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Screenshot Daily: gorgeous steampunk, open world adventure Sky Town

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Steven Foreman (aka Jump_button) on Sky Town

The hook: The skies are getting darker.

Release info: Planning for PC and MAC and out sometime late next year

Screenshot info: This screen is from the start of the game, outside the heroine's home. I wanted a colourful and fun art style with a little steampunk for an open world adventure in sky towns that make all the weather. This area is the blue skies town.

Earlier iterations?: A lot will change but this is the first screen.

The devs and tech behind the screens: I did all the artwork myself. I am using Stencyl for now, seeing how it goes. It's only me on it, so I am taking most of the leg work out to make it easier for me.

The selection process: I choose what screens best show the art style and feel of the game.

How can people follow you? Twitter @Jump_Button

Pay it forward. What game caught your eye this week?

Tiny Touch Tales' Tomb Robber (working title): I like this one, love the colours and style.

[Screenshot Daily takes a closer look at the games of Screenshot Saturday, one photo at a time. Earlier Screenshot Daily conversations are here.]


Weekend Download

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Platform: Mac, Windows, Linux — Weekend Download Games featured this week: Growing; Scary Gardener Tales 3D; Densha — Crack open your weekend with three games that should give everyone something to "weekend" about. If that doesn't work, you can stay up all night trying to figure out why we used weekend as a verb. Or writing us angry letters! Tagged as: blog, download, free, indie, linux, mac, weekenddownload, windows

Freeware Pick: All is not what it seems in Icarus Proudbottom Teaches Typing!

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icarustyping2.png"Your fingers will be like gods..." Icarus Proudbottom Teaches Typing! was made for the Something Awful Game Dev Challenge VII by Brooklyn duo Holy Wow Studios (formerly 1-2-3 Blast On!, makers of Icarus Proudbottom & the Curse of the Chocolate Fountain). The theme of the challenge was "subversive edutainment", and Icarus Proudbottom's latest outing delivers that and more.

The primary point of the game is to make you laugh. In service of this pursuit, it lampoons Mavis Beacon, RPG reward systems, combos, power gauges, gamer culture, terms of service contracts, Tamagotchis, and the tilde key, among other things. After creating a character by assigning points to a plethora of meaningless stats, you are guided by Icarus Proudbottom and his spirit animal sidekick, Jerry the owlkin, on a learning adventure.

The main gameplay involves typing long, silly passages that appear onscreen. Only the occasional "exam" is timed, but accuracy always counts and you'll lose a heart from your Life Gauge for each typo. You'll rack up combos for chains of correctly typed words, and if you type quickly enough without mistakes, you'll fill up your Soul Gauge and be able to activate some special powers. After a successful typing bout, you'll be awarded skill points, some loot, and a rank--and later on, you'll get a chance to feed points to your virtual pet, the Typogatchi.

Most challenges are administered by Icarus and Jerry, but occasionally Holy Wow's slick legal counsel will show up with a special passage for you to type. Icarus doesn't pay much attention to the Mr. Filcure, he's just thrilled that someone else shares his love of typing. But as you probably already can tell, the lawyer has a much more sinister motive than spreading typographical knowledge.

I haven't enjoyed a typing game this much since Typing of the Dead. You can play Icarus Proudbottom Teaches Typing in your browser or download a standalone Windows version.

Papers, Please

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Platform: Mac, Windows — Papers, Please Lucas Pope delivers a bleak dystopian thriller in the form of a simulation in this game where you play a newly assigned border agent to the first immigration checkpoint opened in your rigidly controlled country in years. As restrictions rise and tensions mount, checking documents for accuracy and forgery becomes harder... especially when you find yourself forced to juggle the health and well being of your family against your own humanity. Tagged as: download, game, gog, indie, lpope, mac, puzzle, rating-o, simulation, steam, unique, windows

Browser Pick: use the music to envision letters and shapes in puzzler PicTune

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pictune.pngIcyLime's PicTune is an audio puzzle which asks players to identify shapes based on the sounds their patterns make. Players can scan the lined graph with a blue bar vertically or horizontally to listen for where notes (the shaded areas on the graph) may be. The above photo already reveals the answer to one puzzle, which makes one loud chord when scanned horizontally and one long run, a quick pause, and then a single note when scanned top to bottom.

PicTune's audio-visual tutorial does a better job explaining the mechanics than I have done. Give PicTune a try and see how many shapes you can guess.

Brick Roll

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Platform: iOS — Brick Roll As a rule of thumb, bricks generally don't roll. They're pretty much made to sit in one place, which is good when you're trying to build a house with them. The bricks in Brick Roll would probably make for terrible building materials, because all they do is roll around and collect pellets and gems. In this difficult but tantalizing mobile puzzle platformer, you've got to roll your brick around many enemies and traps and gather everything you can before you can escape. Tagged as: game, gavinagames, ios, ipad, iphone, mobile, platform, puzzle, rating-g, tablet

Human Chop

Browser Pick: JoyMasher's high school horror adventure RPG Killing Moon

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killing horror.pngOniken developer JoyMasher took some time away from its upcoming 'Castlevania meets ActRaiser' Odallus project to create adventure RPG Killing Moon for a Brazilian scary game jam called Pack of Horrors. In this RPG, you explore a high school during a costume party, gathering items used to gather even more items (typical adventure stuff) until... something horrifying happens.

As a word of warning: like a lot of horror films, Killing Moon takes several minutes to reach the scary tension. Still, it's enjoyable, especially for a game made in three days.


Amateur Surgeon 3: Tag Team Trauma

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Platform: iOS — Amateur Surgeon 3: Tag Team Trauma Who needs a real doctor when you can give Dr. Payne a call? The unconventional surgeon "simulation" series from Adult Swim is back, retooled for mobile devices and featuring some new devices, new patients, and plenty of medical drama. Amateur Surgeon 3: Tag Team Trauma sticks you in the operating room with tools like a stapler, a pizza cutter, a chainsaw, and some crazy-cool healing gel. Using your, uh, medical knowhow, you'll patch up patient after patient with the greatest of ease! Tagged as: adultswim, amateursurgeon, arcade, free, game, ios, ipad, iphone, mobile, puzzle, rating-r, simulation, skill, surgery, tablet

Mobile Monday

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Mobile Monday Games featured this week: Trouserhart; Cut the Rope: Time Travel; Momonga Pinball Adventures — We're saddened to report this edition of Mobile Monday features the word "disco". More than just features it, it directly references disco content recently added to a popular mobile game. We didn't include any graphic disco pictures, though there is an image of Cut the Rope's Nom with big fluffy hair. Tagged as: blog, mobile, mobile-monday, news

Screenshot Daily: PlayStation Mobile game Magic Planet Snack Deluxe! dated, yummy

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Wolfgang Wozniak (Ouren on TIGS) discusses Magic Planet Snack Deluxe! (「マジックプラネットスナック」デラックス)

The hook: You're a wizard who's spell went awry, and you're now a planet munching space-worm. Your name is Mortimer.

Release info: The game will be releasing on PlayStation Mobile (Vita!). The game will be $3.00 USD and will be available on August 20th in Australia, Canada, France, Germany, Italy, Spain, the UK, the US, and Japan.

Screenshot info: The player is starting the game, and playing as Mortimer. The wizard is eating his way to the core of the planet to defeat its Gaia.

Earlier iterations? There were not a lot of major changes we made to the original freeware game when porting it to PlayStation Mobile. You'll notice that when playing in landscape mode (aka hamburger mode), that there is now additional side-art. That scrolling cabinet art is by the original developer, Mr. Kyle Reimergartin.

The devs and tech behind the screens: We used LICEcap (shoutouts!) to capture the gif (above). Original development was done by Kyle. Cass Carpendale and myself brought the game to PlayStation Mobile. We had access to the original source code, art, and audio. We actually didn't use any of the old code (or look at it all!). The game was made, in I guess what you might call a Suzuki Method.

The selection process: I wanted to capture sort of a "tutorial" style gif. One look at this gif, and you'll know how to play the entire game.

How can people follow you? You can follow us on twitter: @Ouren, @CassWatch and @mooonmagic

Pay it forward. What game caught your eye this week?

I am in love with this art from TIGS member Chis's Carousel.

[Screenshot Daily takes a closer look at the games of Screenshot Saturday, focusing this week on those found in the TIGS forums.]

No, Birdie, No!

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Platform: Unity — No, Birdie, No! When you're dangling by your fingertips off the edge of a cliff, what you really want is for someone to come and help you up. Instead, fate hands you a stupid little bird that tries to peck your fingers off the edge. No, Birdie, No! is a quick skill game of reflexes and dexterity where you've got to hold on to the cliff, but lift your fingers before the menacing canary pecks at them. How long can you hang on? Tagged as: action, arcade, browser, free, game, gcoli, linux, mac, pmolino, rating-g, skill, unity, windows

Freeware Pick: Top-down point'n'clicker Betrayal tries something new, packs a punch

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betrayal1.pngBetrayal is a meaningful but nondescript name for this smart, innovative little adventure game. It was made in a week by a dev called Bulbapuck for the Adventure Game Studio One Room One Week 8 competition. It didn't garner any top honors, but along with The Rebirth and The Reaper, it's among my favorites of all the entries.

The first unique thing you'll notice about Betrayal is its top-down point of view, quite unusual for the point'n'click genre. You awaken in a bare room with no exit, having no idea how you got there. Don't worry; you'll find out by the end of the game. There's a big purple key on the floor, so go ahead and click it to get things started (all actions are performed with simple left-clicks). After solving the first puzzle and exiting the room, you enter what appears to be a participatory flashback. You'll also pass through your first door, taking your first step down a dark path of discovery.

The way doors are used in the game is another unique thing about it. Doors are important both mechanically and thematically. They are the main focus of the later puzzles, and you'll find yourself opening and closing quite a few of them. Rooms are revealed when doors open, and they disappear from sight when a door is closed. And sometimes opening a door does more than just allow movement from one physical location to another.

If you like adventures at all, give Betrayal a play. It's an original, engaging, and potentially emotional experience. Betrayal is only available for Windows. (Note: Double-click the file "OROW.exe" to play.)

The Japanese join the Norse and the Greeks on Skyward Collapse

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nihon.png
Skyward Collapse, the turn-based god game by Arcen Games in which you get to play as a particularly cynical god who loves isometric graphics, is about to get both bigger and better with its first expansion: Nihon no Mura (PC/Mac). Said expansion is still in beta and doesn't thus have all its scheduled features included, but sounds already impressive enough.

Skyward Collapse: Nihon no Mura, you see, introduces the Japanese as the game's third playable faction along the Norse and Greek contingents and throws an assortment of truly strange and aggressive new gods into Skyward's pantheon, while simultaneously introducing an innocent-sounding game mechanic: hamlets. Non-combative, non-factional villages that can be built in the remains of the fallen towns of either faction and can change the ways in which you can win the game.

Nihon no Mura will officially (fully) launch later this month for $2.99 and can be pre-ordered for 10% off during its beta period.

3DS Pick: SteamWorld Dig, an addicting Terraria and Metroid hybrid

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SteamWorld Dig, or Terraria for people who don't like Terraria, is one of the best 3DS eShop games to date, and I am happy a sequel is on the way. It was for me an addicting mix of exploratory platforming, steambot suit upgrading, and vast underground digging, all dressed with charming 2D visuals.

I have to confess that I find Terraria hard to get into; I just tried it again and was quickly killed by an Eater of Souls and could not dig well with any of the equipment I had. SteamWorld Dig, after a few bits of dialogue, allowed me to dig easily below one of the world's three, huge maps, with enemies that gradually increased in difficulty.

Even though I felt like I was mining further down into an abyss and the lantern I carried had burnt its oil, leaving me in darkness, I was hooked. I could always hope an enemy dropped more oil for my lamp or something else useful.

My ax could also create tiny sparks, so I could continue to see some of the clearly marked earth which contained valuable gems to trade for cash on the surface. I could then go to a store and upgrade my armor, digging abilities, or my gem pouch, but the true upgrades laid beneath the surface.

As the story goes, someone or something has left behind technology that the steambot can assimilate to, gaining power ups (ala Super Metroid) such as a drill, dash, and super jump to explore deeper. All of these powers use steam, and while there are a few pockets of rejuvenating water underground, I'd sometimes run out and be left to use just ax. Managing the lamp oil, steam, and gem purse were fun while I kept digging and resurfacing, to the extent that I often avoided going where the game was telling me to go.

That is to say SteamWorld Dig provides a bit of hand-holding: it highlights the essential places to go to on the map throughout the game. That doesn't dilute the challenge of digging there or avoiding enemies (which are not marked on the map), but it detracts a little bit from exploration, leading me to stare at the map at times and not the actual game. CEO Brjann Sigurgeirsson told me that the sequel would have a hard mode that won't point the way through, though.

Along the descent is a fair amount of enemies that were happy to kill me and cause me to lose half of my cash. There's only one boss at the end of the game, though, which was too easy with my fully powered bot. I'd have preferred a final boss that was formidable even if I were fully powered. More bosses is another thing Brjann told me would be in the sequel.

There were also only a few digging puzzles, which I found to be a fresh diversion from the grind. In SteamWorld Dig's defense, it's billed as a "hardcore platform mining adventure," so the puzzles weren't promised. The game itself was a bit of a puzzle, anyway, in that I wanted to make sure I dug paths that lead to gems and that I can later traverse back through.

This all adds up to an addictive mix of exploring and resource managing that makes the 5-6 hours of gameplay go by quickly and is well worth its $8.99 USD, €8.99 asking price.

It's a shame Nintendo USA did not highlight the game in its last Direct broadcast. Satoru Shibata, president of Nintendo UK, kindly showed off SteamWorld Dig from the 11-dev team Image & Form, and I'm glad he did.


World's End Chapter 1

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Platform: Flash — World's End Chapter 1 The heroes of this turn-based strategy RPG are surly, drunken, rude, violent, and more than a little bit potty-mouthed... but then, so is everyone else in this crumbling society. Though it does take a while to get the ball rolling, however, World's End Chapter 1 eventually reveals itself to be an extremely ambitious piece of storytelling and gaming in general. Tagged as: browser, flash, free, game, linux, mac, mezzaninestairs, rating-o, rpg, strategy, turnbased, windows

Organ Trail: Director's Cut's lessons from sales and revenue figures, one year on

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orgran trail thumb.png

[by Ryan Wiemeyer]

So we launched Organ Trail: Director’s Cut on Aug 8th 2012 on iOS and Android. Since then, we have hit 8 platforms, had a dozen or so updates and released an expansion. Here is some comprehensive data to show you how we’ve done over this past amazing year. We’re sharing this data in hopes that you can use it to help guide you when you make your games.

Organ Trail: Director’s Cut was developed by a 2-man team with 2 part-time art contractors and a full-time audio contractor. It took us about 6 months of full-time work to release, but we’ve easily put another 6 months into post-release support.

We ran a Kickstarter for $3,000 and got $16,339. After we sent out our backer rewards, we had about $8,000 left which we used to buy Unity Pro, start our company The Men Who Wear Many Hats, pay contractors and promote the game at conventions.

Here’s how we stand as of the end of July:

Total Units Sold 429,192  
Humble Bundle 177,384 -two week promotion
Steam 131,689 -out for 5 months
iOS 85,753 -out for 12 months
Android 29,923 -out for 12 months
Amazon 1,742 -out for 12 months
Humble Store 1,600 -out for 7 months
Ouya 690 -out for 2 months
Desura 411 -out for 7 months

 

You may notice we made 82% of our sales in the last 5 months, but that was only 2/3 of our total profit. Everyone knows that sales are not profits. A good portion of our sales numbers are from discounted prices (like the Humble Bundle) so the numbers can be a little deceptive. Here is a sales vs. profits comparison.

 

It’s worth noting that we hit our original goal of 30k units sold in the first month. Since then, we have been blown away by the number of fans we picked up as we continue to support the game. The tail has been pretty good too. When we are not doing a sale or anything, iOS sales stabilizes at about 100 units a day, Android at 50 and Steam at 150.

Organ Trail: Director’s Cut is a $2.99 game on mobile with a $1.99 expansion IAP. Conversely, the other versions are $4.99 and include the expansion. 16k players (14%) have downloaded the expansion for mobile.

As far as sales go, we often launch with a special 20% off price for the first week. We did the Humble Bundle which got us 177k sales but those were at about $0.39 a copy. We don’t feel bad about that since the game has been out for so long and many of those people probably wouldn’t picked it up otherwise. If I had the choice to do it again, I would have preferred the Steam Summer Sale happen first though.

We had a Steam Daily Deal that got us about 17k sales at 50% off. The following week was the Steam Summer Sale which got us 63k sales. The bulk of that coming from our flash sale where the game was 60% off ($1.24) for 8 hours.

The only version with a free demo is the Ouya version which has about a 4% conversion rate to people who pay for the full version.

For our next big game, we will probably only focus on iOS, Android, Steam and the Humble Store. As much as we like offering our games to as many people as possible, the return on time invested into getting builds constantly updated and working, as well as checking multiple support forums on all the different sales platforms, doesn’t feel like it’s worth the effort. Then again… if our fans want something bad enough, it’s hard to say no.

One major point to make is that our game tells “your story.” Because of this, people often want to share what they are doing. You name the people in the game after your friends and then things happen to them. We predicted this and allowed most events in the game to be shared via twitter. I can only guess  that this function helped propagate the game amongst friends and accounts for some of our long tail sales.

There were many milestones of success for us but I would say that the biggest ones that contributed to our ongoing success are:

  • Running a successful Kickstarter
  • Being featured on the iOS app store
  • Showing at PAX
  • Having YouTube personalities like Jesse Cox play our game
  • Making it through Steam Greenlight
  • Being in the Indie MegaBooth
  • Doing the Humble Bundle
  • Doing any Steam sale
  • Having a 1-1 relationship with our fans as often as possible
  • Including social sharing options (Twitter)
  • Making a good game (possibly optional)

Organ Trail is far from done. We’re currently looking at new platforms like Wii U and another I can’t talk about yet. We’re planning some timed-exclusive content as well, so we’re still at it. Meanwhile we’ve got another small arcade style game,Max Gentlemen, coming up in the next month or two. We’ve also used the money we’ve made to open a co-working space in Chicago: Indie City Co-op. So, we’re keeping busy.

Feel free to ask me more questions about our data and I’ll try to share what I can with you!

Cheers!

[Ryan Wiemeyer wrote this using sister site Gamasutra's free blogs]

Release: dungeon crawling fans, grab a buddy or three for Hammerwatch

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Jochum Skoglund and Niklas Myrberg's Gauntlet- and Diablo-inspired dungeon crawler, Hammerwatch, is now available for Windows, Mac, and Linux machines on Steam, enabled with up to 4-player co-op via online, LAN and local play. The game offers four unique environments and four different character classes to navigate through enemy-heavy, trap-laden areas with a healthy dose of puzzles to solve and secrets to find. Hammerwatch is on sale for $8.99 for one game and $26.99 for a 4-pack. That's a lot of 4's in one paragraph!

Hammerwatch's beta demo, which are both four-letter words, is available for free to help you decide if you want the full game. It appears you can still purchase the game or 4-pack for $1 less on the main website and get the OST along with either selection.

Mikey Hooks

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Platform: iOS — Mikey Hooks BeaverTap Games has a pleasant surprise in store for you. Mikey Hooks is a fast-paced grappling game along the lines of Rocketcat's Super QuickHook and Hook Worlds. It combines elements of platforming with a swinging mechanic, challenging you to race through several dozen levels as you attempt to best your previous times while collecting coins scattered across the stage. Even though it's an action game on a device that lacks physical buttons, you'll find Mikey Hooks plays smoothly without a hint of frustration. Tagged as: action, beavertapgames, game, grappling, ios, ipad, iphone, mobile, platform, rating-g

Escape from Mr. Birdy Room

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