Posts Tagged classic
I make no attempt to hide my adoration for Organ Trail: Director’s Cut. I love this game and I’m proud of it. So having the opportunity to ask The Men Who Wear Many Hats – specifically Ryan Wiemeyer, co-owner and designer – a few questions was quite exciting. From the Flash game with over half a million fans to their new Greenlight venture, it’s all fair game for these enterprising haberdashers. Okay so they don’t necessarily make the hats but you get the idea.
So, Oregon Trail with a brilliant twist. It must’ve been fun conceptualizing the original Flash game and putting it all together, huh?
You probably want more than that, huh? It was really easy since we were just making a 1-to-1 conversion of the game with new art and text. It really helped keep us in scope since we had an exact playable target of what we were aiming for right in front of us at all times.
And then there’s the Kickstarter project that resulted in the iOS Director’s Cut. What made you decide to try and adapt/improve the original version into a mobile game?
The fans. We included this feature in the flash version where you could easily leave comments for us about the game. A large number of people told us they wanted it for mobile. And as the number of players for the flash version broke half a million, business people started to tell me we REALLY needed to make a mobile version. But I didn’t feel comfortable just porting and selling it when there was a free version on our website. So we devised a way to make the game bigger and worth paying for while also moving away from the source material so we could proudly call it our own.
Were there any significant hiccups along the way such as platform constraints to adjust to or other issues? Anything you were expecting to be a problem that actually wasn’t?
Our biggest issues have been dealing with the Kickstarter backers. We found out the hard way the android doesn’t do gifting and iOS won’t let you gift internationally so we had scramble to make sure the backers that had pre-ordered it were going to be happy. Not to mention the month or so we couldn’t touch the game because we were dealing with all the reward shipments. Most of the platform specific issues were handled by Unity, our development engine, or Michael Block, the lead programmer.
Do you have an aspect or mechanic in Organ Trail that’s your favorite? I personally enjoy the little detail of putting a party member down. Love the contextual bullet impact animations.
Yea everybody loves killing their friends. In the flash version it was just a text popup but we wanted to embellish on it. We added the animations and made it so you had to pull the trigger yourself. And then we went the extra mile and added hit zones so you can actually put your friend down by shooting them in the crotch. People seem to enjoy that. I also like that we managed to add like… 10 or 12 new combat modes to the game. It really helps with the monotony of the flash version, which was the goal.
I was also pleasantly surprised with the boss fights. Were there others you had in mind that never made the cut (save the theorized zombie squid)? Any chance there might be more added in the future?
Honestly the boss fights feel off to me right now. The bear is unkillable and most people don’t know that so they die trying to shoot it down. And the dogs are way too hard, last time I played. There is also no pay-off for defeating them which is a big missed opportunity. I think the boss fights might add more frustration than fun in their current state. We might try and balance them better. Boss fights was actually one of the $500, “Buy a new mechanic,” rewards on Kickstarter. The original suggestion for a boss fight was actually a giant zombie octopus. I though it was too silly for our sometimes-serious-game. But at this point I think it would be really cool and exciting for the end boss fight so I’m eager to see how it could work out. I’m a huge fan of Resident Evil and they always have giant crazy boss monsters that end up being really memorable. So, I figure I should take a note from my favorite zombie franchise.
And now Greenlight. Are you finding this endeavor to be any more or less stressful than the Kickstarter project?
Greenlight has been a real pain but probably also a blessing. The only reason it could be considered less stressful than Kickstarter is because there is no real time deadline and no real failure state. We just kinda sit in there until we get greenlit. Again, my biggest concern is getting it out on PC/Mac for the Kickstarter backers. I feel bad every day they have to wait. The advantage to greenlight is that we’ve had around 70k hits to the page. Not to mention this Content Campaign we are running which is getting us some another odd 30k hits here and there from press attention. More eyeballs on the game is always good.
One of the strange elements we are tackling is the total lack of accountability for people who are supporting us. We cannot reward them or talk to them directly like we could on Kickstarter. So we had to come up with rewards that everybody can enjoy. This is why we mostly went with adding new content to the game. The downside is that we get people thinking that we are doing this “hostage voting” thing where we are holding back content. That’s entirely not true. The game is done and we were set to never touch it again but we decided we would be willing to jump back in if the community can help us out and we know we can get more sales and justify going back into this finished product of ours. It’s easy to say that some people are less enthused.
The Kickstarter was a lot easier to run because there was an established system with live updates and it’s a great community that people can get behind. For “The Greenlight Trail” We have to introduce our game, what we are doing and greenlight (Which most people who are using it have no idea what it is yet.) It’s a hard sell. And on top of that… We currently exist in this strange black box where we get very little information about how we are doing. No on I know has changed rank for over a week and we don’t know how to update our fans on how we are doing because we don’t really know…
I’m really liking the tiered rewards – although I think the aim assist is for wimps – however I noticed that most of it seems to be intended for the PC/Mac/possible Linux releases. Just how “for now” do you think that will be? What I mean is I wants it on my phone, too!
We get a lot of complaints about the controls being too hard to use. My girlfriend can easily beat scavenging with deadly zombie activity, while pitching the game idea (at PAX) while playing upside-down. So yes… some people are wimps. But we want wimps to be able to enjoy the game too. So we will just reward people who don’t use the aim assist.
In regards to the PC/Mac/Linux only stuff, since we are working in Unity and all builds are basically the same… there is little reason to hold content from the mobile version. Unless, that is… it doesn’t work for the resolution or touch controls. We are saying “for now” on certain things because for instance… the nude patch… although hilarious and not really obscene in any way… could easily get us pulled from the app store. So we might try and call it “pink baby mode” or something for mobile… if people really want to see it.
The CRT filter will only work well on a monitor since it will be a somewhat high def effect and might cause some distortion for some of the buttons and combat… We aren’t really sure how that will work out, haha. We just though it might be a fun idea.
We plan on charging more for the Steam version and a some Steam users are getting up in arms since there isn’t really any extra content for it… so how can we justify the price? Well I’ll tell you the mobile version is well under-pricedb for the amount of content and time that went into that game. But we needed to be realistic for the market. So, I was trying to find some way to justify giving Steam users something extra. But it’s so hard since there are so few reason to not put something the mobile version… it costs us almost nothing to do so. So… I still don’t know how that will all turn out. I think if something cool is in the game… everyone will get it. That’s probably what will happen.
Short of jumping on Steam and thumbing-up for Organ Trail for Greenlight, is there anything else any of us can do to help make all the awesomeness a reality?
It’s less about the voting… which obviously we need you to do. But more about sharing it. Getting the word out. Telling people about our game and all the cool stuff we want to do and mostly share this link with everyone you know: http://www.hatsproductions.com/organtraildc/greenlight.html
Another weird hurdle: There was no way to integrate the Content Campaign into the Steam page so we had to make it on our own website and a lot of people just end up sharing the steam page… which means no one sees the cool stuff we are trying to do. There is this frustrating disconnect.
We easily get a thousand people to the greenlight page a day… so it’s strange because if you get someone to tweet about it… that might get a friend or two to see it and vote… which at the end of the day isn’t really make a big a dent as I would like. So we are trying to find bigger ways to reach more people. This… no money, twitter only marketing approach isn’t working for us as much anymore. This is sort of the big leagues. So… if you know anyone famous… get them to tweet about it for us, thanks! Haha.
As of writing this… we only have 13 days left to make a big splash and get out by October… (yikes)
Assuming everything goes according to plan and the ultimate edition of Organ Trail becomes a thing and we have a begrudgingly made *other* zombie game to tide us over, where to from there? Even more content updates for Organ Trail? Revisiting other projects? An altogether new project? A much needed break?
I don’t get a break. I quit my job to do this full time. We have a lot of idea we are prototyping and talking about. We’re trying to find ideas that excite us but right now there is this nagging, “I have to pay rent,” feeling. So time and money are currently a factor in our designs and I hate it. I would love to get to the point where we can just make whatever we want without having to limit ourselves because I only have 6 months of money left. I know that’s probably pretty selfish but that’s the reason I quit my job; so I can be selfish and enjoy myself.
I guess the other goal is to become someone in the indie scene. I would love to have one of our games in the IGF or Indiecade or anything like that. This is less about fame and ego… although I have a pretty sizable ego, but more about accountability. I feel like if people expect great things from you… you tend to raise your own bar a little. So I’m hoping to use outside pressure to turn us into a diamond… or something like that. Also I just love indies and want to meet more of them. Great folk.
Finally, is there any sage-like advice you’d be willing to pass on to other independent game developers out there?
Those moments where it’s hardest to focus, when you feel like you have writers block or just can’t make any progress; those are the most important chances you have to becoming a better developer/person and push yourself. Set a new standard for yourself.
Also, advice I think about every day: “Sucking at something is the first step to becoming sort of good at something.” -Jake the dog.
Organ Trail: Director’s Cut can be had on the App Store right now for $2.99. You can also “demo” the game in a manner of speaking via the original Flash version. And don’t forget to vote on Greenlight!
+ Universal App - Designed for iPhone and iPad
Touch Arcade has the first word on a release from Activision with 45 classic Atari 2600 games. It should further help me fill out my video game memory lane on iOS. Including classics like Pitfall, River Raid, Kaboom, Demon Attack, and Barnstorming. Wow. It will cost you $9.99 to unlock all 45 games, but Kaboom is free. Way cheaper than a retro Atari 2600 and 45 cartridges would cost you!
• Get the action classic KABOOM! for FREE
• Access to 45 classic Activision and Imagic games including PITFALL, RIVER RAID, THE ACTIVISION® DECATHLON, BARNSTORMING™, STAMPEDE™, PITFALL II, ENDURO™, DEMON ATTACK, and many more!
• Choose from multiple control schemes to play as you like to play
• Enjoy full Game Center integration including leaderboards and achievements!
• Earn digital versions of the renowned Activision game patches offered in the 1980′s
• Features original cartridge and box art, original game manuals, tips and strategies from the original game designers, and more
• In-app game purchases unlock across devices associated with the player’s account
• Taunt your friends by showing off your high scores on Facebook
• Buy once, play any time!
Wolfenstein 3D, the hit classic first-person shooter, is celebrating its 20th anniversary. In celebration of the 20th anniversary, there are all kinds of perks and free stuff for fans.
Most important of the awesome offers for the anniversary is a price drop for the iOS version of the game, Wolfenstein 3D Classic Platinum. As of May 9th, the game dropped from $1.99 to free. The game won’t be free permanently. It’s only on sale for a limited time.
An addition, there’s now a browser version of the game launched at Bethesda’s website and on the Wolfenstein Facebook page. Upon writing that last sentence, I was immediately distracted by about a half hour of playing Wolfenstein in my browser.
I immediately downloaded the iOS version of Wolfenstein when I heard it was free. I grew up with the game. It was the first first-person shooter I ever played. It may have been the first computer game I ever played. Those looking for some nolstagia over the weekend are in for a treat.
We’re always interested in looking at new spins of classic games. Just last week we took a look at Roc-a-Tac, a mashup between popular classics tic-tac-toe and rock-paper-scissors. Sticking with the tic-tac-toe theme, Kenneth Boreham’s Grid of War is tic-tac-toe with some new twists.
The game starts with the classic tic-tac-toe board but expands to a 5×5 board once one of the players makes three in a row. The goal is to get five in a row. Users can use two different special abilities that make the gameplay even more action-packed. Bombs are used to blow up both an ‘X’ or ‘O’ and the tile itself. No Xs or Os can be placed on a tile that’s been bombed for one turn. The other special ability is the Switch, which can be used to change an X to an O or vice versa. Additionally, switched pieces become indestructible for a turn.
This new twist on classic tic-tac-toe is available for only $0.99 and is a universal app.
Mash-ups seem to be a good way to make a creative and potentially enjoyable iOS game. This mash-up, Rock-a-Tac, is a mix between simple classics tic-tac-toe and rock-paper-scissors. This confrontation of double hyphenated games includes a tic-tac-toe board being filled up by either rocks, paper, or scissors.
The win a game of Rock-a-Tac, users must fill a row with either rock, paper, or scissors. But, unlike tic-tac-toe, there are no ties in Rock-a-Tac. When a board is filled with no winner, rows are won by rock-paper-scissor elements.
There are both single and multiplayer modes in Rock-a-Tac. The single player mode pits players against an AI opponent while multiplayer can be against friends or random opponents via Game Center.
For mixup of two very simple games, the graphics look quite interesting. There are various arenas to do battle on and different looking teams to compete with (including heroes and villains). There are both free and paid versions. The paid version is $0.99 and includes no ads.
Released: 2012-03-15 :: Category: Games
This week at 148Apps.com, we checked out the long-awaited release of Readability, via a quick overview and full review from Lisa Caplan. Caplan writes, “The app provides the same service and merges seamlessly with the web versions. Users open to a blank page with just a menu. Filling the app is the the reader’s job. Users can search the web or enter an URL manually. The app pulls the article, pretties it up, and places a lead-in on the home screen.
I found it faster to just surf on my Mac adding articles that appealed as I found them, but how one fills the app is a small matter. What Readability does with the content is the cool bit. I tested the universal build on an iPad and it works wonderfully in both orientations. In landscape the articles fill the main pane and a well-designed and unobtrusive sidebar has the menu. In portrait the sidebar is a tiny top bar.”
Released: 2012-03-01 :: Category: News
Meanwhile, our sister site Giggleapps.com dug deep into the garden of apps and came up with a review of The Giant Turnip: A Kidztory Classic Animated Interactive Storybook. Reviewer Amy Solomon says, “As always, the look of this app is delightful, with wonderful colors and textures and fun use of music incorporated into a style utterly recognizable as a Kidztory storybook. I appreciate the warm browns and green shades seen in the land where the turnip is planted, along with the noticeable brush strokes for a lovely effect. Possibly more so than other apps from this series, nothing is flat-looking within this app as every animal or other detail has its own imperfect texture that layered together on the page really brings a richness to this story that adults may enjoy even more than their children.”
Released: 2011-12-12 :: Category: Books
Finally, 148Apps.biz updated GameSpy’s progress on its GameSpy Open platform. Brad Hilderbrand writes, “Today GameSpy announced that there are over 600 titles in development for its year-old GameSpy Open platform. The stable of upcoming titles includes games like Warm Gun, Skullgirls and more, with a total of 1200 developers hard at work on new projects.”
The old week is done. Bring on the new week, with the promise of the iPad 3 just around the corner. In the meantime, follow us on Twitter or Like us on Facebook to keep abreast of the latest reviews, news items and contests right when they happen. See you next week!
And here it is, the more contemporary Prince of Persia scaled back to the original Prince of Persia. Confused? Don't be. It's the same classic that we all know and love, just with a bit of a face-lift.
Read The Full Review »
As a gamer of 20 odd years, it excites me to see the release of a reimagining of a timeless classic. That’s one of the reasons why my iPhone houses Arkanoid and Space Invaders: Infinity Gene – some titles just don’t get old.
While Frogger is quite a classic, it has aged just a bit in recent years. So the prospect of it being revitalised is very cool indeed, which is fortunate as this is exactly what’s happened with Frogger Decades.
Graphics and animations have been brought up to date in time for Frogger‘s 30th birthday and there’s even a hint of a storyline. Frogger comes back home to find a map to his birthday party pinned on his front door, and thus starts a wild and wacky adventure to make it to the party on time. Five different environments are available with the memorable frog having to jump, hop, swing and dodge his way around obstacles.
It’s the same classic gameplay that made players fall in love with Frogger the first time, just spruced up with a modern paintbrush to enthral once more.
Frogger Decades is out now priced at $1.99. Oh and it’s an universal app which will keep iPhone and iPad owners happy!