28/03/2011

Sunday Mini-Jam Recap

Many moons ago (four), we postulated most heretically the possibility of getting together on a crisp Spring weekend to make merry, drink coffee, and work feverishly for three hours on arbitrary game prototypes—or at least, to familiarise ourselves with Unity.

An oracle was consulted; titles were chosen. Three hours later, it was all over. The dust settled. The smoke cleared. The noun verbed. The games revealed themselves to us, in no particular order (read: alphabetical order).

Armored Mahjong Insanity, by Brent Ellison
An arena shooter of matching tiles. Beware the bamboo. Appearing Q3 2012.

 

Bewildering Blimp Crisis, by Graeme Lennon
Missile Command meets “The Flight of the Valkyries,” with awe-inspiring results. Appearing Q3 2012.

 

Bizarro Unicycle of Mystery, by Nick Rudzicz
An artgame about regret, unicycles, and Unity rigidbodies. Appearing Q3 2012.

 

Romantic Dating of the Blood God, by Wesley Knee
A card game invoking Aztec Mayan blood sacrifices, slave trade, and monarchic rule. Appearing Q3 2012.

 

Secret of the Yak Bloodbath, by Kenny Backus
Yak herding simulator meets yak herding apocalypse. Appearing Q3 2012.

 

——

Fun times were had by all, and I think it’s safe to say that each of us learned a valuable lesson about peer pressure. Keep an eye out for future get togethers!


13/01/2011

Showcase: FRACT

Those of you present at last week’s January Social know that we’d like to showcase more of the awesome game design scene here in Montreal—be it events, game art, game demos, or anything else game-related, digital or analog.

Those at the meetup should therefore also be familiar with our first feature! We saw several awesome games during our open-mic demo session, more about which we’ll be posting in the coming weeks. Among them was a game that’s generating a bit of buzz at the moment: Richard Flanagan’s FRACT.

FRACT title

The consensus (perhaps somewhat encouraged by Flanagan) pegs the game as a cross between the relaxed, exploratory gameplay of Myst and the visual style of Disney’s TRON: players move around a surreal landscape, observing and experimenting with the interconnectedness of the environment’s strange machinery. Something of a design & interface geek, Flanagan has already imbued the world with a strong and tangible visual and aural language—do play this one with a good set of headphones, as the game suggests.

Despite still being in beta, FRACT is already turning heads—so much so that it was recently selected to be part of this year’s IGF Student Showcase. Which is kind of an amazing thing. We asked Flanagan to talk a bit about the game and its critical reception and so, with our thanks and our heartiest of congratulations for its well-deserved acclaim, let’s learn about FRACT, in the designer’s own words…

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