Search Results for: label/Daniel20Douvris/index.html

Number of Results: 34

Tiny Defense Goes Free

Amid the frenzy of price drops, Tiny Defense has gone completely free as part of the Blacksmith Games Appvent Calendar.  If you don’t already own it definitely pick it up now.

Tiny Defense is a side-scrolling tower defense game with Mario-esque artwork and great gameplay.
Here’s what has been said about Tiny Defense so far:
    “Tiny Defense takes the tried and tested tower defense genre and puts it onto a 2D playing field. It works a treat and comes out as one of the very best in its class.” –
      “This tactical defense game is entertaining and addictive. There is nothing not to love about it.” –
        “If you’re a fan of games like Plants vs Zombies and you’re looking to try anything with a remotely similar gameplay experience, then Tiny Defense will certainly satisfy that urge.” – TouchArcade
          “Tiny Defense is one of the first tower defense titles that I’ve played that meets up to the expectations of P vs Z.” – AppStoreArcade
            “I like it! Cute, Mario-esque graphics, PvZ gameplay, ample content.” – ArcadeLife
          Don’t pass this freebie up. Grab it now! Tiny Defense

          Interview with Lab Rats Studio

          Recently I managed to get in touch with Rion Holland over at Lab Rats Studio, the development team behind upcoming Third-Person Shooter M.U.S.E. This game is shaping up to be a down-right awesome shooter and brings back memories of arcade-style multiplier mayhem. Look for preview screens after the break.

          – Can you give us some basic background about Lab Rats Studio? When did you guys form the team and what motivated you to enter the development scene?

          Lab Rats Studio was formed a little over a year ago by four Wake Technical Community College students with a passion for game development. We all knew finding jobs at game studios in today’s economy would be very difficult with no experience, so we decided to do it ourselves. Lab Rats Studio was one of the inaugural companies to complete Joystick Labs’ three month game development business accelerator program in Durham, North Carolina. We all had a drive to work on our own game and have creative control over the process, which is what led us to create Lab Rats Studio. We realized that the mobile market was growing and there was not a lot of heavy competition for a game like M.U.S.E. yet.

          – How did you come up with the ideas behind M.U.S.E.? Have you drawn inspiration from any other games?

          As a lot of other games do, we of course drew inspiration from other games that we enjoy. We knew we wanted to create a third person shooter that was visually impressive and consisted of “console-like” shooter gameplay. We sometimes describe M.U.S.E. as a sort of Sci-Fi Max Payne set in a dark alternate present day. Others have noted inspirations from games like Duke Nukem and Gears of War. We then added on top of the shooting a layer of arcade scoring and combo systems that gives the game a competitive aspect to compete with friends to get high scores where players can post high scores to leaderboards via GameCenter or OpenFeint. We, of course, feel like M.U.S.E. is totally different than any other game out there, especially on the mobile market.

          – What sort of struggles have you guys faced during the development of M.U.S.E. so far? How have you managed to overcome them?

          Our biggest struggle has been that this is our first marketable game as a new game studio, so it has been a learning experience for all of us. We didn’t have a lot of time to spend in pre-production, which is a crucial stage of the game development process, that made us come up with concepts and designs within the production cycle. We also had a pretty large vision for what we wanted M.U.S.E. to be which had to be managed to make it work for mobile devices.  As an independent game development studio, we struggled a lot with money and keeping a staff of up to nearly 10 people. All of the people on our development team are extremely talented and dedicated individuals that have continued to work their butts off for the past year to make this game happen. We have managed to create this game on a shoestring budget and are very proud of what we have accomplished.

          – What do you guys hope to bring to the App Store with M.U.S.E.? How will this push the iOS gaming platform further into the future?

          We are bringing fun and immersive gameplay to the shooter genre on mobile devices. We took a play style that is popular on consoles and made it work for mobile devices so that people looking for a slightly more traditional “shooter” gameplay experience will feel at home in M.U.S.E. The controls have been through much testing and iteration to bring an intuitive and comfortable feeling as similar to a controller layout as possible. As briefly mentioned before, we added an arcade style scoring system and RPG inspired upgrade system to give the game some competition and replayability. Players will also be able to purchase currency via IAP for faster upgrades, or can play through the game and gain currency upon beating levels based off their scores. We are also very happy with the level of detail and quality of artwork we were able to accomplish on mobile devices that will only continue to get better as both we and the hardware continue to develop in the future.

          – M.U.S.E. is looking really awesome. Can you tell us about some of the key features that we will see in the game?

          M.U.S.E. will feature:

          • – Gorgeous visuals that showcase the full power of the iPhone4S and iPad 2 and rival console games for graphical richness and detail.
          • – Arcade-style scoring system that awards players points for combo kills and massive destruction.
          • – Compete against and challenge friends for the highest scores in Game Center (iOS) and Open Feint (Android)  leaderboards.
          • -“Adrenaline Mode” that is both a beginner’s lifeline and an elite player’s high scoring tool.
          • – Equip a variety of high-tech weapons as you fight against an army of cybernetic enemies.
          • – Upgrade your character as you play with over 80 individual upgrades for Sid and his weapons.
          • – Destructible environments rigged for maximum destruction and pyrotechnic mayhem.
          • – Immersive single-player campaign with a storyline told through comic book-style cutscenes.
          • – Full support for iOS 5’s AirPlay mirroring so you can watch your explosive firefights on your big-screen HDTV.
          • iCloud saving so you can play on one device and pick up where you left off on another.
          – You’ve mentioned an “Adrenaline” Mode. Can you expand on that feature?

          “Adrenaline Mode” is a feature we have added to M.U.S.E. that is similar to a “rage” mode in other games where Sid literally shoots himself in the leg with a shot of adrenaline and goes into a state of heightened awareness and power. First off, adrenaline is gained by dispatching enemies or destroying environment objects in game. When your adrenaline meter is full and begins to flash, you can enter adrenaline mode which will slowly regenerate the player’s health, puts an outline on enemies and destructible objects to make them easier to see, bursts the player into slow motion after kills and destruction so they can plan their next move, and puts a bloom effect on screen. While in adrenaline mode, you can extend the timer by continuing to kill enemies and destroy objects, and the longer you do so, the more your adrenaline multiplier increases (the 0.0x in the top right). Every kill in adrenaline mode is multiplied by this value, so kills 60 seconds into adrenaline mode will yield 6x the normal score value, and then multiplied again by whatever your current chain value is.

          To put it simply, each enemy and destructible has a base score value that is multiplied by the value of the combo chain, and then again by the adrenaline multiplier if you’re in it. So if you kill a Vorg Zed Ultra (base score 700) with a 3x combo chain when the adrenaline multiplier is at 2.5x, you’ll net 5250 points. Adrenaline mode is both an emergency lifeline for those that are about to die and need that extra boost, and a high-scoring method for the elite player that is trying to top their friends’ high scores.

          – When do you hope to release M.U.S.E.? Have you discussed a price point?

          M.U.S.E. is planned for release in December 2011 just in time for the Holidays. We plan to price the game within the same realm of our competition.

          – What does Lab Rats Studio have planned for the future?

          We plan to put out a content update for M.U.S.E.: Episode 1 about a month after launch that will include two more levels and a final boss fight level to complete the episode. There will be some added enemy variations and possible new upgrades and weapons to use. After that, we plan to continue the game through three episodic installments to complete the franchise. We are striving to be a premiere cutting edge game development studio on the mobile market.

          We really appreciate Rion and Lab Rats Studio taking the time to chat with us about M.U.S.E. To learn more about M.U.S.E. and the studio, check and follow them on Facebook and Twitter!

          Crowman & Wolfboy: Upcoming iOS Adventure

          This is definitely something that should be on your radar. Wither Studios, a game development company founded in 2009, is creating what looks like a uniquely artistic iOS game.  Here’s the story behind Crowman & Wolfboy as put by Wither Studios, “Join this unlikely pair of Shadow Creatures, on an epic metaphysical journey to escape their own nature and find a greater meaning. You’ll flee the planet of shadows and travel across the universe itself, discovering amazing new worlds along the way.”
          In terms of gameplay, C&W will be a mix of platformer and adventure. Controls seem pretty intuitive, with a slider bar for movement and swipe gestures for jumping and other actions. A unique feature in the game is that you actually control two characters – Crowman and Wolfboy – although they act as one. Both characters have their own unique attributes: Crowman can jump, glide, and dive, while Wolfboy can smash, dig, and climb. Both characters need to survive in order to complete the levels.

          The art style of C&W is truly amazing. Artists at Wither Studios have created a whopping 15+ environments. As you progress through the game, environments will slowly become more and more detailed. You begin in a monochromatic, black and white landscape, but by the end of the game you will be running through vivid, color-filled worlds. All of this goes to create a fantastic experience and it is hard to believe that this game is really for iOS.
          Wither Studios has a Kickstarter fund going here, so before you do anything else make sure and jump over there and gives these guys a kick (get it?).  There are also several videos covering W&C’s progress. Here’s one of some alpha-gameplay because I know you are all dying to see how this baby actually plays.

          Wither Studios is hoping to put Crowman and Wolfboy through beta testing this December, and if all goes well, this amazing piece of art should be in our hands in early 2012. Stay tuned for more info.

          Don’t Run With A Plasma Sword – PREVIEW/REVIEW

          We’ve all experienced the thrill of endless games on the App Store.  Looking way back at games like Cube Runner, it’s easy to see that we have come a long way. Xperimentalz Games’ newest creation, Don’t Run With A Plasma Sword, boasts some unique features for an endless runner.
          The first thing you will notice when you load up DRWPS is its awesome, retro style.  Artwork is very crisp, and the story of the game is told in a “comic-book” fashion.  There is a good sense of humor as well with some funny lines on loading screens.  In terms of music, the soundtrack and the sound effects are a perfect mix of a spooky superhero theme and retro.  The upbeat tunes match perfectly with the genre and create an addicting experience.
          One of the most important aspects of platformer style games is the controls. After playing for a while, it’s apparent that Xperimentalz put some good thought into it because they nailed the controls. The left side of the screen is reserved for jumping (top half of screen) and sliding (bottom half), while the right side is reserved for attacks. This layout is perfectly comfortable for me and hasn’t cost me any deaths. (that’s a GOOD thing)

          Moving deeper into the game, there are a total of 28 story levels spread across 4 chapters. Levels are randomly generated, meaning enemies, platforms, obstacles and power-ups are different each time. Your goal in each level is to run a certain distance while jumping, stabbing, and sliding your way through anything that gets in your way.  Each chapter features its own boss battle which proved to be pretty challenging. Bosses ranged from giant UFOs to evil robot-stilt-wearing mastermind. Basically, to beat a boss you have to dodge all of his attacks and wait until you have an opening to attack. It sounds simple but timing and reactions are crucial to these levels especially.  There is also an endless level to go along with each of the 4 chapters. These are randomly generated like the story levels, but your goal is to run as far as you can.

          Character Upgrades Rock!

          DRWPS sports a slick RPG-upgrade system as well. Character upgrades like additional attacks, extra health, and double jumping are available, as well as cosmetic stuff like different colored swords or clothes. There are some IAPs included, but I can’t stress enough that they are completely optional. Don’t shy away when you hear “IAP”. They are simple point packages that speed up the upgrade process. Honestly, if you play the game enough to enjoy it, then there won’t be any need to buy extra points.
          To add to the replay value, Xperimentalz has integrated GameCenter and Openfeint Leaderboards and Achievements. There are leaderboards for every level along with a total of 36 achievements.
          Xperimentalz Games has created what I believe is a unique breed of endless running game. How often do you get to play a game that isn’t called “Star Wars” where you run around with a light saber? I can assure you that Don’t Run With a Plasma Sword will be worth every penny that it costs. Grab your sword and save the world! Don’t Run With A Plasma Sword will be launching on November 30th for $0.99.