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1411319 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

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1  Community / Townhall / SEN: Seven Eight Nine - Minimalist Puzzle Game on: February 06, 2020, 06:09:57 AM
SEN: Seven Eight Nine is out today on Switch, Steam, iOS and Android. It's a minamalist zen-experience puzzle game. It has been described as "The least frustrating puzzle game" and "zero anxiety gaming", which I've taken as compliments Shrug. The idea of the game was inspired by Jonathan Blow's The Witness and I wanted a simple puzzle game to play during commutes that wasn't all in-app purchases and had no manipulative design trying to eek out every last drop of player retention. Just a good, simple puzzle game.

I'm a technical designer at Fabrik Games, a game studio in Manchester, but before that I was an indie developer and contractor. During that time I made this game in collaboration with a friend - Francesco Tamaccaro - who made the soundtrack and graphic design.



https://www.nintendo.co.uk/Games/Nintendo-Switch-download-software/SEN-Seven-Eight-Nine-1708132.html

https://store.steampowered.com/app/1170910/SEN_Seven_Eight_Nine/

https://apps.apple.com/ae/app/sen-seven-eight-nine/id1477608800

https://play.google.com/store/apps/details?id=com.all4games.sen
2  Community / Townhall / Re: Kitten Kingdoms - A diplomacy browser game - No Cat Rules Alone. on: September 17, 2017, 12:42:52 PM
Feudal... or Mew-dal?

I'm sorry, I'll see myself out now.

No, no, stay. We're also a pun-tolerant society.
3  Community / Townhall / Re: Kitten Kingdoms - A diplomacy browser game - No Cat Rules Alone. on: September 15, 2017, 09:37:57 AM
It looks really promising! With a good community behind it I can see it becoming fun!

Thanks! We're slowly growing our community. You're welcome to join Smiley https://discord.gg/GNKybZ

We've also just released a new update https://kittenkingdoms.com/treasureupdate
4  Community / Townhall / Kitten Kingdoms - A diplomacy browser game - No Cat Rules Alone. on: September 05, 2017, 08:10:39 AM
Gentleman Hello Fellow Felines,
I am proud to announce the release of Kitten Kingdoms, a game of kittens in a feudal society.
The game plays in your browser and works across mobiles, tablets and desktop PC.

Quote from: kittenkingdoms.com
Kitten Kingdoms is a multiplayer realtime strategy game, where turns happen each hour.
Survive your dynasty of kittens and manipulate your way to power ...
Fight, marry, sabotage, love, steal, murder, and manipulate your way to power ...
Every kitten has their own desires. Every player is trying to acheive something different.







You can play Kitten Kingdoms, for free, right now at https://kittenkingdoms.comMy Word!
5  Community / DevLogs / Re: SEN: Seven Eight Nine. A zen puzzler. on: February 22, 2016, 03:02:55 PM
The Android beta is now open:
https://tsfr.io/gnbctc
Simply open that link from your android device to download SEN.
6  Community / DevLogs / Re: SEN: Seven Eight Nine. A zen puzzler. on: February 22, 2016, 06:59:08 AM

We're playing around with some design variations today.
Today's idea is "curvy".

7  Community / DevLogs / SEN: Seven Eight Nine. A zen puzzler. on: February 21, 2016, 09:05:23 AM


SEN is a Locogame's puzzle game all about recognising patterns of numbers, colours and shapes.
Coming to iOS and Android in March 2016, and hopefully Steam this spring.
You can play a WebGL demo of the game here: http://locogame.co.uk/sen/demo
You can download the Android beta here: https://tsfr.io/gnbctc
If you're interested in participating in the iOS beta you can sign up here: http://tinyletter.com/locogame
http://locogame.co.uk



The game is almost done, we're mostly polishing up the UI and finishing off the levels.
We plan to launch with 160 puzzles (16 levels with ~10 puzzles each), and there is also an infinite and timed mode.
The entire game is just made by two people, Francesco Tammaccaro who is doing the UI/UX and Music, and myself, Luke Perkin, who is doing all the rest. We're based in Manchester, UK so if you're nearby come say hi!

If you play the demo, do tell us how you felt! Especially any parts you got stuck or simply didn't understand what was happening.



8  Community / Townhall / Number Q - iOS Memory game that hurts the brain. on: April 16, 2014, 08:30:41 AM

Number Q will grab your short-term memory and slap it with a big, wet brick.
It's a devilishly simple memory game, for the iPad, that'll tax your brain like no other, heck it'll even hurt at times. You're tasked with remembering an ever changing queue of numbers that becomes longer and more complicated as you play.



Release Date: 14/04/14
Price: Free - (£0.69 after 21/04)
Platform: iPad, Web browser
You can also play it in your browser: http://www.locogame.co.uk/numberq

About me! (Luke Perkin)
This is my first game i've published to iOS (well published to anywhere really). I've always been into making games as a hobby, but my main areas of profession was camera operating and video editing, until just before christmas I decided I want to take game more seriously (in a fun-play-around-kind-of-serious) and so I made Number Q. Apart from this i've also been working on a good old fashioned board game (they're actually pretty fashionable these days) called Crazy Trains.
9  Developer / Playtesting / Re: Number Q on: March 29, 2014, 05:29:43 AM
Number Q is getting close to release. I'm aiming for April 12th. I've made a few changes after getting more feedback. Mostly just explaining the game in the simplest way I can think of and few design/color-scheme changes.
10  Community / Jams & Events / North West [UK] Playtesters on: March 24, 2014, 06:33:30 AM
Hello, I'm organising a meetup for playtesters to showcase and playtest each other's games. This will be our 2nd meetup.
We welcome everyone and any type of game whether it be board games, pc games and ios/android/vita/ds games.

Tuesday March 25th 6.30-9.30pm.
MadLab, 36-40 Edge Street, Manchester, UK

For more info checkout our group on meetup.com: http://www.meetup.com/North-West-Playtesters/

11  Developer / Playtesting / Re: Number Q on: February 17, 2014, 10:32:38 AM
I think it needs to be re-branded with an actual theme (airport would work fine imho).
Gameplay looks good and fluid, but it needs more lasting appeal and a theme might work.
Good luck!
On the one hand a theme would be attractive but on the other it would take away from the simply mechanic this has. I think in this instance less is more. Take a look at threes, a very minimalist number game that's rapidly becoming an ios hit. They did give each number a little bit of character though , I might explore that.
12  Developer / Playtesting / Re: Jack B. Nimble on: February 16, 2014, 03:49:58 PM
I work for a AAA developer/publisher that wouldn't really appreciate me generating another income... Sad

Seriously? I honestly can't think of any scenario where a company wouldn't want it's employees to have other business outside theirs.
13  Developer / Playtesting / Re: Number Q on: February 16, 2014, 03:46:31 PM
Maybe changing the aesthetic from numbers to something a bit more zany would help draw people in

I did consider designing it themed as an airport baggage scanner.. Replace the numbers with bags, they pass through an x-ray then you have to remember what was in the n-th bag. However this being my first game for iPad I wanted to keep it real simple, with assets I could do on my own. But it's an idea I might consider returning to in the future.
14  Developer / Playtesting / Re: Number Q on: February 16, 2014, 03:04:24 PM
Just played. Those arrows make it easy to understand what I should be doing. Gotta say that high score thing doesn't compel me to keep playing, but that's just my player type.

Cheers mate. What isn't obvious up front is that it get's harder the higher your score goes. After a score of 20 I introduce different coloured numbers then tilted numbers and then combination of both and then I just keep increasing the size of the queue. If highscores don't compel you to play then what does?
15  Developer / Playtesting / Number Q on: February 16, 2014, 01:39:12 PM

Number Q will grab your short-term memory and slap it with a big, wet brick.

It's memory training game based on the N-back training technique from 1958. Although incredibly simply it does get exponentially harder as you play.

Let me know what you think.

Number Q will be published for the iPad in April and will come to Android tablets later this year.


Play Number Q webplayer version here
(Don't forget to post your highscore  Wink)


Unity3D
Music by Kevin MacLeod.
16  Developer / Playtesting / Re: Nom Nom Marathon. on: October 30, 2013, 07:55:31 AM
I'v redesigned the the first set of levels, there is now zero tutorial text and it's explained with animated symbols which I hope are intuitive.

Nom Nom WebPlayer:
https://dl.dropboxusercontent.com/u/521836/NomNom/NomNomMarathon.html

Let me know what you think, did you understand the mechanics within the first 2 levels? Did you ever feel frustrated? Did you want to play more levels when you got to planet 2?

All feedback appreciated chaps!  Gentleman

P.S. Thanks for that video feedback FGL_Aaron it's really cool to get something like that, I hope you do more of those for other games.
17  Developer / Playtesting / Re: Class Games...sort of on: October 15, 2013, 05:13:42 AM
The fear is natural and I'm sure everyone has it at some point. But it is irrational and you should ignore it. It is so much better to talk about and share your ideas and projects than hoard them to yourself. The cliché saying is 'ideas are cheap, execution is expensive'.
18  Developer / Playtesting / Re: Nom Nom Marathon. on: October 15, 2013, 05:10:04 AM
Thinking of ways to vary the core mechanics, how does a multiplayer mode sound? It'll be 1v1 and you get a bunch of monsters in your 'hand' and each turn you can either add a monster from your hand to the end of the line or have one of your monsters in the line take an action.

Also might add an endless mode, which gives you a random stream of monsters and you just see how far you can get. I could make it random each time or just use the same seed and then have leaderboards for the endless mode, or maybe you can pick the seed and challenge your friends via gamecenter. Just throwing ideas out, you reckon I should just stick with the core puzzles or does it becomes more of the same after a while and needs new modes to spice things up?
19  Developer / Playtesting / Re: Nom Nom Marathon. on: October 14, 2013, 11:21:02 AM
This is a really funny and a cute concept. And I can see it becoming a really addicting game. A few of my thoughts/initial reactions for you:

- I can go through the tutorial without actually following the instructions (without dragging monsters), but it continues on and even says "well done!" when I haven't done anything - I'd make it so players actually have to do what the tutorial asks before they can continue...it may sound restrictive, but it's actually a lot more effective in my opinion.

- When you get to a point where the level becomes unbeatable, the game should say so/restart the level. With bigger levels this is pretty much necessary, with smaller levels it's simply a courtesy, but a nice one.

- When you win it should say "tap to go to the next level" or something like that.

- The game is a little difficult even at level 1 - I'd suggest introducing the different monsters more slowly so players gradually learn each one's abilities.

Glad to see you're hoping for new graphics - the current graphics are fine but pretty generic.
Good luck with further deveopment!

Good points RedOwl.
20  Jobs / Offering Paid Work / Illustrator/Animator for iPad game. (Nom Nom Marathon) on: October 10, 2013, 06:31:06 AM
The Project
I'm looking for an illustrator / animator to take the lead art role on an iPad puzzle game called Nom Nom Marathon.
You control a bunch of monsters,  trying to get them to eat each other, each monster has a different rule on what it eats and where it can eat.

Development version with stub assets:


You can play a demo of the game in the browser (it requires unity webplayer), the target platform is for iPads (retina and non-retina).
https://dl.dropboxusercontent.com/u/521836/NomNom/NomNomMarathon.html

To see more details on the assets needed see this document:
https://dl.dropboxusercontent.com/u/521836/NomNom/Art%20specs.pdf

In summary:
- 10 'monster' characters with running and eating animations.
- 3 environments with relevant background art.
- various GUI elements.

I'm very open to different art styles, as long as everything fits in a single cohesive style. If you're not based in the UK then I would need to do regular skype calls, if you are based in the UK i'd like to meet up!

Myself
This project is a one man show currently. I'm designing and programming the game with Unity and when it comes to launch i'll be pushing it out there and marketing it. My artistic skills are limited however, I need a professional artist, especially if want to keep up with the strong competition in the app store. I've been making small games since I was young but my main line of work is film and media, I do a lot of video editing and camera work, this will be my first published game. I have two websites, one for my film line of work and a newer one for games: www.locofilm.co.uk, www.locogame.co.uk

Contact Me
If you are interested, email me with examples of your work and your rate to [email protected]
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