One part Donkey Konga, two parts of Toshio Iwai’s studio art, and a hint of super clean Swiss design: UCLA game design work shop student George Michael Brower’s Rhythm Game I is a little bit retro-rhythm and a little bit future-cool.
Spotted — and then quickly snapped up by — Gamasutra’s Simon Carless, this fantastic etsy find in which loudxmouse enhances thrift store junk paintings by adding a rolling katamari into the landscape.
Note to the artist: Please, please make this an ongoing series so I can grab the next?
This is several months old, but I’ve just run across and was very taken with this Volkswagen-esque Street Fighter image by Cleveland based illustrator and designer Oliver Barrett.
Right, well, there’s my week made: every once in a while there’s a game that seems to know exactly which of your buttons to press and before you know it you’re smitten. This time it’s Kimi to Boku to Rittai (You, Me and the Shapes), a new WiiWare game from former D2 creator and Newtonica collaborator Kenji Eno.
The gameplay? Deceptively simple: drop helpless and unpredictable people onto a series of ever-more-complex interconnected cubes and attempt to maintain some semblance of balance and harmony.
The hook? God, just look at that retro-future shiny vector style that sits so perfectly next to Newtonica‘s star-spheres. The game is expected to hit stateside WiiWare in coming months, and appears that it’ll give Nintendo and Skip’s own ArtStyle series a serious run for their money.
Last month I pointed to a fantastic “true stories” promotional video showing the curious inspiration for Hudson’s iPhone tower defense game Elemental Monster TD [iTunes link], in which a low-poly company director Takahashi Meijin berated underlings for not being able to top the success of competitor Fieldrunners.
Now, the studio has created a brilliant second episode that genuinely makes you wonder why you never noticed the mechanical similarities between ‘sushi-go-round‘ restaurants and the unceasing onslaught of tower defense enemies.
It’s not clear how or when the meme started, but I’m happy it did: DarkZero has stumbled across San Francisco designer David Cole’s TwitéDex, a complete guide to all Pokemon currently utilizing Twitter, with “privilege given to accounts written in-character.”
For better or worse, I suppose, the majority of the conversational traffic is about on the level of your average 4chan post, but Cole (who appears to run the appropriate Professor Oak account) does find the occasional gem.
The game that’s getting the biggest buzz from this year’s GDC Experimental Gameplay Sessions? Christopher Hazard and Michael Resnick’s Achron, which — contrary to (my) first impression — isn’t a typo of the classic EA board/strategy game, but is instead a “meta-time strategy game.”
That is to say it makes Braid‘s back-and-forth-scrubbing time manipulations look like baby business next to its own essentially asynchronous (in every respect) multiplayer strategy. The video above gives a general idea how a multiplayer game might operate — with the ability to manipulate your troops within a window of each time-wave and erase potential mistakes — and is the only gameplay instruction in which you’ll hear a developer refer to “when your enemy is” without skipping a beat.
Cactus is a name I haven’t mentioned nearly enough on Offworld (in fact, the last time I gave him his due was in 2007 when his Clean Asia and Protoganda: Strings topped my top 5 freeware games list).
Apart from being one-eighth of last week’s Game Over/Continue indie dev/art crossover team, he’s one of the indie scene’s… well, prolific is too tame a word, and attention deficient sounds far too pejorative: let’s just say that Crayon Physics creator Petri Purho’s PC desktop is a photo of Cactus saying “while you were slacking off I made three more games,” and realize that it’s funny because it’s true.
From the grain-filtered 8mm stylings of his shooters to the terrifying Lynch-ian void of his Mondo series to the candy striped sunburst pixels of his upcoming games, he possesses one of the most singular and distinct visions in the scene, and manages to keep that consistent despite the jackrabbit pace with which he takes on new projects.
That’s why I was so disappointed to have missed the first half of his over-capacity Indie Games Summit session (until I convinced a volunteer I’d just stepped out for a bathroom break), though what I did see was every bit as uniquely him as I’d expected. Managing to make all the sweat and tears of game creation look like melodramatic trifles, his dual underlying message of keeping-it-simple and going-with-instinct was one of the most inspiring of the two days.
And now, though it doesn’t have the narration to match (there is a bootleg video torrent making its way around the internet, however), you can play through his fantastic presentation slides (created, of course, in GameMaker software itself) by downloading his just-uploaded executable (.zip here) and get a taste of his flavor before moving on to tackling his prodigious back-library. Get more of a sense of the surrounding lecture by flipping through TIGSource’s write-up here.
[As a further bonus, at the end of the lecture Cactus played through a series of games he found inspiring, which indiegames has helpfully cataloged here — see especially I Was In The War.]