Posts Tagged ‘Steve Swink’

Scale returns with a physics puzzler update

Scale

Having spent the LONGEST time in the RPS treehouse establishing that a) Scale [official site] is not The Museum of Simulation Technology and b) I never wrote about either of them here despite having a clear memory of writing about The Museum of Simulation Technology and then finally finding John’s byline on the piece and now worrying that I’ve started just having really vivid and really boring dreams. OH WAIT NO. It was for another website. Another mystery solved and it isn’t even lunchtime!

What’s that? Scale? AH YES. Gather ye round, for there is an update on the size-shifting physics puzzler including BUT NOT LIMITED TO confirmation that the game is still in development after a period of silence: Read the rest of this entry »

Interview: Steve Swink On The Scale Of SCALE

Steve Swink is a man of damned good ideas. Thankfully, he also makes them into games. And from what I’ve played of an early build of SCALE, his latest is something pretty special. First winning crowds over at GDC this year, it’s now in the very final days of a Kickstarter, topping its target late last night. We caught up with Steve to learn how the idea began, before growing and growing into a full-sized videogame.

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A More Biggererer Look At Scale


I’m going to go all hipster and say how I knew about Scale before it was cool, but I’m only doing that so you know how long I’ve been waiting for Steve Swink’s brilliant looking puzzler about resizing things. I’d say it’s been about a year, so I’m really glad the Kickstarter is here and doing really well. So well, in fact, that Swink has excitedly uploaded a new video of the game to thank everyone for their contributions, and after watching it I came up with three reasons to post it below. Reason number two is that at 6m16s in he does the best impression of an object going “boing-ooing-oing” I’ve ever heard. Reasons numbers one and three are below, along with the video.
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Scale Seeks To Grow Its Kickstarter, Become More Brilliant

Usually, guns are used to make other people feel small and weak. Mortal. In an ingenious twist, however, Scale introduces (kinda) the opposite: a gun that can make things huge. Or teensy tiny. Or any size, really. That’s the central conceit of its semi-open-ended, Mario-64-inspired worlds, and there’s quite a lot to like in them so far. For instance, let’s say you’ve been swallowed up by a giant chompy rhino monster thing. Stuck in its acid-flooded maw, you’re probably doomed… unless! You enlarge the creature from within, turning its intestines into your own personal escape hatch water slide. Wheeeeeeee! Hello, freedo– oh no. Then you realize where you’ll be exiting from. Scale also has puzzles that aren’t totally gross, and they’re great too. Give its Kickstarter video a watch after the break.

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30 New Indie Games By Known Devs For $15 For Good!

30 new experimental games from proven indie developers, for $15? Cripes. And it’s not even a bundle. This is a Kickstarter-based fundraiser for something called LA Game Space, where developers like Steve Swink (Shadow Physics, Scale), Cactus (Hotline Miami), Pendleton Ward (Adventure Time), Bennett Foddy (QWOP, GIRP) and Santa Ragione (Fotonica) have contributed never before released games in a bid to raise funds for a non-profit organisation.

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More Experimental Gameplay: Shadow Physics


Another fascinating video from the GDC 2009 Experimental Gameplay Workshop has turned up over the weekend. Programmer and designer Scott Anderson (who is developing the idea with Steve Swink) demoed Shadow Physics, in which a shadow character interacted with the shadows of objects within a puzzle, thus moving the “real” objects to complete his objectives. There’s a podcast with Anderson over at IndieGamePod, and the video of the demonstration is below. Anderson reports that the game at least a year from completion, but the idea he’s working with looks clever indeed.

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