Posts Tagged ‘Sophie Houlden’

OUYA, What’s Going On Here Then?

By John Walker on September 11th, 2013.

Something strange is afoot in the land of OUYA. The Kickstarted console, running on Android, is obviously not usually in RPS’s purview. But a recently launched incentive to get developers to create OUYA games is treading on our toes, and merits a look. OUYA’s Free The Games Fund offers to match money raised by Kickstarted games, if they can reach a minimum of $50,000, in exchange for six months OUYA exclusivity. It’s hard to know where to begin pointing out what’s dumb about that. And OUYA’s failure to recognise why is causing a number of indie names to loudly complain, some to even stop developing for the console. We’ve spoken to a few of them to find out why.

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Money In Old Hat: The Indie Buskers

By Adam Smith on April 17th, 2012.

While watching people code is unlikely to be an event at this year’s 2012th London Olympathon, it has become more popular than I ever imagined it would. Admittedly, I imagined it would be marginally less popular than drinking your own eyeballs through a crazy straw so the fact that it’s an activity of choice for anybody is something of a surprise to me. You may remember the Indie Buskers, a gaggle of hardboiled indie types who offered up their coding expertise online, to an audience occasionally yelling requests. The results are now available. Read on to find out what dark ballads were in demand.

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Discriminating Porridge: StarstarstarletterD

By Alec Meer on January 9th, 2012.

Carrot?

Here’s the only sensible response to a challenge to make a videogame in under four hours: filling it with absolute nonsense. Sophie Houlden’s Blitzkast 10 submission StarstarstarletterD only skates around the edge of being a videogame, but makes up for its unabashedly basic interactivity and sub-five-minute length by wittering agreeably insane gibberish throughout. Reading all its crazy words was enough to tickle me, and I hope you too. Outward stocking? The egg.

Timelapse Making Of video below, which very nearly lasts longer than the game itself does.
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A Switch In Time Saves Line: Swift*Stitch

By Alec Meer on December 12th, 2011.

Aha! Sensible Sophie Houlden, of Sarah’s Run, BoxGame and The Linear RPG fame, has sensibly done the sensible thing for her new, vector-y maze navigation game Swift*Stitch and sensibly released a free demo. It runs in a browser, and you should absolutely play it – it’s (very) loosely in the vein of Snake, but all controlled with two mouse buttons. One makes your right-angular character immediately move downwards, the other temporarily slows it down so you’ve got time to move downwards before you smash into a wall. And then it builds quick-thinking puzzle-complexity from there thanks to gradual additions to the environment.

It’s very clever, a little bit fiendish, I’m really quite fond of it and you can buy the full thing for $7 if the demo rings your bell. There’s also a video below if you can’t/won’t run the Unity plugin for the demo.
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Here’s A Preview Build Of Sarah’s Run

By Jim Rossignol on January 20th, 2011.


Indie development type Sophie Houlden, who told us all to make games at the last World Of Love, has been following her advice and making a game of her own. It’s a Unity-based 3D puzzler, a physics-bending type affair, called Sarah’s Run. She’s posted a multi-level preview of it here. Go play. Provide feedback. That sort of thing. It’s also worth checking our Houlden’s other work over on her site.

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Box Clever: Boxgame

By Alec Meer on August 11th, 2009.

Something that’s fairly unwise to do while (apparently-possibly-maybe) suffering from swine flu and its attendant raging fever: playing a puzzle-based videogame that cheerfully perverts physics in the name of mind-bending. The innocuously-named Boxgame is the latest from Sophie Houlden, the feather-ruffler behind the satirical Linear RPG, but this time around it’s very much its own game rather than commentary on someone else’s. I don’t quite understand it. But I do like it.
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Drawing the Line: The Linear RPG

By Kieron Gillen on March 6th, 2009.

Michael Norskov suggested we play this. I did and then Walker revealed he gave it a crack a couple of days ago and didn’t think it interesting enough to post about. Which lead to a little RPS-chat-room debate about why he didn’t, and why I thought Sophie Houlden had nailed it, admittedly in a pretty mean-spirited way. And the fact we were having the debate at all probably meant it was worth posting about. In other words, it’s one of those videogame deconstruction things which wind some of you up right rotten.
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