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Number of Results: 23

Interview With Beavertap Games, Developers Of The Casual Speedrun Platformer Mikey Shorts, Coming To The AppStore This Wednesday Night!

There have been quite a few additions to the Speedrun Platformer genre in the AppStore over the last year and a half; Leage of Evil, Mos Speedrun, Commander Pixman, Meganoid, Stardash, Little Acorns and more have provided some great challenges for the more hardcore platform gamers. Well, this Wednesday, casual gamers will be invited to take part in the fun as well, with the release of BeaverTap Game’s Mikey Shorts, a casual speedrun platformer that doesn’t have insanely strict times, but still provides a challenge for the more hardcore players. I was lucky enough to help beta test this fantastic game, checking out every little nook and cranny, and believe me when I say I haven’t had this much fun with speedrun platformer since I got into Mos Speedrun. We were also lucky enough to be able to pull the duo away from their busy lives for a couple minutes and ask them a couple questions about this supremely awesome title. 
Now, I don’t really know the details behind it all, but I do know that the two of you met on Touch Arcade while battling it out on OpenFeint and GameCenter for top scores in Hook Champ and Mos Speedrun. Are there other titles that brought you two together? When did you two start really talking about starting up BeaverTap Games?
We were both invited to beta test for Rocketcat Games in early 2010. While competing against each other in Super Quickhook, we started communicating via email and found that we were both interested in making an iOS game at some point. By the end of the year, we finally got around to making it a reality.



How long did it take you two to create Mikey Shorts, your first foray into the iOS development scene?
We’ve been working on the game in our spare time for over a year and a half, but we really stepped it up in the months before release.



Mikey Shorts is another great addition to the Speedrun Platformer Genre. However, having more lax times for the levels opens the game up to a more casual audiance. What made you two, being the hardcore speedrun mongers that you are, decide to drift away from the strict time limit challenge that most games within the genre have?





We love competing with other people more than just passing a level. We wanted to give every player a chance to do well in the game and show them that earning three stars on a level isn’t impossible. For the more experienced players, trying to rank high on the leaderboards should provide an extra challenge.



Are there any games that directly influenced Mikey Shorts, and are there any development teams that influence how the two of you have decided to build up and run BeaverTap Games?

We were influenced by classic console platformers, but we also looked at some of our favorite 2D platformers such as Hook Champ, Super Quickhook, Mos Speedrun, and League of Evil. We’re following the lead of a lot of developers that communicate with their players and are open to feedback.
Like other genres, there are a lot of different aspects that are incredibly important when creating a platformer; Controls, physics, level design, inertia, ect… is there any one thing that really gave you two a hard time, drove you crazy or that you guys found especially challenging while you were developing Mikey Shorts?





The controls pretty much make or break a platformer on a touch screen device. We spent a lot of time fine tuning the button placement to make sure the majority of players feel comfortable from the start. We also allow the player to customize the placement of the buttons.



It’s pretty clear that the two of you take iOS gaming very seriously. Is the iDevice your main gaming platform, or do you guys prefer playing console games? 

With so many great games, we both consider iOS our gaming platform of choice.
What engine did you guys decide to use to create Mikey Shorts, and why did you decide to go this route?





We chose to use the cocos2d framework because of the community support. There are a lot of tutorials and friendly people willing to help out developers. We use the Box2D physics engine because it’s well documented and used in many cocos2d tutorials.



Now that you’ve got one game release under the belt of BeaverTap Games, what’s in store for the future? Are you guys already kicking around some more ideas for your next game, or are you going to primarily focus on expanding Mikey Shorts for the time being? Do you think there’s any chance iOS gamers will see a Mikey Shorts 2 in the future?





We’re going to focus on trying to make Mikey Shorts even better with updates. Then we’ll continue Mikey’s adventure in a sequel!


Again, we would like to thank BeaverTap Games for taking the time to answer these questions, and we can not wait to check out the final build of Mikey Shorts this Wednesday night. You know we’ll be posting up a review of the game this Thursday, so if you want to know more about Mikey Shorts, make sure you check back then for a full, in-depth review of the game. You can also check out the trailer below, as well as head on over to the BeaverTap Official Site!


11-Bit Studios Debut Trailer for Sleepwalker’s Journey hits YouTube!

11-Bit Studios, developers of the amazing Tower Offense title, Anomaly Warzone Earth, have just released the debut trailer for their new Puzzle-Platformer, Sleepwalker’s Journey. Along with the trailer, they’ve also sent out some screenshots, which look absolutely beautiful! Take a look;
Sleepwalker’s Journey is the story of Moonboy, a young boy who’s just been blown out of bed by a huge ‘Lunar Sneeze’. Sleepwalking through his dreams, it’s up to you to move, rotate, shift, start and stop objects and platforms so that Moonboy can avoid all of the dreamworld’s crazy hazards, and make it back to his bed. With numerous environmental puzzles, Sleepwalker’s Journey looks to be one of the most interesting puzzle platformers we’ll see this year. 
Take a peak below at the trailer, and start to get excited for the second 11 Bit Studio’s game to hit the AppStore. If it’s even half as polished as Anomaly Warzone Earth, we’ll all be in for a real treat. Sleepwalker’s Journey is coming to iOS and Android soon. We’ll be sure and share the news as it becomes available to us. =o)


Rubicon’s Great Little War Game goes free for a limited time in celebration of the upcoming release of Great Big War Game!

One of the best Turn-Based Strategy titles available for the iOS, Rubicon’s Great Little War Game, has just gone free for a limited time to celebrate the upcoming release of the sequel, Great Big War Game. If you haven’t had the pleasure of playing GLWG yet, now would be the perfect time to find out why it’s held in such high regard by many iOS gamers. Packed with an absolutely wonderful single player campaign mode, a great skirmish mode, pass and play local MP mode, 4 difficulty settings, GameCenter integration, and loads upon loads of replay value, it’s a must have for fans of the genre. 
Coming this Thursday, Great Big War Game, has much of the same, but more. The biggest addition will have to be the massive amount of extra Skirmish Mode Maps, and the out-of-this-world online Asynchronous Multiplayer Mode. Be sure to check back on Thursday, when we post up our review of this incredibly anticipated new title. Until then, loose yourself in the game that got many a gamer into the strategy genre, for free!


FDG’s iPad only Real-Time Strategy title Tentacle Wars is coming to the iPhone!!

Back in April, we posted our review of the FDG publication, Lumarama’s Tentacle Wars HD. Right now, Tentacle Wars is only available for the iPad, however, next Thursday, the 19th, Tentacle Wars will be released for the iPhone and iPod Touch. That’s right, you small-screen gamers will finally be able to see what all the fuss is about with this Galconesque Real-Time Strategy title. 
Back in our review, we gave Tentacle Wars HD a rating of 4 1/2 Stars out of 5, praising the challenging gameplay and multiplayer mode, as well as it’s GameCenter integrated score-chasing aspects. If you’re a fan of Galcon, or just looking for a quick pick-up-and-play RTS title, Tentacle Wars is a game that will definitely be right at home on your device, and in your pocket.

Be sure and check out FDG’s trailer for the game, and get ready to experience the challenging gameplay this upcoming Thursday! Don’t miss out!


On The Wind Looks Beautiful

Have you ever wanted to be the wind? In a few weeks you’ll get your chance with Dont Step On The Cracks’ ‘On The Wind’. From what we know, On The Wind will be a sort of survival runner where your goal is to try to keep a group of leaves drifting in the air. The game will be sporting some awesome, crisp and stylish artwork with calm ‘windy’ music to go with it. Apart from the fantastic visual appeal, the gameplay in On The Wind will be driven by the struggle to “survive” through each season. Leaves will be plentiful in the spring, but in the winter it will be difficult to get by. In terms of controls, it will be a simple, one-touch and drag to direct the wind.
On The Wind is looking really good so far. Randomly generated worlds should keep the game fresh each time you play, and GameCenter integration means loads of achievements and competitive leaderboards. Be looking for On The Wind in the next few weeks. Until then, check out the complete feature list along with the trailer and a handful of screenshots on Don’t Step On The Cracks’ official website.

On The Wind Features:
– Full retina graphics for the new iPad
– Simple and intuitive ‘one touch’ controls
– Relaxing play with the soothing sound of the wind, or challenge yourself to beat your friends
– Beautiful world that’s generated as you play so it’s different every time
– Game Center enabled with lots of tricky achievements, and leader boards to challenge your friends
– Universal app, buy once and play on your iPhone, iPod and iPad.


Interview With Rodeo Games



It’s been quiet here at the App Shack, but that is the sign of a long and arduous week. Thankfully there has been a break in the onslaught, and we are back with an exciting interview with Rodeo Games (the brains behind the Hunters series). With Hunters 2 releasing this week, hopefully this article gets you excited for the game if you aren’t already. Watch for our review soon.
Initials stand for Ben Murch, Adam Clixby and Richard Brooks.


– Tell us a bit about the Rodeo Games team.  How did the four of you get together?

BM: We were all friends before Rodeo formed. Laurent was my next door neighbour when I first moved to Guildford. Adam, Rich and I all worked together at Codemasters. Then two things happened. Firstly, the App Store appeared, which empowered people like us to make and publish the games we wanted. Secondly, Laurent and I got stranded in Vegas for an extra week when the whole volcano ash cloud thing happened. In between all the gambling and drinking, we outlined what to do and hit the ground running with Adam and Rich when we got back!




– We all know that the migration into outer space is coming sooner or later. Is the story line of Hunters really what you guys envision of the distant future?


BM: I really hope not! The Hunters universe is pretty bleak. A sort of morally bankrupt place where killing people is seen as a means to get paid! Private corporations running things though, that seems more believable. You can already see the current world going that way a little now, and you can imagine someone like Branson landing on Mars and claiming it in the name of Virgin.




– In Hunters Episode 1, one of the hunters was named “Atticus”. Have you guys read “To Kill A Mockingbird”? Is that where the name came from?


BM: Haha, good spot! It was originally in there for a joke, because that Hunter had 100% accuracy when we were testing the game. Then we just got attached to the name. It seems to fit for some reason.




– The artwork in Hunters Episode 1 is absolutely gorgeous, but it seems limited by the top-down camera angle. What made you guys decide to avoid a more up close and personal view?


RB: From a technical point of view, using a top-down camera allows us to do a lot to make the game look as good as it does.  It means we can keep the fidelity of the graphics really high.
BM: Yes, our choice of viewing angle is mostly based on the nature of the game. Top down is the most effective for turn based strategy. The whole up close and personal view could be cool for kill-cams, but the amount of work we’d have to do to get it in the game wouldn’t be worth the payoff!




– How are you guys expanding on the original Hunters in Episode 2? Will we see a return of the contract system?


AC: Absolutely.  The daily contract system is something we really liked about the first game – and something we got a lot of positive feedback about.  By getting a new set of contracts each day, you really want to keep coming back – it keeps the game feeling fresh.
Something else we’ve included in Hunters 2 after a lot of requests is a ‘hardcore’ mode in which your hunters are permanently removed from the game if they are killed on a mission.  It makes for some very tense (and cowardly) play!
BM: We’ve also totally revamped the talents system. It’s now more dynamic and personalised than before. Each hunter has access to general talents and two specialist trees. Figuring out which combinations work for your style of play is really cool.




– What do you guys have planned for after Hunters 2? Will there be a third installment?

BM: We do have something really really awesome lined up, but we can’t talk about it just yet.


We give all of our thanks to Rodeo Games for taking the time to chat with us. Best of luck to them in all of their future pursuits.

I’m excited for Hunters 2, if for some reason you still aren’t excited go ahead and pick up the free to play Hunters Episode 1 and get up to speed. It’s going to be a big week for releases and Hunters 2 isn’t a title that you will want to miss. Oh, and check out the awesome teaser trailer below.


Tobe & Friends Hookshot Escape Preview

This Friday post comes with good news! Secret Base’s iOS debut title, Tobe & Friends Hookshot Escape is officially launching on March 1st. I have not yet played the original Tobe computer games (Vertical Adventure, Hookshot Escape…), but I believe the gameplay is just about the same. After playing through Hookshot Escape, I must say that I am blown away by how well the controls work and also by the gorgeous yet simplistic artistic design.
We will have a full review on release day, but I’ll spoil some things for you to get you by. First thing you need to know is that there are a ton of unlockables. A ton. This game will keep you busy for a long time. Second, this game is HARD. You might think otherwise when you get your hands on Hookshot Escape, but in my mind this game is downright difficult. But keep in mind that every fall and every mis-step keeps you coming back for more. So far, Tobe & Friends Hookshot Escape feels like the perfect blend of hardcore platforming/hookshotting and a good time. That’s all I’m going to say for now. Check out the trailer and screens and mark March 1st on your calendars!

 


2D Multiplayer Crafting Game – Deepworld (Trailer)

Around Thanksgiving last year, Deepworld, a new massively-multiplayer 2D crafting game, was announced to the world.  Even though only 2 screen shots were revealed at the time, it was more than enough to pique my interest.  Now 3 months after its announcement, the first gameplay trailer has been released. Gameplay seems similar to that of Junk Jack in many respects, but the appeal of the game is completely different. The style, like the devs said is more steampunky, and it creates a sort of dark and grungy atmosphere. Anyway, if you haven’t seen the screens yet, they are posted below. Have a look at the trailer and head over to the Deepworld forums if you want to get ready for the beta. We’ll be watching for more news!


Picomy Teases New Heroki Screens

Back in December, we heard about an upcoming platformer of sorts named Heroki from Picomy Games.  From the info that we have, Heroki won’t be your standard platformer.

The game will be based around a flying mechanic, giving players greater freedom to go where they please.  One detail that I want to hear more about is the ‘Flow Motion Control’ scheme. This sounds like a streamlined virtual control scheme which, if it works well, should make the game totally awesome.

The reason why I call Heroki a pseudo-platformer is because there it sounds like there is so much more to it.  Apparently, there will be 5 large worlds to explore.  In each world Heroki will learn a new ‘ability’ which will then drastically alter the gameplay.  This aspect of the game is very intriguing and I can’t wait to see how it all pans out.

Also, at any time in the game Heroki will be able to warp back to a “home base” called Levantia which will house NPC’s and shops.  While in Levantia, you can perform side quests like treasure hunts as well as buy/sell things at the shops.

Heroki really seems to be shaping into a huge project and I will be eagerly following the game’s progress.  Let’s all hope Picomy Games comes through with a major success on this title. Until we hear more info, enjoy the console-esque artwork showcased in the screens and teaser trailer.


Dreamrunner Looks Stunning

We recently caught wind of a new style of endless runner. Unlike the scores of endless runners on the App Store, Dreamrunner will feature character progression and a deep story line.  Follow Nito, a mysterious ninja-like runner, and unveil the truth behind the run.
Apparently, Dreamrunner has been in the works for a while now, and it got its start over 6 months ago in the form of Gyro Balls. From the looks of the screen shots and gameplay footage, Dreamrunner is shaping up well and shouldn’t be too far off from release.  In fact, the beta should be starting up in the next few days so go ahead and sign up for it here.  Until we get more info enjoy the screen shots and video!