Fozwot is a beautiful tilt and swerve iPhone game adventure through stunningly crafted gothic world created by Lofopi games studio.
You play Fozwot, a punky caterpillar like creature. As you tilt your iPhone or iPod touch, he dynamically twists, turns, stretches and spins around.Â Your task is to collect and protect eggs or capture flying insects in your tilt generated web. In another twist to gameplay, your Queen will be following right behind you on some levels. You’ll need to protect and guide her through safely too.
Beautiful, painterly art style with 25 quirky and increasingly challenging levels should keep you wondering through the wonderful world of weird and wacky creatures. Fozwot is simple but absolutely wonderfully drawn game. In case you don’t enjoy the gameplay, just the illustrations should have you gazing at your iPhone for good few hours.
To see more screens and find out more about the game, see lofopi.com
- All Fridges Are Psychotic [iPhone, Games] A homage to classic point & click adventures such as Monkey Island, Maniac Mansion, Day of the Tentacle etc, "All Fridges Are Psychotic" is a new point & click adventure from the UK based Flag Hippo studio. Julius Brown wants to be a pirate in the movie business. Having finished his very first script, he wants a shot at the big time, and with a national scriptwriting contest conveniently happening in his hometown, things couldn't seem anymore straightforward. Help Julius make his mark in the award-winning* (*We haven't won any awards) adventure game, All Fridges Are Psychotic. The game features hand drawn artwork from Manda Rin of Bis fame and if that hasn't convinced you of purchase then maybe knowing that Morrissey makes an appearance (the former singer of The Smiths) will sway you over. It has me =] Flag Hippo is a small independent gaming company run by Steven Brown and Stuart Memo in Scotland. "All Fridges Are Psychotic" is their first release for the iPhone. Platform: iPhone Version: 1.0 Cost: $1.99 Developer: Flag […]
- …™ [iPhone, Games] – Preview Just got a word from Mills at ustwo™ on their new 48hr app, the third in the series "...™" (dotdotdot). Although it's a little hard to tell what the task may be this time, it nevertheless appears another exciting mini-app-adventure from ustwo™. If you haven't seen the previous two videos, you can check them out here. Coming […]
- The Incident [iPhone, iPad, Games] We wrote about it back in April, Neven Mrgan’s + Matt Comi's Curious Incident is now available in the AppStore! A fast-paced, retro-style action game with run, dodge and jump your way to safety as an angry rain of just about everything in the world falls and builds a mountain of platforms for you to climb up, up… up to the source of it all: the cause of The Incident. THE INCIDENT is easy to pick up but hard to master. It's a totally new gameplay concept and it's perhaps TOO addictive. It's loaded with power-ups, power-downs (d'oh!) and collectables. Try to beat the game, then try to unlock all the achievements. No one said getting 500 coins would be easy. The incident is a universal app that runs on both iPhone and iPad. WHAT'S IN THE BOX: • Supercool 8-bit pixel art • Awesome chiptune soundtrack • 7 levels to explore and survive • Hundreds of unique objects, hundreds of ways to die • The Trophy Room, where you recall your adventures • The elusive "B-mode" Previously: Neven Mrgan’s Curious Incident [Games, iPhone, iPad] - Interview Platform: iPad/iPhone Version: 1.0 Cost: $1.99 Developer: Big Bucket […]
- Neven Mrgan’s Curious Incident [Games, iPhone, iPad] I had a chance to talk with Neven Mrgan about his upcoming game, The Incident. What's the basic premise of The Incident? The Incident is a fast-paced, retro-style game. Its hero is one Frank Solway, an ordinary guy whose life becomes a frantic adventure when he tries to hail a downtown cab one morning. His world gets turned upside down and shaken loose - quite literally - as seemingly everything in the world starts to rain down from the skies. Frank does his best to avoid this deadly shower of stuff and climb the growing pile towards the source of it all. To develop The Incident you partnered with Matt Comi of Big Bucket software. How did that partnership come about? Did one of you approach the other with a basic game concept, or was the design process more organic? I met Matt right around the time the first iPhone came out. Matt lives in Australia, where they didn’t get the iPhone right away - it takes a long time to sail Her Majesty’s ships laden with iPhones there - so he emailed me to ask if I could test his web app, TV Forecast, on it. (TV Forecast has since become a native app.) Matt then made a physics puzzle game called Pocketball, which I have yet to beat...! It was his idea to work on an action game next, using what he had learned about game physics. His pitch to me was the same one-liner we use now: what if stuff kept falling from above and you have to avoid it. I loved the idea, and I only loved it more when Matt mentioned wanting 8-bit art. Since then, we've both been constantly brainstorming the story and the gameplay, deepening it far beyond the original idea. We work with a crazy nine-hour time difference, which can be sort of neat. I wake up and Matt briefs me on his progress before he goes to bed; sixteen hours later we trade places. The Incident is definitely Matt's baby - his story, his code. I’m the guy with the fun task of drawing pixel versions of everything in the world. It's interesting that you mention working with a time difference as being something beneficial to development. I imagine a 'changing of the guards' type scenario. But was the time difference a hindrance during early development, when various concepts had yet to fully formulate? It took one half-hour conversation to see that we were on the same page with regards to the look, feel, and basic gameplay. This was right before the holidays last year, and we then went offline for a while. Matt worked on the physics engine and I played with some art styles. When we came back in 2010, I was psyched to see a working demo of physics objects on our stage, and Matt seemed happy with the art. From that point on, we’ve only had to discuss specific features, which our pre/post-bedtime meetings cover nicely. I think it’s been a pretty smooth road so far! To that effect, how would you describe working entirely independently from one another? Are ideas difficult to communicate, or do you find that the ambiguity often enables your creativity, allowing one of you to take paths the other would not necessarily have anticipated? Matt and I are eerily similar individuals, I think, to the point that upon seeing photos of each other’s homes, we noticed we had some of the same furniture. My wife calls Matt my "doppelganger down under". That means it’s usually easy for us to communicate our thoughts. There are specific advantages to working this way. When I wake up, there’s usually a new build of the game waiting for me, and I try to have new art for Matt to check out. It’s refreshing to see that instead of hovering over each other’s virtual shoulders and dissecting each step. We trust each other’s abilities! A technical note of possible interest: we collaborate using Dropbox. I love it to death. You've stated on your blog that there are "few things you enjoy doing more" than pixel pushing. Stylistically, you also mention that MobyGames was extremely helpful in providing you with reference materials. Are there any games that inspired The Incident's style in particular? No particular game, no. Super Mario Bros 3 is my favorite game of all time - I love its art and gameplay. How does the games 8-bit style change your typical artistic process? I don’t know that I have a typical artistic process! I hadn’t done any serious 8-bit pixel art before this game. I love learning new styles, though, and this was one particularly enjoyable because it sent me back to the days of drawing on my C64 with a joystick (and later on an Amiga 500 with a mouse.) My process, as it is today, consists of basically going in with pixels right away. I don’t sketch, I don’t outline, and I rarely do multiple versions. I take that same haphazard approach to all design. It seems to work! The Incident's trailer shows Frank dodging a number of fairly diverse objects. Are there any official estimates on just how many objects there are to encounter in The Incident? Any personal favourites? You’ll have to play the game to see how many items we have :) (trailer) My favorites are: Tutankhamun’s mummy, a maneki neko, a Smart Car, and a bust of Charles Darwin. Can you shed a little light on the games structure? You mentioned earlier that players will be given the chance to discover the exact cause of The Incident by climbing the mass of stuff that rains down on them from above. Does this mean that each playthrough will have a finite 'height' the player can reach? All the levels are finite and carefully crafted; they tell a story. It would be hard to make them infinite while maintaining the sort of arc we’re going for. It’s a pretty standard setup - finish a level, move on to the next one. Can players expect some sort of 'infinite' arcade mode? We’re looking into alternate gameplay modes. We’d love to do multiplayer, different challenges, downloadables etc. It’s all on the list - we just wish there were enough hours in the day to implement all our ideas! That said, the game, as it is in its beta state, offers many hours of enjoyment. I don’t think we’ve had any beta testers finish it yet! Are there plans to integrate any sort of communal scoreboard to encourage competitive play? That would be great. The Incident has a pretty simple basic score metric: how high did you climb? (In meters, as required by the International Stuff Falling From Above Council.) We love hearing that this tester climbed 37 m and that tester got up to 94 m. When can we expect to see The Incident on the iPhone, and are there plans to bring it to the iPad? We'll ship the game when we're done, but we do stand by our promise of "soon" :) It already runs great on the iPad in 2x mode. I was surprised to see what a good fit it is for the form factor. We’ll look into optimizing it, of course, but it plays like a pretty great comfortably-sized console right […]
- VernX [iPhone, Games] VernX is an action puzzle game built using a custom game engine that allows you to interact with up to two hundred and twenty moving objects on screen at any given time. The goal of the game is to guide 50 particles from start to finish while avoiding obstacles. There are many interactive elements to tinker with, they are progressively revealed as you play through the game. Features: - Accelerometer-based control system - 45 different levels (more coming soon) - 2 modes (Challenge mode & Sandbox mode) - 4 game skins - Various gameplay elements, levels are varied. Platform: iPhone Version: 1.0 Cost: $0.99 Developer: Vladimir […]
- Spirits [iPad, iPhone, Games] – Preview The recent weeks have been hectic for Spaces of Play. In september Spirits was presented at the Sense of Wonder Night Event at the Tokyo Game Show, and recently at the IndieCade in LA Spirits won the award for “Best Aesthetics”. In case you missed our post from few weeks back, Spirits is the new game from Spaces of Play, a game studio based in Berlin. With the Mr. Bounce behind them (we loved it), the team is set to release their new beautiful wonder within 2 weeks. The development kicked off around March this year, a number of months have passed and the team has been hard at work to get their new game out of the door. It's very exciting as I have been closely following the development and have finally had a chance to play with the "almost" final version due for release in the next few weeks. So, what is Spirits? Spirits is a Lemmings (wiki) inspired action-puzzle game for the iPad, iPhone and iPod touch, in which you manipulate wind and ground elements to guide the Spirits towards the goal. This is done with four different actions: Blow or block wind, dig tunnels and grow bridges of leaves. Besides the sound and music which are completely done with orchestral musical instruments, Spirits includes beautifully hand-drawn graphics which give the game a unique poetic feel. If you have seen Limbo, you will know exactly what this means. Foreground and background are played against one another, ie as you pan across your level they move in different speeds giving a sense of depth. Wind is represented using wonderfully light particles emitted both from the environment and spirits you assign this action to, all of this contributing to the beautiful environment to indulge and kill even most precious hours. The game kicks off with simple few levels introducing you to different actions. Presented one at the time you go through each early levels learning one action after the other. This helps getting to know which action to use to achieve the goal. As you reach level 20 or so, you'll find that having all the actions available to you just makes it harder to pick which action to use. You tap on a spirit to assign action. The spirit is paused while other spirits continue to do their thing. In some situations you'll have to act quickly, assigning actions to multiple spirits one after the other. Failure to do it correctly will cost your some lives hoping that you have enough left to complete the level. There is a minimum number of spirits you have to get to the vortex (doors) and should you waste more spirits than you are allowed you'll not be able to pass the level. The game continues nevertheless allowing you to practice and try new things knowing that next time you play you'll know where to be more careful. Early levels require maybe 4-5 goes to get it right. Level 29, the one I am currently playing, I think I played over 10 times and still no clue how to complete. The game is getting increasingly more difficult past level 20. Where ways to get to the vortex may have been somewhat easy to resolve in the earlier levels, this is now way more tricky. Too much wind will plummet spirits into their deaths, wrong turn will point them in the wrong direction or hole dug in the wrong place will get your spirits stuck having to use addition spirits to get them out of the problem. There is plenty of variety between the levels to keep you wondering about how to complete it. I am yet to arrive to a level where I may use similar technique. Each one is unique and although I haven't played them all, I find them all challenging enough and at times somewhat a relief when the solution is easy to find. The "light" music, together with carefully illustrated environment and beautiful details give Spirits an elegant and light touch feel. Touching ghosts is like dipping you finger in warm milk, careful to each and every one. Spirits are no angry birds and although some of your gosts will die, you will feel sad and emotional wanting to save each and every one. There is so much attention to detail in this game that once you have finished it you will want to play it all over again - just for the looks. Considering there is also a score board, meaning each and every spirit counts towards your overall score (I am currently ranked 4 which I am sure this won't last once the game is out) this should give you enough info to know how well you are doing. Also counting against your score are the plants you collected. In a lot of situations you'll be able to complete the level without collecting all the plants so going back and going further will be something you want to do. I have been playing it for few days now, using every occasion I can regardless of whether it is 5 or 30 mins. Because the game is much about strategy as well correct play, every 5 minutes in the game is a step forward. Regardless of whether you are waiting for a bus or on a long journey, Spirits will definitely keep you entertained. If not completing the levels then trying out new strategies. The game is schedules for submission tomorrow, meaning it will most probably be available in the AppStore within 2 weeks. Spirits will first appear on the iPad, followed by a release for the iPhone with support for iPhone 4 high res screen. We played with the iPhone version and although very similar to the iPad we expect to this be even more awesome on a retina display. Made with Objective-C and C++. Spaces of Play is a game studio based in Berlin. We are a group of independent game designers, visual artists and musicians that come together with the goal of creating great games. Our focus is on original ideas, gameplay and polish. We put our heart and soul into what we do, every pixel and sound bit has been hand-picked for your optimal experience. In short, we provide handcrafted independent games for the iPhone, iPod touch and iPad. For latest updates become a fan on Facebook, or follow on Twitter and of course team's development blog. spacesofplay.com/spirits/ Platform: iPad Version: 1.0 Cost: […]
- Sword & Sworcery [iPhone, Games] – Preview SUPERBROTHERS have just posted exciting new information about their upcoming iPhone game called Sword and Sworcery. While the full details are still not available, from the videos below and descriptions (the GDC 2010 build), we get a taste of the "a brave experiment in i/o cinema for apple's touchtronic machinery". When Apple's touchtronic machine is held horizontally, The Sword is sheathed & it is possible to explore & observe by tapping, dragging & pinching the multi-touch display, a style of play referred to internally as "sworcery". In S:S&S EP there is always a clear path to follow although this path will vary depending upon the phase of the moon. Unlike comparable videogames, in S:S&S EP there are rarely if ever hard barriers to halt a player's progress and it is possible to reach an endpoint in a single sitting, however the real S:S&S EP experience unfolds on repeated playthroughs when the player ventures off the beaten track to discover shortcuts, secrets and odd twisting paths that lead to some surprising situations. Occasionally obstacles & dangers will threaten & in order to overcome them it will become necessary to tilt Apple's touchtronic machine vertically, unsheathe The Sword. i/o cinema by superbrothers sound by jim guthrie engineering + miracles by capy SUPERBROTHERS are ambiguously pluralized & irritatingly cryptic audiovisual art & design organization located in Toronto. More information can be found by visiting […]
- Guru Meditation [iPhone] Guru Meditation is aÂ iPhone port ofÂ Ian Bogost's Atari 2600 game of the same name, itself an homage to the folkloric game played by Amiga OS developers on a Joyboard peripheral, circa 1982. The aim is to stay still as long as possible, taking a break from the noise of daily activities. Time passes subtly during the game. Clouds move. The time of day changes, roughly every hour, from day to dusk to night to dawn.Â If you move or a sound disrupts you, the yogi will fall and the game will end. Â You must also ensureÂ that the noise level around you is kept to a minimum as the game monitors sound around you (microphone input on iPhone only). Not an easy task in this day and age but a fun way to test your ability to stay still, something we all need from time to time. The game retains all the graphics, sounds, and gameplay of the Atari VCS original. The input, of course, is updated to takeÂ advantage of the iPhone's accelerometer, touch, and sound controls to encourage focus and inactivity. Guru Meditation is also available as a limited edition, numbered set with cartridge, Joyboard, and accessories. It is nevertheless great to see that Ian has also ported the game to iPhone and iPod Touch to make it available to a broader audience. Ian Bogost is a videogame researcher, critic, designer, as well as an author and an entrepreneur. He is a professor atÂ Georgia Tech (a university), a Founding Partner atÂ Persuasive Games (a videogame studio), and a Board Member atÂ Open Texture (an educational publisher). About Ian's research atÂ Â Georgia Tech: My research focuses on videogames as cultural artifacts. In particular, I'm interested in a kind of game criticism that contextualizes games in the long history of human expression, and game rhetoric, or how games make arguments. These two subjects are the respective topics of my first two books, Unit Operations: An Approach to Videogame Criticism and Persuasive Games: The Expressive Power of Videogames, both from the MIT Press. Much of my work concerns the uses of videogames outside entertainment, including politics, advertising, learning, and art. But I'm also very interested in mainstream commercial videogames and historical approaches to videogames. I write frequently in the videogame trade press, and I also edit Water Cooler Games, a popular website on videogames with an agenda. more.. For more info on the game, seeÂ bogost.com/games/guru_meditation. Thanks Ian. Platform: iPhone Version: 1.0 Cost: $0.99 Developer:Â Ian […]
Posted on: 18/09/2009
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