A twist on the classic Breakout title from Atari, beJoy Gaming is offering up Hyper Breaker Turbo for free on the iOS app store for one day only. With a full 75 levels, this sleek action puzzle..
The need to escape from a room is one of the simplest and oldest traditions in gaming. Over the decades there have been hundreds of variations on this simple idea and it’s not a premise..
Please, don’t get me wrong, I love weird games. If there’s a game that breaks traditional gameplay techniques and stories, I’d probably love it! Have I ever told you a few of my favorite games? Mirror’s Edge, Jet Set Radio Future, The World Ends With You…all those games do a great job of defying what traditional games in their respective genres do. I love games that are weird like that, but they still have to be a bit grounded. Tale of Tales’ trippy title Luxuria Superbia is pretty far out there. It’s essentially a beginner’s acid trip.
Luxuria Superbia is a (rhythm?) game that was originally meant to be played on a tablet. In fact, playing with just a mouse is pretty much impossible. You’ll be plugging in a gamepad for this one. You control two cursors (flowers?) inside a tunnel, and each side of the tunnel begins colorless. Through petal collection, each side begins to fill up with color, and you gain points as long as your cursors stay in the colored area. But if you fill up every side completely, the level ends.
The control of the cursors is really smooth, and I thought it made the game a little more challenging than it would be on a tablet. The sensitivity of the analog sticks is near perfect—you can always predict where you’re going to move to, and that’s essential in a game like this. It’s only detrimental in the later levels, where I noticed some slowdowns and FPS drops during gameplay. That’s weird, considering the later levels are pretty easy. The game has a very easy difficulty ramp, but I have trouble calling it a ramp. It’s more like a very small elevation change, like stepping from the street up onto the curb. This game is really, really easy. The only hard part is having enough time to finish the levels with a high score.
That is, if you’re not too put off to finish the levels. During each one, text will appear in the middle of the screen that’s…disturbing, at best. Phrases like “Touch me.” and “Oh god.” or maybe “Right there.” Might throw you off your game a little bit. Or a lot. I had them on for two levels and then paused the game and found the option to turn them off. I don’t know what I would’ve done if I had to keep them on. Thankfully, the visuals aren’t nearly as creepy. They’re mostly nonsensical, with flower petals turning into chairs and other random objects depending on the level you’re on. The music, while well-produced and interesting at times, is pretty experimental. But what did you expect from an experimental game?
I feel like this game should be judged from a standpoint of visual art/multimedia art, but I’m a game critic, so it’s not my place to look at Luxuria Superbia like that. It really does look beautiful, and I’m just one person; this could be right up someone else’s alley. As a game, however, it’s got a long way to go before I’d pick it up and play again. There are elements of replayability, and there’s a start-to-finish game, but everything else is either missing or just a little bit off. It’s worth a look, and I recommend it to anyone interested in art games or solid control schemes. Let us know what you think in the comments, too!
Luxuria Superbia will be released on November 5th for Windows, Mac, Android, iOS, and Ouya. It is $3.99 for iOS/Android/Ouya and $5.99 for PC/Mac. You can keep up to date with Tale of Tales on Twitter!
The Voxel Agents, the Aussie-based developer responsible for the popular Train Conductor mobile titles, has released a beta build of its upcoming puzzle game Toy Mania – available to play now for free on Facebook.
Dubbed a ‘match many’ title, Toy Mania takes major inspiration from the Rubik’s Cube and has you frantically collecting toys in single-minute sessions. Connect matching colors by sliding rows and columns to help expand, speed up and otherwise improve your baubles. The game doesn’t have a trailer out yet, but since we love including video content in our posts: Here’s a quick profile piece on the team.
The Agents of Voxel are currently exhibiting at PAX Australia with a touch screen version of the game in tow. If you happen to be attending the event in Melbourne this weekend, track these incredibly friendly fellows down and give Toy Mania a spin – Master Chief already has.
The updated mobile edition of the downloadable console hit will offer new adventures, over 30 characters, and multiplayer compatible between all applicable apple phones, tablets, and other devices. Word is it’s also more challenging than the PSN/XBLA versions, have a look at the trailer:
The game is to arrive on Android devices at some point as well, but no official word from the team on when at this time – which may mean tonight, alongside the iOS version, but I wouldn’t really count on it.
Divine Space is a whole new take on sci-fi games introducing in a huge range of detailed RPG elements to the genre whilst giving it the flexibility to be played on your prefered device. That is right Dodo Games are planning to make Divine Space available on every platform known on this earth.
Dodo Games are a small indie studio from Russia who have only recently launched their Kickstarter project and have in the very short time already gained much traction. Raising over $10 000 in the first few days Dodo Games are still a fair way off their ambitious $100 000 funding goal however.
An ambitious goal maybe, however the scope of this game sounds quite phenomenal. With a fully customizable ship you really are able to play the game anyway you want. Fitting it with a whole host of weapons and items creating quite the individual experience.
The level of customization of the ships alone seems very detailed and really what you would expect from a Sci-Fi RPG. I really like the way Dodo Games are taking this project as they are going to develop a whole galaxy for you to explore.
You will be able to fight, explore and even mine giving you almost a new EVE like game. Holding a conventional story arch it will contain all manner of interesting twists and turns finding you exploring far flung areas of the galaxy and seeing innovative and new worlds.
Divine Space aims to really reach out into cyberspace and begin to redefine the playing field by creating this highly engaging and exciting new title. Divine Space is going to be a free to play multiplayer title working, eventually on all platforms.
If you like what you see about Divine Space I encourage you to head to Dodo Games’ Kickstarter page here and support this extremely ambitious but totally awesome title. The Kickstarter page also contains a great deal of extra information in case you really need more reasons to back it. Also be sure to check out the official site here.
For better or for worse, Valve Software really do seem to be maneuvering themselves into position as a cornerstone of the indie gaming business, and now they’re getting right in on the ground floor. It’s been known for some time that Steam was going to be expanding to support commercial software soon, and now it does – the very first app on the pile? YoYo Games’ incredibly popular GameMaker Studio.
It makes sense – GameMaker has been the development software of choice for a lot of indie classics over the years, including the original version of Spelunky, Immortal Defense, freeware hits such as Iji and Hero Core and even the Cactus’ upcoming hyper-violent 80s action game Hotline Miami (coincidentally Steam-bound soon) were all developed using the package. Just about the only thing it can’t do consistently well is 3D graphics – Unity, UDK and Cryengine fill that niche, though.
What makes the Steam launch of Game Maker so important? Steam Workshop integration. Previously, games were showcased, launched and often completely lost on YoYo Games’ own showcase site. Now, games developed with Game Maker can be directly uploaded to the Steam Workshop where players can find, download, play and rate them. It effectively turns Steam into an almost Newgrounds-esque freeware hub filled, if you know where to look.
As with the regular site-bound version of GameMaker, the Steam edition comes in Free, Standard and Professional editions, and with optional upgrades to export titles as iOS, Android & HTML5 packages. Right now, there’s a 10% launch discount on all the software, and there’s even some strange Steam-specific perks, such as achievements… Yes, achievements. An amusing lot, including ones for racking up a certain number of compiler errors. Guess you’ll be able to see which of your friends suck as programming.
Last week had a somewhat heavy Ludum Dare focus (arguable like most weeks), so this week I will aim to avoid Ludum Dare, simply for a bit of verity. Today’s entry comes from the two man team at Toge Productions from Australia and is a very interesting zombie infection game.
Each level on Infectonator 2 you are given a scenario in one of the places around the world. In each of these scenarios you are given a variety of different goals for that scenario to complete. The goals range from the easy to the much more taxing and can take a significant time investment to complete them all, this is why the save feature does come in handy.
The infection mechanic is great and works well overall. There are upgrades that tie into the mechanics of the game which work well in adding additional levels of variety and customization.
The overall graphics styling has been very well put together in a great cartoon manner that adds a bit more of a light hearted take on this zombie epidemic. All the scenes have been lovingly created with a nice amount of variety, yet they all feel consistent within the theme the game portrays.
The audio has been put together well with a few interesting musical choices which vary enough to keep the music continually interesting. Although it has clearly been put a little bit on the back burner it ties into the game well and is something that cannot be complained about overall.
Average play time – less than an hour
Infectonator 2 is a fun little time waster which does feel repetitive after a short time, but it works perfectly as a minor distraction. It is well worth your time and has very well constructed gameplay mechanics that works well for its duration.
If you are a developer with A fun indie game that can be played over a coffee break, we want to hear from you! Private message us on twitter @IndieGameMag or shoot us an email at email@example.com with the subject “Indie Intermission” and you could be our indie intermission pick of the day!
Project: Mayhem is a fast paced platformer game where you play as Mayhem, which is a biologically engineered weapon of mass destruction (anything with mass destruction in it is a good game, right?), trying to escape the grasp of his creator, the mad scientist. The game is visually beautiful from a platformer stand point, not as beautiful as Trine, not even close for that matter but has some generally good graphics. The game was created by OneSmartBunny, and so far, the developers are doing an amazing job at making this a true puzzle platformer.
The concept may remind you of Amazing Alex in the sense that you have to complete a puzzle to progress to the next level. You’re also able to try and fetch for some pretty high scores in hopes of beating past records, which to me, adds a pretty good amount of re-playability in the game. On top of the re-playability it has, Project: Mayhem offers tons of content up to 90 levels spanning through two different game modes. I think one of the best parts about this specific game is that OneSmartBunny offers regular and completely free updates complete with new game modes and levels that will constantly challenge your brain power.
I should mention that the PC port of the game isn’t that fantastic. It works fairly well, but just isn’t all it could be. On the bright side, a developer has had the following to say about the PC port:
If this gets accepted into Greenlight there will be PC specific levels. It’s a port right now to gather interest. Either way we will be adding PC support for resolution/better UI Controls.
Project: Mayhem is currently on Steam Greenlight looking to be approved, but the game is also available for download on both PC and iOS. As far as I understand, the PC version is free if you go here. If Project: Mayhem manages to get on Steam, it is unknown whether they will charge for it or not. On the flip side, it’s going to set you back $0.99 on the iOS App Store.
With Project: Mayhem now available on the PC, this raises one question: are you actually interested in mobile ports on the PC, or do you prefer them to stay in the mobile ecosystem?
Currently in development by Impromptu Games, InFlux is a meditative exploration and puzzle solving game. InFlux features vast levels of natural and abstract environments to explore, and with the ability to recline in your chair and utilize an Xbox 360 controller while doing so, InFlux should be on your radar.
As a metalic ball which fell from the sky, InFlux has players rolling around a seemingly abandoned island, solving the puzzles found encased in mysterious cubes scattered across the island. With no story or driving force to speak of, this allows players to relax and take their time exploring the lush island, rolling and bouncing along, checking out every cave and mountaintop for another puzzle to solve.
The video above showcases the island portions of InFlux, where players will roll around and look for new puzzles. The second video (below) shows off what exactly are in those cubes scattered over the island. The impressive visuals are product of the Unreal Development Kit.
InFlux is Impromptu Games’ second title, and a departure from their tongue-in-cheek Vroom! which Impromptu developed and released last year. Currently in development for PC , Mac, and iOS devices, InFlux is due out around the end of the year.
Help bring InFlux to Steam by voting for it in Steam Greenlight, here. The feedback has been largely positive but they still need your vote.
Follow the developer on Twitter: @joewintergreen and check back to IGM for updates, as they become available.