Friday, February 01, 2013

The Friday Review: The Cave (XBLA, PS3, WIIU, PC, MAC)


The Cave
-review by CJ

The Cave is a puzzle adventure game. Although it plays from a side-scrolling perspective, it is not the platformer that it appears to be. You'll be doing plenty of running around and jumping, but this is never intended to be part of the game's challenge. Although there are a few secrets to be found by exploration (these secrets are pictures that fill in parts of a character's story-line), for the most part you will visit every nook of the game by necessity in order to complete the puzzles.

When the game starts you choose three characters out of seven to play through the adventure with. These characters each have a unique ability, unique story, and will each have their own unique level that you will play through. These unique levels are the best part of the game, each one is very creative, tells the story of one of the game's characters (which are darker than you might expect), and features the best puzzles in the game; although, unfortunately, that isn't saying much. This is one of the four very distinct issues that I have with this game, that I will detail in the "Cons" section of the review. The overall feel of the game was surprisingly dark. I was hoping to play this with my daughter, but after the first couple of minutes I was glad that I had tried it out by myself first, due to the darker nature of the game and some minor language.


PROS:

-Polished. If there's one thing I can always say about a Double Fine Productions game, it's that it is polished. Things work as expected, and look good doing so.

-Humorous! Another staple of Double Fine is their sense of humor. There were several times I laughed out loud while playing The Cave, and I wanted to play through the other characters so that I wouldn't miss any of the fun. To be honest, this was probably the only reason I even finished the game.

CONS:

-Seven characters to choose from. This is just a bad number, and it almost feels like a cheap trick to give the player a reason to have to play through the game a third time. Since you can only take three at a time, the first and second play-through you can have three unique levels to try out, but the third time through will be almost entirely repetition. Because of this I highly suggest leaving the Knight for last, as his level is the first one you'll come to, meaning you won't have to play through the entire game a third time to get to play through each character's area.

-Easy puzzles. The utter simplicity of nearly every puzzle of the game meant that I felt like all I was doing was running errands. I realize I'm saying this at the risk of sounding pretentious, but on my first play through I only had two "What am I supposed to do now?" moments, and only one of them was because I couldn't solve the puzzle, the other was because of the poor world design(more on that below). What's even worse is that even though each character has a unique ability, these were never used in tandem to solve a puzzle. In fact most of these unique abilities were only useful within the levels designed for the specific character.

-Problematic world design. Because of the way the game is set up, you'll be doing a lot of repetition on replay, and possibly a bit of head scratching on your first play through (I certainly did). The entire game world exists as one whole, including four levels that you'll play through no matter what characters you choose, and seven levels that each belong to a specific character, and will only be accessible when you have that character in your party. But the game doesn't explain this. This means that on your first time through you will likely come to areas that you can't figure out what you are supposed to do to proceed. It's because you can't proceed because you don't have the right character to do so. But it doesn't tell you that. I spent nearly an entire hour on my first play trying to figure out how to get into an area before I finally discovered that there was another direction I could go. But even so, I left feeling like I had missed something. Luckily when this happened again later I figured out what was going on, instead of being stuck again for another hour.

-Three characters, one player. Since each character is controlled individuallyand often times are needed in different areas of a level, and then all in the same place, and then in different spots againyou'll be doing a lot of monotonous running back and forth. This would be easily solved with a "call" button that brought the inactive characters to the currently select one automatically (if possible).



SUMMARY: Despite its major flaws, I had fun with The Cave, but this was due entirely to its humor and storytelling. I spent a good deal of time frustrated with running around the same completed areas for the third time while moving characters from one puzzle to the next, and never felt the satisfaction of having solved a complex puzzle. If you think some great humor and well told stories are worth suffering through menial tasks and repetitive gameplay, then try out The Cave, otherwise, you may want to set your sights elsewhere.

Friday, January 11, 2013

The Friday Review: FTL (PC)


FTL
-review by CJ

After hearing much hype and praise about this little indie title, I finally gave it a try. I immediately fell in love with it. Soon afterwards my heart was broken, and I went into a bit of a decline, despising the game and angrily griping about the unapologetic difficulty and archaic design choices. Four hours later I found myself still playing, and continuing on that roller coaster that is a love-hate relationship.

I find myself in an awkward position with FTL. It's abusive and unstable, yet satisfies my gaming needs on so many levels that I find myself making excuses for it, and loving it despite the fact that it clearly doesn't love me. Because of FTL's unique play style, I'm having difficulty defining pros and cons, so instead I'm going to just list features. You decide if they are good or bad. I certainly can't decide.

FEATURES:

-Real time space battles. With the ability to pause. The spacebar (pause) will become your best friend in this game. At first battles are completely manageable in real time, but that will likely change as you progress. Assuming you are able to.

-Feel like a real star-ship captain. You order your crew around, assign them jobs, and watch as they level up and get better at their jobs. Then get killed by boarding enemies, and lament their permanent loss. Manage power levels to increase your shields, charge your weapons, boost engines, power up teleporters, stabilize oxygen levels, upgrade cloaking, or... watch as the local ion storm depletes your power reserves and forces you to make impossible choices. Weapons or shields? Engines or oxygen?

-So many ways to win (or lose) a fight! Seriously, I have put dozens of hours into this game and there are still strategies I haven't tried (but I'm anxious to do so); however, here are just a few that I have successfully pulled off: Wear away at their shields and hull with laser guns until you win (boring, but effective); Bombard their ship with ion cannons, deactivating their shields, engines, and oxygen supply, then watch them slowly die from asphyxiation (slow, but very effective); Max to shields and engines (which gives extra dodge percent), and everybody but the pilot board the enemy vessel and attack their crew (exciting, but difficult to pull off). Shoot their shields down, then use fire-beams to set half their ship on fire, then repeat with the other half (cruel, hilarious, and very effective).

-Randomized...everything. What enemies will you run into? What items will be for sale at shops? What results will you get from aiding a civilian ship being overrun by giant spiders? What crew members will be available for hire? Will you fly through friendly territory, enemy territory, vast nebulae, or long forgotten sectors of the galaxy? What weapons will you find? Will you ever get a cloaking device? I don't know, and neither will you until it happens.

-Save and quit. Or just quit. Or restart. No save slots, checkpoints, or retrying the last battle. If you die, that's it, game over. Try again. Not only does your crew suffer permadeath, so does your spaceship, and you can only load the last game you quit from the main menu, which save is then deleted as soon as you load it. This is what gives the game it's excruciating difficulty, and is in my opinion an archaic design choice. The one time I was close to the end and my game crashed (effectively killing me and forcing a restart) I got very sulky and angry and wouldn't play again for a whole day. But I still went back... I always go back.

-Unlockable ships. As you play through the game you may run into special encounters which, if properly handled (assuming you have gotten the correct randomized equipment/crew members to be properly equipped ARG), you can unlock additional ships. These ships all offer different starting equipment, weapons, and crew members, which means a completely different experience. This adds massive replay potential to the game.

-Unimpressive story-line, but great experiences. Don't expect anything out of the overarching story-line, just enjoy each encounter and the real story that unfolds as your crew journeys through the stars, battling constantly for survival, and making tough choices along the way.

-Simple graphics. 'Nuff said.

-Music is odd. It is at times almost silly, but rather catchy. I often find FTL's tunes still stuck in my head hours after playing, but I would prefer something with more sense of suspense and action.

-Mods. There are quite a few fan-made mods out there that can make the experience much less frustrating, and I'm not ashamed to say that I have at times taken advantage of these. I do still enjoy the original game, however, and respect it as one of the few truly challenging modern games.

-And more. Like any decent game you have to play it to get the full experience.



SUMMARY: I would have a hard time recommending FTL to anyone, knowing what terrible fates await them, except that at the same time I feel like it is a unique experience that every gamer should have, and few games will give you as much sense of accomplishment with success. The most important thing to note is that, win or lose, FTL is fun.

Friday, December 21, 2012

The Friday Review: Mark of the Ninja (XBLA, PC)


Mark of the Ninja
-review by CJ

Ever wanted to play a good ninja game? I don't mean a game that's good and has "ninja" in the title, but a game that actually tries to create atmosphere and gameplay that would be considered ninja-esque? A game where stealth is your greatest asset, combat is swift and brutal, and enemies are either oblivious to your presence as you pass them by in the shadows, or grow more fearful of you the more of your handiwork they find while you remain unseen? Well now you can, because Mark of the Ninja is just such a game.

After playing Mark of the Ninja for just a few minutes I knew I was going to love it. A 2D action platformer barely begins to describes this game. Although stealth is the name of the game in almost every situation, Mark of the Ninja supports any mixture of 3 distinct play styles: Stealth, Combat, Terror.

STEALTH: If you want to pass by your enemies unnoticed and unmolested, you can. It is possible to complete every mission without killing a soul. There's even an outfit you can unlock that doesn't allow you to carry a sword, but silences all movement completely to facilitate this method. Distraction items can be used to divert enemies and guards carrying important items can be pick-pocketed instead of assassinated.

COMBAT: If you want to be able to go toe-to-toe with your gun-wielding adversaries, you'd better be prepared. Stealth will still be the quickest and easiest way to dispose of guards, but if you gear up for combat you won't have to run and hide if you are discovered. Another suite of armor is made specifically for this play style, granting extra health, combat prowess, and health regeneration from silent kills.

TERROR: As Batman could tell you, fear is as great a weapon as anything made of steel. Enemies that find the bodies of their fallen comrades will become suspicious, and cautious, but their fear will also start to grow. As your ninja skills improve you can unlock more gruesome ways to kill guards, which will horrify their fellow guards enough that they will shoot at anything that moves, even each other. Once again, there is an outfit that increases the success of this play style.

PROS:

-Flexible play styles. Mark of the Ninja has so much to offer in styles of playwith so many different traps, accessories, and outfits that accommodate different play styles (more than the 3 mentioned above)there should be something here for everyone.

-Replayability. I found myself replaying many levels (which you can easily switch between), to try different play styles, find all the hidden items, or just for fun as often as any other reason. There is even a New Game + mode that allows you to restart on a much harder difficulty with all of the skills and items you unlocked in the previous game.

-Intriguing Story. Although on the surface the story seems to be a simple one of revenge, it takes some interesting twists that are never fully explained or understood until the final level where the player decides between endings. It's easy to simply replay this last level to see the other ending, which is another plus in my book.

-Polished. From the tight controls to the incredible visuals, or the simple fact that I never experienced a single bug, this game shines.


CONS:

-New Game + difficulty. Although I appreciate the addition of a new game + mode, and added difficulty, I didn't like one of the features of this mode: hampered visibility. This made the NG+ a bit too difficult in my opinion, and I didn't play it for very long before I gave up. Luckily I can still enjoy the original mode, so this is a fairly minor quibble, and others may enjoy the extreme difficulty.

-Some of the later levels lack the fun of the earlier levels. Specifically the levels that take place in a desert town. These seem to lack the ingenuity and creativity of the earlier levels, and some areas of these maps were nearly impossible to get by while I was doing a "No Kills" run through, requiring numerous retries. I eventually found myself just running through them to finish quickly, rather than taking my time enjoying them.


SUMMARY: Mark of the Ninja is the first game I've ever played where I really felt like a ninja. Lurking in the shadows waiting for the perfect moment to strike has never felt so good, or been so rewarding. Watching enemies succumb to fear rather than running around blathering about how they're going to find you was refreshing. I highly recommend this title to anyone who ever wanted to play a good ninja game.

Friday, November 16, 2012

The Friday Review: Skullgirls (XBLA, PSN)

Skullgirls
review by Cyndi

The characters are what first drew me to this 2D fighting game. I was tired of the typical sword and staff-wielders that come from most fighting games, and this one came with a zombie cat that used her head to fight, and another girl who used her parasitic hair to attack. I was immediately intrigued.

The artwork of this game is beautiful. The characters are incredibly fun to play with, and you have never seen these kinds of fighting characters before. The premise of this game is to try and obtain a magic skull that is supposed to grant wishes. Players fight through a variety of characters in order to reach their goal including girls wielding parasols, or, my favorite, a girl who attacks with her hair. Every character in this game is a scantily clad female, so if you're looking for a nice clean game with little blood and minor skin showage, this is not that game.

My only disappointment with this game is the balance. I started on the lowest difficulty and jumped immediately into a story mode. Unfortunately this was quite a mistake as the "Easy" mode on this game is the "Hell" mode on any other fighting game. I'm not the most intense gamer out there, but I consider myself a pretty decent video game player. I was stuck on the first battle for hours on "Easy" mode.

Eventually I just had to give up and go spend some quality time in the tutorial room, which, unfortunately, wasn't really very helpful and was in no way interesting. Maybe it's just me, but I don't find a lot of joy in getting check-marks on a never-ending list of menial tasks such as jumping or blocking over and over and over again. Despite how dull the tutorials, it was still necessary to spend a lot of time in here just to get through one single fight in story mode. And that's just the first battle; it gets progressively harder as the story continues.

So, if you are interested in purchasing this game be prepared to put in many, many hours at the tutorial room, and also be prepared to get really frustrated in "Easy" mode.

Pros:

  • The characters are incredibly unique and fun to play with. The attacks are in no way typical and it’s fun to see what each character can do.
  • The artwork. The artwork of this game is simple, yet stunning with a playful comic feel about it.

Cons:

  • The difficulty level. The difficulty level seriously needed to be dropped a notch. If you are a hard-core fight-style gamer, don’t be shocked if you get your butt kicked in easy mode. If you are a newcomer to the fighting genre, you may want to start with a different game.



Friday, November 02, 2012

The Friday Review: Insanely Twisted Shadow Planet (XBLA, PC)

Insanely Twisted Shadow Planet
review by Tesh

In a nutshell? "Twin Stick Metroidvania".

Insanely Twisted Shadow Planet places you in control of a plucky little UFO with a variety of tools and weapons, and tasks you with saving your home planet from star-eating shadow play monsters. You drive with one analog stick, and aim your weapon/tool with the other, pitting your toolset against a massive alien invasion.

The Good:
  • Classic "Metroidvania" game design involving exploring a large map that opens up as you take tools and weapons from boss monsters and use them to interact with the world. You grow in power and utility as you learn to interact with and explore the world. This is really the heart of the game, and there are enough different tools, ways to use them and things to use them on to carry the gameplay through several hours of fun experimentation and exploration.
  • Instruction comes via icons and demonstration, which cuts down on mistranslations and keeps the learning curve fairly simple.
  • The visuals are a curious mix of flat shapes and color gradients, simple and clean. The art design and animation are excellent, and help to sell the alien nature of the game. This ethos is vaguely reminiscent of World of Goo, another game standing as a testament to the strength of good 2D art presentation.
The Middling:
  • Boss Monster hunting strategies tend to be more about execution than deciphering the gimmick. This is usually good, but sometimes it would be nice if it were the other way around.
The Not So Good:
  • Steering missiles can be tricky and frustrating...but that can also mean that it's satisfying if you get the hang of it.
  • The simplified instructions aren't always clear, and it will take some tinkering to figure some things out. This isn't always bad, but it can be frustrating if you get stuck.
  • The underwater area requires a bit too much retracing of your path as currents push you around and block off channels. Choosing a different fork in the road means looping back to the start of the path instead of just backing up to the fork.
  • Some boss fights are a bit demanding or unclear, but some players like this as a skill test.
  • No difficulty settings.

All in all, Insanely Twisted Shadow Planet is a fun game, well worth spending some time with.

       

Monday, October 15, 2012

The Curse of the Zombiesaurus Trailer!


Keflings Zombiesaurus DLC Roars onto XBLA this Wednesday

DLC gets release date, price and new trailer

OREM, Utah – October  15, 2012 – A World of Keflings, the avatar-based Xbox Live Arcade city building sim, is set to get its second DLC pack in as many weeks when “The Curse of the Zombiesaurus” releases this Wednesday Oct. 17 for 320 Microsoft Points.

The Zombiesaurus DLC comes stalking on the heels of last week’s “Sugar, Spice and Not So Nice” DLC, which added a new, candy-themed kingdom wherein players can explore and build a sugary city for their Keflings. Conversly, Zombiesaurus delivers a new land to the Kefling world that sits in stark contrast to the brightly colored candy peak: an eerie yet amusing graveyard town chockfull of bizarre monster-Kefling residents and plagued by the rampaging Zombiesaurus.

Yet despite the ghoulish setting players will find themselves wrapped up in the familiar Keflings humor and light-hearted gameplay that have become the signatures of the Keflings games.

Earlier this year NinjaBee, the studio behind A World of Keflings, held a contest allowing fans to vote to choose between three themes (Candy, Graveyard and Pirate) for what would be the next DLC pack the studio created. “The Curse of the Zombiesaurus” came from the second-place theme and was only made because of a fortunate accident.

“Actually, the Zombiesaurus DLC only happened because we took a gamble and lost,” said Brent Fox, Art Director at NinjaBee. “Arranging the contest took a lot longer than we originally planned. We had a team ready to start working right away, so we surveyed our employees to see which they thought would win. Graveyard won in a landslide, so we bet that that’s how the fans would vote and just started working on it. When the contest finally happened Candy won instead of Graveyard so we had to stop all development and switch. Best mistake we made this year.”

Wednesday, October 10, 2012

Sugar, Spice and Not So Nice Now Available!

Good news everyone! Remember that contest we held oh so many months ago, where you voted which would be the next kingdom we added as DLC to A World of Keflings? Well, you chose, we made it and now, IT's HERE!

Sugar, Spice and Not So Nice, also known as the Candy Kingdom DLC for A World of Keflings released today on Xbox Live Arcade!

So what are you waiting for? There's a cotton candy forest to harvest, gingerbread Kefling houses to build, a bakery to run, an evil wizard to thwart, an amnesia-fied unicorn to un-amnesiate, a gaggle of gingerbread Keflings to build a city for and so, so much more!

You can download it now! Click on the link below to go to the Xbox Live marketplace and add Sugar, Spice and Not So Nice to your Xbox's download queue now!

Download Now - Sugar, Spice and Not So Nice

Tuesday, October 02, 2012

Trick AND Treat with the Keflings this October!



Graveyard DLC Announced, Candy DLC Gets Date and Price


Keflings fans will get the chance to Trick and Treat this month thanks to two new kingdoms, graveyard and candy, coming as DLC to A World of Keflings on Xbox Live Arcade. Both DLC packs will arrive in time for Halloween with ‘Sugar, Spice and Not So Nice’ (the candy DLC) releasing Wednesday Oct. 10 for 320 Microsoft Points.

A short zombie teaser appeared at the end of a trailer released last week for ‘Sugar, Spice and Not So Nice,’ hinting that something macabre was brewing for the Keflings, but no further clarification was offered. Today NinjaBee confirmed that a new, graveyard-themed kingdom will lurk its way onto the Xbox Live Marketplace as DLC titled ‘The Curse of the Zombiesaurus.’

In ‘The Curse of The Zombiesaurus’ gamers will play as their avatar and put a horde of zombie Keflings known as ‘Spooklings’ to work gathering bones out of graves, brimstone from volcanoes and ectoplasm off of ghosts. They’ll meet a new cast of ghoulish Keflings including Wilhelm the grave keeper and Count Kefula who need their help in rebuilding their eerily amusing graveyard town, which was recently decimated by the raging Zombiesaurus.

Both ‘Sugar, Spice and Not So Nice’ and ‘The Curse of the Zombiesaurus’ include new achievements for players and new unlockable in-game emotes for their avatars.

Those who don’t own A World of Keflings can pick up a copy next week at half price (400 MS Points) when it goes on sale as Xbox Live’s Deal of the Week beginning Tuesday Oct. 9.

Friday, September 28, 2012

Sugar, Spice and Not So Nice Trailer!

Take your first scrumptious look at Candy Peak, the newest kingdom in the Kefling world - coming oh so soon to A World of Keflings on Xbox Live Arcade! Sugar, Spice and Not So Nice... in a land where everything is made of candy, not everything will be sugary sweet!

Announcement to come shortly! What are you most excited about? Leave a comment!

Wednesday, September 26, 2012

Sugar, Spice and Not So Nice Trailer Coming Friday!


Feeling hungry for some A World of Keflings Candy Kingdom DLC? Then check back this Friday to get a first in-depth look at the new Kingdom, characters and gameplay in the new trailer for 'Sugar, Spice and Not So Nice'. There might be a few surprises. Trust us, it'll be worth your while... *hint, hint.*

Friday, August 10, 2012

Avatar FameStar Update Gives New Content to A World of Keflings for a Full Year



 Aug. 10, 2012 – The Kefling world just got a lot bigger thanks to a free update that released earlier today, adding support for Microsoft Studios’ Avatar FameStar program to A World of Keflings. The program, which offers players the chance to earn Fame and other rewards by completing in-game challenges, adds a substantial amount of new content to the game including a full year’s-worth of free weekly quests, a new kingdom to build in and more.

The new kingdom features sandbox-style gameplay reminiscent of the first Keflings game, A Kingdom for Keflings. Once in the new kingdom players will discover they can now build Kefling-sized ships that will sail the many seas and waterways scattered across the new map. They will also encounter the Rockstar Kefling, a new quest-giving Kefling who will set them to each weekly challenge. Completing these challenges gives players the chance to earn Fame that will help them level-up in the Avatar FameStar program and earn cool rewards like Avatar FameStar costumes. Each completed weekly quest also unlocks a blueprint for one of the more than 50 unique ships players can build for their Kefling fleet.

But completing weekly quests is just one way players can earn Fame in A World of Keflings. Today’s update adds a slew of challenges, similar to Achievements, that players can tackle to earn Fame. Some challenges must be completed while playing the main campaign, while many others are achievable while playing in any of the game’s kingdoms, including the new Rockstar Weekly Challenge kingdom, the alien kingdom from the It Came From Outer Space DLC and the candy kingdom from the soon-to-be-released Sugar, Spice and Not So Nice DLC.

Today's update also includes a fix that allows players to see their avatar props in-game! To see their prop appear in the Kefling world players must ensure there is sufficient empty space surrounding their avatar for the prop's animation to perform and then either select the newly added prop emote (found in the center of the emote menu) or wait until their avatar goes idle. Either action will trigger the prop animation to play.

Another fix includes unlocking a unique Twisted Pixel emote for players who own and have earned an achievement in Comic Jumper.

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Friday, July 13, 2012

Friday the 13th!? It's your lucky day!



This weekend we're giving away our iOS space station sim game, Kaloki Adventure, for FREE!

The sale starts today and ends late Sunday night, so get it while you can! Download your copy here: http://bit.ly/N6pCHE

Race against time to create thriving space station in Kaloki Adventure, a humorous space station tycoon game! See if you have what it takes to solve challenges, manage your station's resources, entertain visiting aliens, and keep your customers happy - all while trying to rake in some serious cash.

Kaloki Adventure is the iOS version of our XBLA sim/tycoon game, Outpost Kaloki X. The game was redesigned in 2009, integrating native touch controls for the iPhone.

Monday, June 18, 2012

Play A World of Keflings With Us Tonight!


Tonight at 5 p.m. PDT a bunch of us devs from NinjaBee are logging on to Xbox Live to play A World of Keflings for a special 'Game With The Devs' edition of PlayXBLA Monday!

We're going to be talking Candy for Keflings and answering any question you can think of about the new DLC. We'll also let you be the first to hear some teasers about what Keflings has going on AFTER a Candy for Keflings comes out. It's some good stuff, so don't miss it!

The event is only an hour long, so don't be late! We'll be hosting games as well as jumping into as many Live Multiplayer games as we can. So don't be late! To avoid confusing people, we'll be playing in the main game's campaign, not in the It Came from Outer Space add-on.

Here's a list of our gamertags to keep an eye out for:

Gamertag Name Job
WWTimeyWimey Andrew Marketing
T G Welfman Eric Programmer
OminousMike Mike Designer
TAR like FISHY Tara Designer
PlumPants05 Casey Artist
NinjaBeeArt Brent Art Director
DreamBean Steve Designer
Smorgasbot Jared Designer
NinjaBee Wahoo Matt Office Manager


In the mean time, hopefully these screenshots can tide you over until tonight. See you then!










Wednesday, May 09, 2012

Fan Art

After seeing the concept art below, a 3D artists named Milivoj Popovic
contacted us and asked if he could take our concept to 3D.


Here is what he did. It's pretty cool looking. 


You can see more of his art here:

He may even put up a tutorial describing how he did it.

Monday, May 07, 2012

Game in a Day Follow-up: Drawrmy Updated

The game in a day event is done, but we're still making improvements. Drawrmy got an update! The new version includes a working gallery, a working hidden enemy feature, better AI, and  improved visuals and effects. Music was disabled (feedback was it got old fast). We'll keep you posted on future updates! Have fun with the game! Please share with your friends!

Drawrmy (Original Game in a Day version) - http://ninjabee.com/public/build808/game/drawrmy.html

(Download to play)

Saturday, May 05, 2012

Mission Accomplished! 2 Games in 11 hours!

The games are complete! Both Drawrmy and Curse of the Space Mummy are done - 14 people, 12 hours, 2 games. Give 'em a spin, tell us what you think!


(Download to play)
This game can be played with either a controller, keyboard and mouse, or just keyboard. If your ship gets destroyed look for the green smoke to see the enemy you are possessing (re-spawning).


(Play in-browser)
Draw your units to create your drawrmy. The colors you choose affect your attack and defense stats (think Rock, Paper, Scissors). Red is strong against blue, blue is strong against yellow, yellow is strong against red. Keep this in mind when creating your characters and when choosing which units to attack.

Let us know what you think! We can only do so much in such limited time, but if people like the games we might just keep working on them :)

(PS - XBLA Code winners are Skylar Wolf, Andrew (posted 5:25 p.m. on Friday), Mark Litzinger and Chun Lau. If you haven't been contacted send an email to contest@ninjabee.com with your contact info and we'll pass you your code. Congrats!)


Game in a Day - Game Descriptions



Time to introduce you to the games with a short overview - let's start with Drawrmy (yep, Draw + Army, pronounced dr-army).

Maybe one way to describe this game would be to say it's like Stratego meets Pictionary meets Rock Paper Scissors. It's a army creation and battle game where the player first creates their own units and pits them against enemy forces in turn-based battles. The colors you draw with are strong and weak against other colors. For example, red beats blue, blue beats yellow, yellow beats red. The catch though, is that you can't see the enemy's forces. So be careful because attacking reveals your strengths, and weaknesses, to your opponent.

Now, for Curse of the Space Mummy. A game where the player takes control of an ancient curse as it possess enemy ships, exacting vengeance on those who disturbed its tomb. But a curse can't die. If your host ship is destroyed the curse possesses the enemy ship that destroyed it. The game uses a classic, dual-stick scheme.

Both games are for PC and you'll be able to play them for free if we can finish in time!

Here are some pics of the team - working like crazy to get these done.








Game in a Day - And the game will be...



Last night we got together, pitched our game ideas to the team and voted on which game to make. We started with 10 awesome game ideas with everything ranging from puzzle alchemy games to zombie napoleon platformers. But in the end the voting came in and we picked...

TWO GAMES!

We're going to be ambitious. Team got split into two games. And they are...

Drawrmy

and 

Curse of the Space Mummy

More details about the games are coming as the day moves on, but the teams are ramped up and working feverishly to get the games up and running. Images, video and game details to follow.

Post questions in the comments section and we'll try to provide info in upcoming blogs. Keep checking back, we're trying to post every hour, so stay tuned! (Don't forget, commenting on posts today gets you a chance to win XBLA codes)

Friday, May 04, 2012

NinjaBee Game in a Day!


We want you to come to our game in a day event tomorrow! Well, not really. What we mean to say is we want you to virtually come to our game in a day event.

Tomorrow, Saturday May 5, a bunch of the devs at our studio are getting together to try to make an entire game in just one day... and then release it!

We're going to be doing hourly updates throughout the day so you can follow our progress as we go. Keep checking back here on the NinjaBee blog and follow us on twitter @NinjaBeeGames to get more real-time updates.

Obviously, if we don't finish in a day we can't release it, so make sure you're here to cheer us on! We may just give out an XBLA code or two randomly to people who comment and any of tomorrow's (or this) blog posts. *wink*wink

We're choosing what the game will be tonight. Any requests?