of snot, who is able to let loose from his own ectoplasmic entity a long, stretchy green string, tied to a post at the top of a level, and then extended or contracted. However, rather than moving him about the world, you move the world about him.

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A Snippet Of Snapshot

By Craig Pearson on February 20th, 2012.

Paparazzi will love Snapshot
In my life I’ve shot about 100 bullets and taken about 12 billion photographs, so why are the stats in games skewed towards bangthings? I’ll tell you why: Gov’t funded Big Ammo have been lobbying to have guns replace photographs in all games. Doom was originally about photographing demon families for their Christmas cards, until the developers were visited in the dead of night. Then it mysteriously became about killing things with bullets. Check the game code. It’s all in the code, people! Well brave soldiers Retro Affect are fighting the good fight with Snapshot, their bullet-free platform game where you use photos of the environment to solve puzzles. Five minutes of Zapruder-beating footage is right here. You can’t stop the signal!

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Dawwwwb: Backworlds Is A Lovely Paint-Based Puzzler

By Craig Pearson on February 10th, 2012.

A cat. WE MUST HELP HIM!
This is swish. Platform game Backworlds has just released a demo, and I’ll urge you to play it because, yes, it’s been released as a prelude to asking you for money to help the game to be finished (also known as Crowdschafering). But it’s also a pretty, painterly puzzle game with bags of potential. It’s just a few licks of a brush away from greatness.
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Ooh, A Game Where You Shoot Many Robots

By Craig Pearson on February 7th, 2012.

You win this time, Demiurge.
Shoot Many Robots has a directness I can appreciate. When I eventually make a game, I’ll call it “Craig Make Gun Bangs”: it will have no story apart from a bit that says “he puts a bullet in his gun” in Comic Sans, and then a few seconds later “bang” spelled out in bullet holes. I reckon Ubisoft will pick it up like they have this four-player Borderlands-esque platform game. Sure, mine won’t have pretty graphics, charm, wit, or be anything more than an idea scribbled in crayon on a cereal packet, but then they already have that in Demiurge’s game.
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Now I Want To Play Dustforce A Lot

By John Walker on January 10th, 2012.

I'm swept away. GEDDIT?

I think you may want to play Dustforce a lot too, after you watch the trailer below.

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Scarygirl Bringing Her Tentacle Arm To PC

By John Walker on January 9th, 2012.

My tentacle makes me fly, too.

Square Enix’s Scarygirl, formerly a PSP game, has just been confirmed for a Euro/UK release, and it’s definitely happening on PC. It’s an action platformer, and it’s based on the graphic novel by Nathan Jurevicius. Coming out on Xbox Live Arcade on the 18th Jan worldwide, a PC version will follow “shortly after”, whatever that might mean. You can see a trailer for it below.

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Multi-Platform: A Tale By Alex

By John Walker on October 17th, 2011.

Not really a game well shown by our usual letterbox image.

Wow, games are great. Take for instance A Tale By Alex. The game by new indie team Digital Dreams, it’s a side-scrolling platformer played on three separated levels… simultaneously. Because each is a version of a kid, Alex’s, imagination.

It’s an amazingly cute idea, the two higher strips showing a reimagining of the real-world interior Alex is playing in. Jump over a table at the bottom, and it’s a grassy mound. Run past your pet tortoise and it’s a giant, biting monster that must be attacked. An elastic band flung in your front room is a range weapon for Alex the Knight.

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Fetch Your Shades: Deepak Fights Robots

By John Walker on May 31st, 2011.

This is not a representatively colourful scene.

In October 2009 I very rightly was enormously excited by the lunatic joy of RunMan. Its infectious brightness and unhinged glee were a big part of that. Developer Tom Sennett has picked up on the same vibe in his latest game, the brilliantly named Deepak Fights Robots (if you do nothing else, click on that link). It’s a puzzle platform game, heavily inspired by Bubble Bobble, but, well, brighter.

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BEEP!

By John Walker on May 9th, 2011.

I do like green.

This one’s a cutie. A side-scrolling physics platformer, in which you must negotiate levels with the goal of collecting materials for, well, further exploration. BEEP is a robot. Robots are cool, or cute. BEEP is not cool. He’s programmed to complete basic tasks, such as gather items, shoot baddies, and manipulate the environment. Thank goodness those are the things anyone needs to do in a physics platformer!

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Demo: The Wonderful Towers Of Mr Imp

By John Walker on May 3rd, 2011.

Take THAT, Crysis 2.

There’s a point at which looking back on my life can just be humiliating. I was SO rubbish at the classic platformers on the Spectrum. I don’t think I ever got past the third screen of either Manic Miner or Chuckie Egg 2. Honestly, I’m a shame to this entire industry. Orm & Cheep was about my level. So the rather snazzy The Wonderful Towers Of Mr Imp both impresses me and reminds me what a cack-handed buffoon I am. It’s an 8-bit puzzle platformer from Chinese indie dev 8bitattitude, with a sizeable demo.

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