Posts Tagged ‘Soundodger’

Twitch Decides Your Fate: Choice Chamber

By Nathan Grayson on April 8th, 2014.

I wonder if they intentionally made the entire world's background rare glitch Pokemon Missingno

I’d be a bit unsettled by the notion of random Internet denizens deciding my every action and footfall if they didn’t sort of already do that anyway. I mean, my job only exists because of the web’s ravenous hordes, so I’m basically a puppet for their whims. That said, Choice Chamber sees Twitch chatters taking on a bit of a different role than they did in genre (?) pioneer Twitch Plays Pokemon. The idea here is that one person controls a side-scrolling platformer character, and everybody else decides, well, pretty much everything. Levels formations, level themes, enemies, helpful minions, weapons, power-ups, how high the player can jump, etc, etc, etc. Soundodger developer Studio Bean has taken the experiment in crowd control/cacophony to Kickstarter.

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Wot I Think: Soundodger+

By Nathan Grayson on October 11th, 2013.

Soundodger was absolutely excellent back when I played its original free release earlier this year, but has it somehow become horrible in its frenzied dance lust for more? That unlikely question was brought to you by a need to artificially build contrived tension, and its answer is a resolute, incontrovertible “NOPE.” Soundodger+ brings new songs and the ability to make levels out of your own music, but also a price tag. Make no mistake, however: it’s worth the money. Here’s wot I think in the form of both wordshapes and THE MOST MEANINGFUL VIDEO I HAVE EVER MADE.

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Wot I Think: Soundodger

By Nathan Grayson on June 19th, 2013.

If I had been in charge of naming Soundodger, it would probably be called “Don’t Fuck Up Don’t Fuck Up Don’t Fuck Up: The Game.” But I guess that’s not entirely accurate, because your goal in this delightful (and free) magical rainbow rhythm triangle avalanche is to avoiding fucking up the soundtrack, not the game. Each song (from folks like Fez collaborator Disasterpeace, I might add) slings singing daggers of pure sound in your general direction, and you have to skirt each pattern’s edges just so to avoid them. Fail, and the song gets broken into a billion screaming pieces by a hideous record scratch and a sudden, music-less void. It’s a brief, largely inconsequential, er, consequence, but the soundtrack is so good and the flow of each pattern so satisfying that it’s physically painful to ruin them.

But once you get into the zone, well, let’s put it this way: I just got done playing for waaaay too long, and each time I blink, I see triangles. Glance quickly in any direction? Triangles. You are triangles. I am triangles.

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The 2013 GDC Experimental Gameplay Workshop

By John Walker on April 2nd, 2013.

An undoubted highlight of GDC every year is the Experimental Gameplay Workshop. Despite having that complete nonsense word in the title, it’s a chance for some of the most innovative and esoteric gaming ideas to be shared with one of the week’s biggest audiences, whether in development, released, or some impossible state in between. Some of the highlights are below.

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