Posts Tagged ‘the experimental gameplay project’

Harder, Better, Faster, Stronger – Starfall

By Alec Meer on May 31st, 2010.

Speed is POWER. But speed is also DEATH. Gain power, gain speed, gain death. Alex Bethke’s Starfall, created for the most recent Experimental Gameplay Project contest (theme: High Velocity) is as simple as a videogame can be, and that is exactly why you’ll be playing it for hours.
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You And Whose Army? Oh: C: Medieval

By Kieron Gillen on February 10th, 2010.

SHAMELESSLY STOLEN SCREENSHOT!

Now, I was considering posting about this when it was released as part of the Experimental Gameplay project. I didn’t. Then creator Alex Austin mailed us, and I’ve decided to. Is it because it’s a 100-person online (with up to 4 people on a PC) melee slaughterfest with a crest-designer? Partially. But mainly because the site’s story section says, in terms of motivation for the bloodbath, “The other team killed your wife.” Oh no! Our wives. You can get C: Medieval from here and then go play. There’s a server up right now, but it’s empty. I figure RPS can bum-rush it and try it out. I don’t know what bum-rush means. I got it from the Public Enemy album. Man! Footage follows…
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The Experimental Gameplay Project Fails

By Alec Meer on September 3rd, 2009.

Try saying this to someone you love

Oh, I am so very clever and funny. Worry not, the reborn EGP, playground of folks behind indie AAAs such as World of Goo and Crayon Physics, remains very much alive and well. It has, however, just announced the theme of its latest monthly rapid development competition – Failure. Oooh, iiiiiinteresting. Clearly, there are no games made for this compo as yet, but thought I’d see if I could encourage any enterprising RPS readers to pull something together while the deadline is still far-off. And if not, let’s all have a good old chin-scratch below about what kind of games could be made involving this concept. Me, I’d like to see one about a giant robot with no hands or guns that transforms into something entirely useless.

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Dream-Time Strategy: Broken Brothers

By Alec Meer on August 17th, 2009.

One Michael Todd drops us a mail about his submission for the ever-delightful Experimental Gameplay Project, as part of its August-long ‘Bare Minimum’ contest. I read it. I click on the link contained in it. I play the game it leads to. Why yes, I would jump off a cliff if somebody asked me to. Fortunately, there is no nasty surprise in this case – instead, an ethereal real-time strategy game that’s stripped to the bone in terms of its mechanics, but with a style and pace that somehow makes it feel nothing at all like an RTS. Why, even John Walker might enjoy this army game.
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