Apr 27, 2012

Pro's and Con's Micro Review: Pix n' Love Rush

Platform: iOS
Developer: Bulky Pix

I've been playing quite a few iOS games lately and I wanted to give Pix n' Love Rush a quick review.

Apr 23, 2012

Pro's and Con's review: Pizza Boy

Format: iOS
Developer: Acne Play
Publisher: Acne Play

Platform game controls are tricky to get right on a touch screen device. I've played a number of decent platform games on my iPod Touch over the years, the better ones usually leveraging the device's unique interface rather than attempting to shoehorn traditional game controls onto the screen. Pizza Boy is an exception, it emulates traditional physical controls by use of on-screen virtual buttons and, believe it or not, it plays really well and does a great job delivering the look, feel and playability of some of the best platformers of yesteryear on modern mobile devices.

So let's run Pizza Boy through the Pro's and Con's paces, examining the game from a professional and consumer's point of vue.

Apr 5, 2012

Shake Out Has Been Signed!

You've got to love in-train WiFi! I'm on my way back to Ottawa from Montréal where I met with the good folks of Îlot 307 and Jouets Boom to play some Shake Out! and hammer out the details of a publishing deal. So, as of about 3:00pm today, Shake Out! Has been signed to a publisher! Keep checking the blog as I hope to be able to keep you all up to date with the process including in-progress artwork for the new version.

Apr 1, 2012

The Unnamed Trilogy

So, one day "Unnamed" will be a place name that I will use as a fictional locale for some resource management/city building game ideas I've had. For the time being it remains unnamed and so below you will find a blurb for the yet unnamed Unnamed Trilogy.

I've listed the game ideas in the order in which they came to me. They are, all three, pretty different from one another but all have a central development theme.

The first is a fairly straight forward resource management building game with a mechanism by which your expansion causes resources to become more scarce. The second combines worker placement and a card game wherein cards players play become buildings everyone can send workers to. And the final one is a more abstract tile placement game with three different ways to score.

In this article I'm going to talk about idea number 3. I know, it's weird to start with the last one, but it's the most fleshed out. So here goes.