iOS, XBLIG, XBLA, OnLive and Indie Games Media

Latest

Getting Game Hungry? Big Chomping Dinner on May 25th


Chompy Chomp Chomp, the fun and frantic multiplayer eat ‘em up from Utopian World of Sandwiches is coming to Xbox 360 on May 25th.

Chompy Chomp Chomp is a frantic multiplayer game to play with your family and friends. Play against up to three friends with local and online multiplayer on Xbox LIVE. Chomp your way through rich and varied arena environments, battle with frenzied power-ups and poison effects. Chompy Chomp Chomp is available on the Xbox LIVE Indie Game marketplace.

Website: http://www.utopianworldofsandwiches.com

Twitter: http://twitter.com/utopiansandwich

Facebook: http://www.facebook.com/UtopianSandwich

Interview with Shahed from OnekSoft


With all things indie games.  There stands out one developer who makes it just a bit easier to gather all your information into one place.  He just doesn’t provide a Sales Data Analyzer, he also provides an XNA Starter Kit for those just starting out in XNA.  I myself plan to use the tools that Shahed from OnekSoft provided the public.  A man of many talents and a lover of Zombie Ninja Cats, I had time to get the info on OnekSoft and the possible future we can expect from them.

VVGtv: Hey Shahed.  Thanks for taking a moment to answer some questions we had about OnekSoftLabs and OnekSoftGames.

Shahed: Hey Ryan, thanks for reaching out to me for this interview.

VVGtv: First things first, you have gained quite the popularity in the Sales Data Analyzer.  What made you put together this useful tool for the XNA Community?

Shahed: It started out as a simple spreadsheet I had set up for myself. But it became quite tedious to manually generate my spreadsheets and charts every time I downloaded my sales data. So, I built the web-based interface from scratch and revised it a couple of times, based on user feedback.

I wanted to start a new R&D initiative for OnekSoft Games, so I named it OnekSoft Labs, and got a new domain name for it: http://OnekSoftLabs.com. I published the 1-click XBLIG Sales Data Analyzer, and word spread quickly around the globe. The site was further promoted in the Indie media through The Indie Mine (interview), Armless Octopus (blog posts) and Indie Gamer Chick (dev article).

VVGtv: In a short summary, how does the Sales Data Analyzer Work?

Shahed: It is written entirely in C# (just like XNA games) but runs on Microsoft’s IIS web server as an ASP.NET application.

There are 3 steps to using the Analyzer.

  1. Paste your sales data (either tab-delimited, or comma-separated values)
  2. (optional): Select one or more countries and a date range to filter by.
  3. Click the Analyze button to see your data and charts for the selections you made.

If you skip Step 2, the Analyzer will automatically detect the date range, and will include all countries possible.

There are 2 chart types at the moment:

  • Sales by Country: stacked column chart of total sales by country
  • Running Total: cumulative totals over time

VVGtv: Who can use the Sales Data Analyzer?

Shahed: Any XNA developer who has received sales data from Microsoft can start using the Sales Data Analyzer immediately. Note that there are major performance issues for top-sellers, since the Analyzer has not been optimized for big data at this time. For a full-featured optimized version, I am also working on mySDA, which is essentially the Analyzer on steroids.

See my FAQ section for details on mySDA:

http://OnekSoftLabs.com/faq

One example of “big data” is FortressCraft from Projector Games, which had such massive sales that the developer was unable to use the Analyzer on my web server due to timeout issues. To generate the FortressCraft charts, the developer emailed me the sales data, which I ran through the Analyzer on my laptop for several minutes.

You can see the Featured section to compare game sales from various developers who have emailed me their sales data.

http://OnekSoftLabs.com/featured

Another good example to showcase the Analyzer is Take Arms from Discord Games. You can see a massive spike in sales following a price drop from $3 to $1.

VVGtv: Any Plans to expand the use of the Sales Data Analyzer to use other imported numbers from iOS, Android and multiple sales CSV file types?

Shahed: The short answer is “yes”.

Right now, I support both tab-delimited files and comma-separated values in the current Analyzer. After I publish at least 1 game on iOS and Android, I plan to expand the Analyzer to support other platforms as well. But, I am focusing on my XNA Basic Starter Kit, which I am improving in parallel with developing my first game based on the Kit. This game was supposed to be a tech demo to showcase my Starter Kit, but I plan on releasing it on XBLIG and also submitting to Dream.Build.Play.

http://oneksoftlabs.com/kit/

VVGtv:  Let’s talk about your game Angry Zombie Ninja Cats.  Why are these Zombie Ninja Cats so Angry?

Shahed: Haha, they’re angry for a couple of reasons. When I started using the Platformer Starter Kit, I knew that I would have to replace all the graphics and sounds, then change the default behavior/abilities of the protagonist and the enemies. The enemies in the PSK would only walk left and right, so I added in the “angry” gene, so that they rush towards the feline hero if you get too close in their line of sight.

I also wanted to use a name that begins with the letter “A” and had considered “Awesome” and “Angry” before I settled on Angry. The word describes the basic enemy AI, and also happens to be used in a popular mobile game with Birds in it.

VVGtv: What inspired AZNC?

Shahed: When I lived in Bangladesh as a child, I built some “paper games” using ink for the backgrounds and pencils for the “sprites”. All movements and attacks were accomplished by flicking the pencil on the paper.

I made over 100+ paper games, and one of them was called “Ninja Warriors”, similar to actual video games The Revenge of Shinobi or the classic Ninja Gaiden. As a new Indie game developer in 2011, I wanted to bring my childhood game to life, and decided to use Zombies and Cats for their popularity on the Internet.

VVGtv: The games you develop look fairly simple, not too flashy.  Why is this?

Shahed: My first game 2D Math Panic was something I put together in 1 evening after work. I had just finished reading “Learning XNA 4.0″, and used my lessons from the book to put together a working game. All the graphics were crudely built in PowerPoint, hence the simple look. I submitted it to see what would happen, and it ended up selling enough to make back my $100 investment into my App Hub membership.

My second game was Angry Zombie Ninja Cats, which I built on top of the Platformer Starter Kit (within 2 weeks) in my spare time. It spent more time in playtesting and review, and also went through 2 post-release updates to address initial user feedback. Once again, all the graphics were put together in PowerPoint.

I was frequently asked to hire a graphics artist for future games. However, I actually draw quite well, so I decided to publish my own drawings on my Facebook page to showcase my drawing skill:

http://tinyurl.com/OnekSoftPics

My drawings are done in different styles and with various tools: pencil, pen, tablet, Corel Draw and Toon Boom Animation Studio. Some of my drawings have also been featured on Otaku Dante’s Gaming Inferno, a popular game review blog. In fact, the “Art of the Month” for May 2012 features a drawing of mine.

http://otakudgamereviews.blogspot.com/p/art-4-sale.html

My DBP entry will feature simple graphics once again, but I have started to work on a fighting game with hand-drawn characters.

VVGtv: Any plans on starting a kickstarter?

Shahed: Not at the moment. I think that KickStarter should be used as a fundraiser by developers who have already proven themselves in the market.

With mySDA coming up soon, I want to first build a solid product that developers want to use. I can rely on their goodwill if they choose to donate, or publish an offline tool that they can pay for.

If I keep building incrementally better games, I hope to create a game that is well received by both critics and gamers alike. If that happens, I can consider hiring additional Indie developers or artists for future games. A kickstarter could then be used for 1-time costs such as paying an artist or buying new hardware/software.

I would prefer to be very open about what the money will be used for.

VVGtv: Once again Shahed, it was a pleasure to send these questions to you.  I love what you are doing for the community.  I hope you can continue to give us the great tools and personality.

Shahed: Thanks, my work with the Microsoft/XNA Community has also helped me in my career and my day job.

As a result, I got a lot of things lined up in 2012:

* XBLIG Sales Data Analyzer released

* XNA Basic Starter Kit published

* Media coverage by ArmlessOctopus.com

* Continued development of the Sales Data Analyzer and the Basic Starter Kit.

* Media Interview by TheIndieMine.com

* International Game Developers Association invite by XNA MVP Jim Perry.

* Tales from the Dev Side article on IndieGamerChick.com

* MS TechEd 2012 invite by my employer (all-expense paid free trip to Florida!).

* Selected at work to speak on “XNA Lessons Learned.”

* Selected at work to start R&D on Kinect for the Workplace

* MonoGame Team asked if I would release my Kit for iOS/Android

* My first entry in Dream.Build.Play

* Another dev article for IndieGamerChick.com (coming soon!)

* Interview with Master Blud of VVGTV.com! :-)

Do the Monster Mash with Long Awaited Fortress Craft Content Update!


cp9img

    XBOX Indie Game sensation FortressCraft has had their latest patch drop. Content Patch 9 brings a new, flesh-hungry element to the game – zombies. Of course, with zombies comes the tools one needs to fight off the horde – which can be as large as 512 zeds. Sawblades and turrets have been added to defeat the brain-hungry masses; however, those who purchase ProjectorGames’ other title, Steam Heroes, will also have the Harrison Axe with which to slug the monstrosities. Zombies are fully customizable and, upon entering a new world, you’ll never know what variation of these walking dead you’ll be going up against.

Another new addition to the game includes the Neoteric Axe, the winner of the Design a New Axe Contest. This beautifully designed item has a special advantage over the normal pickaxe – it allows the player to edit their spawn tower.

If you enjoy Spleef, you’ll be pleased with yet another feature of this content patch. Your skillfully constructed arenas will now rebuild themselves after a game. This will allow for less repairs and more epic battles in the Spleef Arena.

Other features of the patch include: an “Underground” level type, new light models with which to brighten your world, and weapons and stats screens. 31-player multiplayer has been included unofficially, but will be open to the public within the next few weeks – allowing more players than ever to build together.

FortressCraft: Chapter 1 is available for purchase on the XBOX Indie Game Market for 240MSP. http://marketplace.xbox.com/en-US/Product/FortressCraft-Chapter-1/66acd000-77fe-1000-9115-d80258550821
Steam Heroes is available for purchase on the XBOX Indie Game Market for 240MSP.
http://marketplace.xbox.com/en-US/Product/Steam-Heroes/66acd000-77fe-1000-9115-d802585506b6

Things We Don’t Need in Video Games


By: Daizoren

As gaming becomes a more popular and mainstream activity, there’s been a lot of things added to them to make them tailor to the greater market and to those who haven’t played many games before. Getting companies to create their games with every person in mind has certainly helped get a greater majority of people interested in gaming, but there’s a point where some things seem to just be hindering our ability to play the games at the best of our ability. Sometimes it’s just outright annoying and, while there may be some kind of way to change the setting of whatever may be bothering you, these are just some personal gripes that I wish weren’t so prevalent in modern games.

Many of these complaints will consist of things that I feel make gaming easier, which in itself isn’t a bad thing. Casual gaming is a huge market and there’s nothing wrong with someone wanting to be a casual gamer. I have a problem with making games that are really supposed to be tailored to more core gamers tailor to that same casual market. If you go back to a game like Mega Man, you’ll find it to be incredibly difficult and if you want to get good at it, you’ve got to invest the time and learn the skills. The same goes for most fighting games. Button mashing is fun for mindless entertainment, but if you want to get good at the game, you need to learn the combos. These are things that seem to be detrimental to the development of good gaming skills and learning abilities. Read the rest of this page »

Arcade Review: Sonic 4: Episode 2


Xbox Live Arcade Game

1200 MS Points

Website

Xbox Live Marketplace Page

Developer- Sega

Twitter

 

 

 

By: Daizoren

Sega makes another attempt to bring classic Sonic back from the dead after many failed installments in the franchise (with an exceptional entry in Sonic Generations) but does this sequel episode make improvements from that last? We’ve been promised a new “Momentum based engine” that is supposed to make the game feel more like the Genesis titles. Does Sega deliver on their promise? Or does Sonic live through yet another nightmare of a title? Read the rest of this page »

Let’s JAM With Jarod from Zivix (JAM Live Music Arcade Interview)


banner-BInterview by: Master Blud

There have been many instances where I have left the rhythm game series.  I grew fond of Guitar Hero and Rock Band.  I slowly went in and out of my constant need to play rhythm games.  As a musician myself, I found it amazing to play songs on a guitar peripheral.  But it tends to get boring after a while.  Then came the whole “Realistic” rhythm games such as Rocksmith and some others.  I felt I was controlled too much by these games.  I couldn’t do what I wanted to do.  I wanted to just jam out instead following a highway of notes.  Even with the realistic games such as mentioned before, you didn’t have that elbow room to do what you wanted to do.  So I had time to email Jarod from Zivix, to get the deets on JAM Live Music Arcade.  We hope this will help answer some questions you might have had about the release of the game.

JAM Live Music Arcade is Now Available on the Xbox Live Arcade and PSN.

VVGtv: Thanks for taking the time to jam with us on some questions Jarod (From Zivix)!

Zivix: Your welcome! Its good to be here…is this mic on?

VVGtv: No, I am afraid your fingers will have to do the talking.  First off, what makes JAM Live Music Arcade different from all of the other Rhythm Games out there?

Zivix: There are two separate modes in the game, JAM and Arcade mode. JAM mode is what sets this game apart because it lets you, the player, decide what you want the entire “band” to do, and when to do it. People have the chance to create music on their own terms instead of simply following a linear song experience that gives them illusion of performing.

So what are you when you play JAM…a musical puppeteer that directs the band? Sure! It gives you the ability to instantly launch or turn on individual tracks such as drums, bass, guitar, synth, vocals, etc. while they play in sync. You can start by launching a drum beat, then layering on a bass line, adding vocals, taking drums away for a break down; you can basically tell every instrument when to play and when not to play. The game lets you solo any track you want at any time. For instance, it’s pretty cool hearing the Modest Mouse vocals by themselves. It really is a different way to experience music; hearing songs you know and love from the ground up, then remixing them however you want.

The more you play, the better your timing becomes to bring in these tracks on beat, which will also score you more points to unlock new songs and visual venues. The experience gets a bit deeper as you progress, allowing you to change from Verse to Chorus to Bridge, while simultaneously turning on and off tracks. It makes for some pretty powerful transitions. We also offer “one shot” drum fills, guitar riffs, synth lead, tracks with are not in sync with the main tracks, which are fun to stutter and really get you into the JAM.

Arcade mode is based on more of the follow the leader game play. This is a great mode to teach someone how to play for themselves, and make decisions when to launch and turn off tracks in JAM mode. For those used to the GH / RB style of gameplay, it’s a nice way to give them another challenge and introduce them to our format.

jam7VVGtv: How many tracks are in the game, and is there DLC being planned?

Zivix: 32 tracks are in the game. We have some DLC ready to launch soon after the title is out, and we’re definitely excited about providing more as fans ask for it.

VVGtv: Besides making JAM Live Music Arcade, do you have any other products or games that you have made?

Zivix: Yes, we’ve got a baked down music mixing experience called, “Just Jam” on WiiWare that we did in conjunction with Big John Games; and we’ve also got several mobile apps on the market. Some of these are music based, but we’ve also had fun experimenting with different types of entertainment apps and games.  We’ve got a pretty fun one with a lot of character in the form of “Nog’s Gem Quest” coming soon to mobile. It should show off that we’re a pretty versatile team and love all types of gaming! We also have several patents for a touch sensing technology which we’re incorporating into a musical peripheral that we’ll be announcing soon; along with building derivative apps to support it. Exciting stuff!

jam4VVGtv: If you were to give one tip to the player from your own experience while working on the game, how would they enjoy the game more?

Zivix: Forget anything you’ve known about other music games, turn up your speakers, and don’t be afraid to zone out and have fun.

VVGtv: What are some of the key features of the game that you enjoy the most?

Zivix: Personally I enjoy just getting into the “musical zone”, (which is the same feeling when I perform live), while playing in JAM mode and just exploring all the different sounds and seeing what I can come up with. I mixed and coded every-single-individual sound in this game and I still find new and interesting combinations I feel like I haven’t heard before. The artists that created the original songs are always blown away by the combinations they see people come up with when they watch them play. It’s a treat to see people have fun with what we’ve created; we still have fun with it every day.

VVGtv:  I would like to thank you again Jarod (From Zivix) for jamming with us on this fine day!

Zivix: I would like to thank you for having me! –Jarod Hadaway, Music Director/Producer, Zivix LLC

Indies at First Sight: Robofish and Racedrome Offroad


Note: Click each boxart to be brought to marketlink
Robofish

This title is absolutely gorgeous.  But with it being so flash and gorgeous makes it hard to actually play the game.  As a bullet hell shmup, it is certainly hell.  At some points you will not be able to know the difference between a bullet and a power up.  Everything will be too close together in the later levels, thus making the difficulty level rise.  You play as a robotic fish, equipped with a few weapons, you are able to purchase upgrades in order to destroy the horde of underwater nemesis hurdling towards you.  Robofish seems to be amongst a hardcore set of shmups.  The visuals are absolutely astounding, but the constant flashing will have you forcefully taking a break every 10 minutes.  You would probably end up getting too tired to continue to play.  Soundtrack was a nice euphoric touch, the effects were not too noticeable, as the visuals just keep you hypnotized.  Altogether Robofish gets a 4 out of 5, if the difficulty or the amount of enemies on-screen changes near the end of a wave, I would consider it a higher score.  It is a great game, but might be too hard for some people and you might become irate in the later levels.  The game serves a challenge to those whose reflexes are up to par.

Racedrome Offroad

For all the racing games on the Xbox Live Indie Game service, I do have to say this one has somewhat of a quality look to it.   The visuals are pretty well crafted, from the track, to the car itself and more importantly the menu design.  I found the controls to be way too forgiving to those who like to playing racing game, especially ones that are considered offroad.  You will find that drifting with your dirt racing vehicle is basically impossible.  I don’t know if this was intentional, but I know when I play offroad games, my car does slide a bit.  I just found the control aspect a little too unrealistic.  I would have liked to see some sort of crash damage as well.  A fire here, a broken piece or some sort of irreparable damage would have been suffice.   I had these nitpicky issues, reason being, I like racing games but suck so bad at them.  The lack of realistic controls made me rate this on a family fun level.  There is no violent crashing, nobody getting hurt, and it is quite hilarious to just watch your vehicle topple over someone and you gain the lead. One last issue, the physics, will probably piss you off a bit, but it’s all in good fun. Just a fun game.  Altogether, Racedrome Offroad gets a 4 out of 5.  The family fun factor is strong with this one.

Fable Heroes, Molydontcare (Review)



Ranting by: Master Blud
So, I have been an on again off again Fable player. I have accumulated so many hours playing the whole series. My mind has gone completely numb of the concept of being a hero. Although the games had you make tough decisions between good and evil, I just killed whoever the F*CK I wanted to. Reason being, it’s a game, and there is no real life consequences. I can just start a new game and make new decisions, kinda like how you wish your life was.

Any who, so, I bought Fable Heroes this morning in hopes that somehow I would be impressed. I was, slightly. The game seems bland, all you do is just mash buttons. I mean it’s your typical hacknslash/beatemup. Just beat the living SH*T out of enemies until they die. You run into bosses, which are ridiculosly too long for anyone to pay attention to. The bosses hardly move from their spots, making it an easy target. The game tries to present itself as a party game, kinda like Mario Party.

Read the rest of this page »

Follow

Get every new post delivered to your Inbox.

Join 37 other followers