Atmospheric platform-puzzler Knytt Underground is coming to Nintendo’s delightful-but-struggling Wii U console on the 19th December, publisher Ripstone has announced.
No additional content has been announced so we presume it will be identical to the versions already available on other platforms. Unfortunately the price has yet to be announced, but we don’t see it being too different from the existing price point of £6.99/$9.99 that it currently retails for on PC via Steam.
Knytt Underground is a 2D side-scrolling game in the vein of Metroid or Castlevania: Symphony of the Night; taking place in a huge continuous game world with a presentation that should be familiar to anyone who’s played Limbo – all black silhouetted landscapes with minimal audio cues – the player is challenged to discover the secrets of the world and its fate.
Kim Berkley reviewed the game for IGM, giving it a score of 76%. “Whether the entire game is some deep, dark metaphor, or simply a silly parody is left up to the player”, Kim wrote last month. “[But] Nifflas’ chooses to duck out for tea instead, leaving players to ponder whether there even is an answer, or if the creator was just messing with them after all.”
Yesterday Gamieon released their latest title, Domino Arena on PC, Android, and iOS. Domino Arena is a multiplayer strategy game that pits the player against others (online or around a table) in a battle for domino supremacy.
The whole concept of Domino Arena is for players to paint as many dominos their color as possible. The strategy comes in the way players only have one minute to paint as many dominos their color as possible, and with up to four players this game can turn into a hectic free-for-all very quickly.
The full game comes with twenty levels, and global leaderboards.
It’s interesting to see Gamieon take the classic game digital and actually make it into a fast paced competitive title. This is the fourth mobile game released by Gamieon, and they hope to build on their already popular other titles.
Domino Arena can be downloaded from the Play store, iTunes, or played on PC via Gamesjolt or Kongregate. The mobile/ tablet version can be upgraded for just $0.99 from the single player trial to the full multiplayer version with eight additional single player levels.
As a PC gamer who pretty much gets all my gaming done through a mouse & keyboard, or on my tablet, I have forgotten what it’s like to feel the rumble of an outgoing artillery round, or the impact of a crash in a racing game. Short of hooking up a console controller to my PC, I receive absolutely no physical feedback.
A new device called Woojer, is set to solve that problem for PC and mobile gamers.
Woojer is a small, compact device that gamers hook up through the standard headphone socket that every mobile device sports. PC users simply plug it into their PC’s audio output socket, just as they would with a headset. Woojer bridges the connection between headsets and the device/PC, allowing users to sport their preferred headet while enjoying the effects of the device. The Woojer itself can be placed anywhere on the player’s body, and is silent while in use.
By providing the user the right physical feedback, the Woojer device can completely immerse the user in the moment taking place within the game. The device itself was thought up by a rock concert engineer who was frustrated that he and other music enthusiasts could not have the same physical sensations at home, as they could at live shows thanks to the massive speaker systems that pump out the bone-shaking frequencies.
During Woojer’s testing phases, the designer discovered that the device could benefit the hearing impaired, as it allows hearing impaired users to literally feel the sounds. It was also discovered that many gamers were playing games at dangerous audio levels, in an effort to compensate for their headphone’s lack of ability of producing that desirable deep rumble, iconic of subwoofers. With the Woojer, those gamers found they could play at much lower audio levels, as the Woojer provided them the feedback they wanted.
Currently, the designers of the Woojer have taken the device to Kickstarter, in an effort to generate $100,000 to get the device out on the market.
The Woojer has the potential to revolutionize the game industry’s peripheral scene. If it catches on with PC and mobile gamers, there is a high chance it could be seen brought to consoles as well. A few years down the road we could all be playing Titanfall with five of these devices strapped to our bodies. Taking enemy fire while in the mech suits would set the devices off, allowing players to feel the impact of being hit, while feeling the rumble of their own weaponry going off. The future of the Woojer is certainly full of possibilities.
If you ever wanted superpowers (and a super-skimpy outfit to go with them), you might want to take a look at Core of Innocence, an upcoming adventure platformer for the PC from Pudding Hat Games. Sprout wings, turn into a cat, save the world from imminent destruction – all the classic elements are there, along with a fairly charitable dose of fanservice.
Say “hello” to Lila Ashford, a young woman born into a family of archaeologists. For years she has searched in vain for her mother, who mysteriously vanished during an excavation in the Balanceran mines. One day, Lila’s grandfather contacts her with news of a discovery at the mines – a new energetic mineral dubbed Electrum, which could be linked to her mother’s disappearance. But once Lila arrives on-site, a dark force reveals itself, launching her into a dangerous quest to uncover the truth about her mother, her family’s legacy, and her own identity.
While the overarching goal is obviously to defeat the big bad guy and find out what happened to Lila’s mother, even the current version already includes a plethora of optional undertakings and secret locations in addition to the main plot. It seems like every other person in the mines has some random chore they’ve been dying to dump on the new girl. “Could you find my bracelet for me?” “If you see this random laundry-list of items just lying around on the floor, bring them on over, would you?” “Did you find my favorite pair of underwear yet?” (Yes, seriously.) Luckily, Lila doesn’t have to do anything you don’t want her to – except, of course, for the whole main quest thing. That one’s kind of a big deal. But for all you completionists out there, Core of Innocence looks like it could be one heck of a scavenger hunt.
Taking cues from the classics, the game looks to be chock-full of everything fans of the genre could want. Power-ups, collectible weaponry, equipment upgrades, side-quests, magic portals to (eight) other worlds, supernatural legions of evil forces bent on bringing about the advent of hell on earth – you name it, it’s probably there. Highlights include double-jumping, which causes Lila to sprout a rather snazzy pair of black wings in order to grab some extra air, and transforming into a wall-crawling, travel-sized feline.
Personally, I prefer cat-Lila. My natural bias towards felines aside, the potential for fanservice is greatly reduced when your character has neither breasts to animate nor, for that matter, a female human body to show off. And yes, there is a pretty decent amount of fanservice in the game so far, which is probably the main reason why it is stated to be intended for a mature audience.
Lila initially shows up dressed in a conservative pair of overalls and a t-shirt, but once her secret awesomeness kicks in, she immediately changes into a black bikini top and a teeny-tiny miniskirt. Practical? Not exactly, but at least she’s got a top at all, which is more than some of the racier varieties of enemies can say. There are other options in her inventory, but at the current stage equipping these only affects Lila’s stats, not her appearance. With any luck, however, this will be changed in some future update – some of her alternate ensembles, like Witch Hunter, actually look pretty darn cool. Dressing her up as Heather Mason could be fun, too.
Core of Innocence is determined to be an exciting, challenging game of sword and sorcery, and with all the content the developers are packing into it, it definitely has a fighting chance. No official release date is set yet, but according to the Pudding Hat Games blog, a full release shouldn’t be too far away. The final version will be DRM-free, and free to download with a “pay what you want” donation option.
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!
No, the image you see above is not from the set of the next Tim Burton/Henry Selick film, but it’s a screenshot from Knite & The Ghost Lights, an upcoming sidescrolling adventure from Mobot Studios. The game is currently in development for PC and Mac.
In Knite & The Ghost Lights, the land of Mistland is populated by ghostly wisps, a.k.a. the “ghost lights”, which are the wandering souls of characters essentially stuck in limbo. The game’s protagonist, the Knite, is a reluctant hero armed with a pipe which can be played to guide these lost souls to redemption.
The game utilizes hand-crafted sets and characters, and the results are quite impressive. Mobot Studios is blending traditional stop-motion animation with 2D and 3D animation technology to create seamless character movements needed for a video game while still retaining the unique feel of stop-motion animation.
There is little detail in regards to what the gameplay will be like, other than it’s , “filled with puzzles, platforming, hidden surprises, tons of magic and exploration.” The developers also mentioned that lighting will play an integral role in how the game is played.
Mobot Studios is a team of five individuals based out of Seattle, Washington. Previously, they developed the iOS game Paper Monsters, which was a hit with both critics and fans. Now with their sights aimed at an even larger target, Mobot Studios recently launched a Kickstarter campaign to assist them with the development of Knite & The Ghost Lights.
Seeking $35,000, Mobot Studios has so far managed to collect a little under $9,000 at the time of this writing. Because of the unique visual design that the game is being made with, the team is finding themselves in a situation that many game developers never run into: lack of space.
“Our lead designer’s apartment is literally full of clay,” explains Mobot Studios on their Kickstarter campaign page. “Because each completed set takes up a ton of space, we’re even trying to secure an extra room to hold all of the sets, characters, and models for the game. ”
As the working week draws to a close I move onto the number 1 game from the latest Ludum Dare. Today’s game is Probe Team by Andrew Shouldice and it’s a wonderful space arcade exploration game that forces you to use a team of probes to explore the environment and complete the objectives.
Probe Team has been created in a very simplistic monochrome style that along with the added grain and slight bulge to the screen makes the game feel although it is being played on a computer of the early 90′s. All these subtle visual effects come together and help create a truly great looking game brimmed full of nostalgia.
The gameplay relies on you guiding these probes through this maze, but be warned as you only have 10 seconds of fuel per probe and you must be quick. Although no one probe will make it all the way you must use many probes to work together to hopefully explore this sprawling labyrinth.
Average play time – 6 minutes
Probe Team is a lot of fun and has a truly fantastic style to it that helps create a unique and fun game. The use of the 10 second time constraint is great, and does create the main mechanic that holds the whole game together, yet it has been done in a fun and interesting way.
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!