Monday, July 27, 2009
New Game : Balance Of Power
It's probably not the easiest game in the world. But like many board games it rewards the effort of learning a few basics with many hours of challenge. I actually built most of Balance prior to starting the physics based games. But I felt that it's genre would be an obstacle to it's success. In the end I came back to it and decided I really liked the game and so committed to getting it published regardless. I hope that you will give it a fair go as I think it will be worth your efforts.
Sunday, March 08, 2009
Perpetual Motion : Walkthrough
A while back (OK 11 months and 2 weeks ago) my Perpetual Motion game was released. It is now available on 180 different sites and has been played 270,000+ times. It's probably a bit late but now I've finally re-done my website it seemed a good time to publish a walkthrough for Perpetual Motion. It's a bit of a task so I'm publishing one level a day until all 36 are complete (level 8 was published yesterday). If you've never given the game a go, or you got stuck on a level, now may be a good time to have another go.
GeekGlue Site Update
Over the last couple of years my GeekGlue website has become increasingly out of step with my current interests. I've been thinking more and more about how I should use that space. In the last year I've become very interested in casual gaming and have (as noted on this blog) published a couple of games. Therefore I started to think that I would like to use the GeekGlue site to support my game publishing and perhaps focus my own research into casual gaming. I was also keen to use Drupal (which we've been using extensively) to make the site more flexible. Hence the new GeekGlue is born with new games added daily, a blog posting a daily review of the best new game of the day, walkthroughs of my games (and probably a few others) as well as casual gaming news. The site is very much in a formative state and I expect to regularly add new features in the coming months.
Thursday, October 16, 2008
Perpetual Motion : My New Game
A few days ago we (myself and the nice people over at King.com) published my latest game : Perpetual Motion. This new game has much in common with my first physics based game : Wheel of Death. In Wheel Of Death you had to arrange props to get the wheel to the goal. Walls, bus and various other obstacles provided variety to the levels. Box2D was used as the physics engine to allow some realistic collision and physics. While I was developing Wheel Of Death I regularly found I was more interested in building perpetual machines with the available props than I was in completing the levels. By perpetual machines I mean a combination of props that cause the wheel to cycle for an indefinite period. It seemed to me at the time that it would be simple enough to "quickly" build this new game as it used much of the engine from the original. To be honest much of the engine from Wheel of Death remains unchanged except for a few enhancements to make it more reliable but as I became more interested in the concept I started to invest more time in refining the user experience (dialog transitions, a world map with each location having a unique landmark and a different background) and introducing instructional elements (numbers to show the sequence of prop interaction). Getting a meaningful scoring mechanism was probably one of the biggest challenges and from the comments on Kongregate I don't think I went far enough in explaining the scoring system. Still I feel Perpetual Motion is a real leap forward from my first game. I hope you enjoy playing it.
Friday, May 02, 2008
Amazon Founder Invests In Kongregate
This news gives me great hope for the future of casual gaming. At the moment there are a lot of gaming portals. Many with their own API's and revenue sharing systems. This is bad news for developers. The more your game is played the more revenue you create. At the moment this means publishing your game in as many systems as possible and this may mean developing an understanding of a number of these API's. Companies like MochiAds simplify this to a degree. But you still want to optimise for sites like Kongregate (which don't display MochiAds). What casual gaming needs right now is the emergence of a small number of dominant gaming sites. This will simplify the number of API's developers need to learn, establish a common revenue sharing model and provide casual gamers a shared destination. The success of Kongregate, evident in Bezo's investment, is a clear step in this direction and consequently a good thing for developers and players.