Archive for the “iPhone” Category

cogsLogoYou have seen tile games before – a board of pieces with one open space into which you can slide any of the existing tiles in order to solve a puzzle. So why would the world ever need another one? Well, you could say the same thing for the automobile, except that there are always new and improved designs to make the experience that much more enjoyable.

Cogs brings the best in both tile based puzzles and design together, appropriately drawing from the Steampunk aesthetic (although the creator admits this association was recognized after the fact) and pairing it smooth, increasingly challenging gameplay.

IGR was fortunate enough to interview Rob Jagnow, head of Lazy 8 Studios, and ask him about the game’s development.

IndieGameReviewer.com: Give us a brief timeline of the events that led to you not only creating but becoming capable of creating as complex a game as is Cogs.

Rob Jagnow: Cogs has been a part-time project for a long time. From conception to completion, it took nearly five years to finish, during which time I also graduated from grad school, traveled around the world, worked for a studio in Boston and finally ended up in San Francisco with enough time to finish the game. I have a Ph.D. in Computer Science with a focus in graphics, which you might think would make me qualified for game design, but it’s really my time at Demiurge Studios in Boston that taught me how to make a great game.

IGR: At the IndieCade microtalk you spoke briefly about wearing many hats. Tell us a little about the process for getting Cogs to market and what you have learned since it went up for sale to the public.

RJ: Most indie developers understand that you have to wear a lot of hats to make a game. If you’re working alone or with a small team, you need to be a programmer, producer, concept artist, UI designer, and level designer. We all have this idea in our head that we’ll release the game, kick back and let the cash roll in. But the reality is that when the game is done, the work is just getting started. If you want to find a distributor and sell enough copies to finance the next project, then you also need to take on the jobs of reading legal contracts, writing press releases, expanding your list of online distributors and promoting the game.

Indie game developers wear many hats

Indie game developers wear many hats

IGR: Once I had a writer who read a manuscript I had written point out how Steampunk my environment was. I only realized this after the fact. I believe the surge of interest in Steampunk comes from a nostalgia for times less virtual, a love for tactile tinkering. Talk about your interest in Steampunk.

RJ: Honestly, I had never heard of “steampunk” before I started work on Cogs. But when I started searching the Web for concept art that matched the polished mechanical universe that I was trying to create, I kept seeing that word. Brendan Mauro, who did all the artwork for Cogs, had a more refined artistic background and already had some experience in steampunk design. He was an ideal fit for the project and turned Cogs into something far more beautiful than it ever appeared in my imagination.

The one big design principle that I laid out from the very beginning was that the game must be 100% mechanical: No HUD overlay, no harsh transitions, nothing appearing or disappearing. We stuck to this rule all the way through to the end credits, which are built in to the final puzzle. When you turn the crank on the box, the credits roll by on a long piece of parchment. The result is a truly immersive environment where you really feel like you’re interacting with a massive steampunk contraption.

"Helios" from Cogs

"Helios" from Cogs

IGR: How do you create and implement puzzles as complex as the ones in Cogs? It is one thing to solve them, but I imagine exponentially more complex to create them!

RJ: Whenever I needed inspiration, I would go for a jog and let various ideas stew in my brain until a puzzle finally took shape. As it turns out, designing challenging puzzles isn’t actually that difficult. The hard part is creating simpler introductory levels that still have a lot of variety. I actually designed about 60 puzzles total but threw out the ones that felt repetitive or weren’t as much fun. That left us with 50 puzzles in the final release. Cogs was released with mod support from the very beginning, so I’m happy to see some modders releasing a few free puzzles online for those who have finished the game and are looking for more.

IGR: What’s next for Lazy 8?

RJ: Just about everyone who plays Cogs for the first time has the same reaction: “Wow, I’d love to have this on my iPhone.” So that port is in the works. After that, I have a few ideas for other casual games, but our next project, which is still a secret, will be something totally different. The one thing you can expect is that Lazy 8 Studios will always aim for same level of care and polish that we poured into Cogs.

Download Cogs now at Direct2Drive
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Crazy Machines for iPhone or iPod Touch

Crazy Machines for iPhone or iPod Touch is the latest in the franchise from German based developer Fakt Software.  The object is to use the provided items to make a contraption in the spirit of the old board game Mousetrap.  The player may be given items like a lighter, a candle, and a magnifying glass, and be expected to use all three items to light the fuse of a cannon, or to heat up a teapot, or activate a solar-powered electrical socket.   There is more than one way to solve each level, but time is limited. Bonus points are awarded if the level objective can be completed without using all of the parts.

crazy-machines-screenshot

Tools in the game include lasers, mirrors, brick blocks, steam engines, conveyor belts, various forms of electrical sockets, ropes, weights, pulleys, toasters, and fans.   The game also features a construction mode, which allows you to build your own puzzles to stump your friends with.  Mission objectives for each level are clearly defined, so the only part of the game that might slow you down is figuring out how to accomplish the objective with the tools you are given, but that’s the very point of the game. Get ready for several hours of iPhone gaming goodness.

The graphics are average when measured against other iPhone games (and especially as compared to Crazy Machines 2 for the PC), but the gameplay is highly engaging and will occupy your mind long after you put the game down.

Be creative, and have fun!

 ★★★½☆ 

This game is also available for Nintendo DS and PC (visit the official German site for download links).

Crazy Machines (Official German Language Site)
Direct Link at iTunes Store (English description)

Genre: Platformer
Platform: iPhone or iPod Touch
Purchasable: $2.99 at iTunes Store

Have you played Crazy Machines?  Leave a comment and let us know what you think:

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Author: Beteo Games

iPhone-games-top-imageWith the era of mobile phones rising, so is the approach of developers in making really cool games.   Independent software developers once had to face-off with the massive development teams today of the corporate majors, but with the rise of the iPhone, developers see a chance to show off fresh and creative new ideas for another set of top mobile games.  Now that is what adaptive software development is all about. Apple’s birth to the iPhone and Mac gave “a fertile land to plant on,” even surpassing the Desktop Software world.

It is said that iPhone gaming will become popular very soon because of the practicality it offers compare to the more popular gaming consoles out there. More practical, and less cost for the same bliss in gaming is only of a few reasons why gamers turn their heads on being an iPhone and iTouch fanatic. Games are also growing by the minute, making choices for gaming easy and specific for every taste and age.

Connecting to the Market

With the advertising competition exceeding the roof, Independent Software Developers have opened doors to making a name of themselves, and one of them is through social media, like Facebook and Myspace.

This is their more personal approach to the internet marketing field, which sometimes a more effective strategy.

Gaming updates and a game rising is not a problem with this, because you can always put it up on social media networks and potential customers and gaming aficionados are updated. Creativity and innovation can be transferred in a snap with the power of social media.

The Promise

iPhone will definitely get better in years to come, and that may be the cue for independent software developers to create and pour some fresh blood to respond to the needs of iPhone and iTouch gamers, casual or otherwise.

Read a detailed guide on how to install, compile, run Java on iPhone

About the Author:

Are they the Future of Really Cool Games for the iPhone and iTouch?
Better find out for yourself, or be left out!

go to My Blog

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