Tag «amaze»

SOLITUNE at the AMAZE and on Steam

Jana's small and short art game SOLITUNE (you might have read about it before) is nominated for an award at the German games festival A MAZE. It's a great honour for us, as SOLITUNE will be showcased next week at the location in Berlin, along with more than two dozens other games! Of course we will be there too - as usual.

In related news, the game went through Steam Greenlight and is soon available on Steam, most likely during the "Games Week" in Berlin (26.-28. April), which the A MAZE is part of.

So if you want to put SOLITUNE on your Steam wishlist, or just marvel at its Steam page, now you can! :-) By the way, if you bought the game on itch.io you should already be able to claim a Steam key of the game. With the release on Steam a few improvements were made, visually and technically. The mandatory Steam achievement and trading cards will be there, and it's now also possible to play the whole experience with a gamepad - perfect for the avantgarde couch potatoes among us!

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EGX Rezzed, Amaze and Making-of part 3

Birmingham - EGX Rezzed 2014

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The REZZED, including 2 days of visiting Birmingham, were a blast! The convention is full of interesting games, diverse genres, from AAA to smaller and very experimental indie titles. It was really fun and rewarding to be chosen for the nicely arranged Leftfield Collection. And to have TRI presented to young kids, families, a whole bunch of YouTubers, and curious players for the first time after two years of work was a really good feeling! Of course, meeting other devs and talking about their games was pretty cool, as well.

I really feel that I should have written more about the Rezzed, since our days in Birmingham were absolutely enjoyable and also important for us, to show the game around. But unfortunately, we take the final sprint to the release of TRI, which makes writing up all the events nearly impossible.

A Maze Berlin 2014

At least I have to mention that we visited the third edition of Germany's very international Indie Festival A Maze in April, again. Being there is always a big highlight of our year! It feels almost like coming home to the place where you belong. The A Maze is a crazy colorful exhibition with all sorts of games you might or might not imagine. From weird stuff you never fully understand, to multiplayer games you can play for hours, to pieces of art and artistic expression, students' works and polished diamonds smash hits. Not to forget workshops and talks. This festival is always so fully packed with interesting people, enlightening talks and fun games that I just get crazy, not knowing where to jump first.

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Making-of TRI episode 3

For the lack of written blog posts we made this third episode of our making-of story. This time we talk about our first prototype and why it was scrapped, again.

We soon have some fresh news for you at the end of the month, as we're working on the Steam integration! Until then we need to give this guy here more interaction, voice and animation.

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TRI – The AMAZE-ing update released

TRI 0.2.1 update

We are pleased to announce that the new update 0.2.1 for TRI is live and can be downloaded now. As already said before, this will be the last version with the low price of $4.99 only. We currently scheduled version 0.3 (the STORY update) for end of May, and that one will come with a price increase!

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Now, for the AMAZE-ing update we have some new stuff, especially worth mentioning two new levels. The first one let's you walk on walls and ceilings a lot, and has windmills and a glimpse on the floating ghosts (the Kami). The second one re-introduces light rays and acid pits. If you already owned and played the TRI alpha, for your convience you can play the new levels directly - but don't miss the enhancements in the other levels! For example, we added the monk in the tutorial level, mainly for demonstration purposes (as he doesn't talk much right now).

The monk appears

And you can finally run now. This was the feature requested by most people so far. :-P Unfortunately, this changed the balance of the gameplay a bit where it wasn't wanted. On the bright side, if you have to walk up a long wall you will need far less triangles now, as you can run quite a while on the wall after leaving a triangle until you fall down again. (Just try it!)

The complete changelist for the AMAZE-ing update:

  • Fixed NullReference in output_log.txt regarding save files
  • Fixed the feedback functionality (via F11), should work always now
  • Added possibility to use/activate/pick stuff with Left Click
  • Fixed rotating box in level 7 ("Reluctance")
  • Changed savestate fileformat, saves from 0.2.0a and before not usable anymore
  • Removed GUI key statues in the top right corner for the first level
  • Added possibility to sprint via Left Shift key
  • Improved visuals/gameplay of some of the levels, changed tutorial a bit
  • Added option (in tab "Performance") to disable fullscreen antialiasing
  • Fixed a glitch with climbing on slopes
  • Fixed the minor issue of antiwalls playing sounds even when not activated
  • Added two levels, introducing (again) light rays, acid and autosave
  • Added an NPC with simple behaviour for demonstration purposes

You may wonder why we call this update the AMAZE-ing update. From April, 24th to 27th we will be in Berlin, visiting the AMAZE IndieConnect! We will meet other indie developers and give a talk about why and how to limit your game in a healthy way. So, if you want to talk to us in person, this might be your chance. :-)

And now for some more screenshots of the new TRI levels:

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