Boss Monster is already a Kickstarter success story, having successfully Kickstarted a cardboard version of the game back in 2012. Actually, Brotherwise Games didn’t just succeed at that Kickstarter, they slaughtered it, raking in $200K more than their initial funding goal. Well, Brotherwise is back on Kickstarter to bring the now published cardboard version to iOS and Android.
If you’re familiar with games like Dungeon Keeper you’ll have an idea of how Boss Monster plays. You and your opponents each play a boss monster in a video game and need to construct a dungeon to lure in annoying do-gooders and destroy them. Everything in the game is done with a fantastic 8-bit art style, and everything about the game is reminiscent of old NES platformers from the 80′s.
The intention of Brotherwise is to include both single player against 3 levels of AI as well as online multiplayer. The Kickstarter is already more than 50% funded, and they still have 24 days to go. There are pledge levels that will get you the app and the cardboard version, if what you see looks interesting.
Video of the Boss Monster digital prototype after the break.
We live in a world that has walls, and those walls have to be guarded by robots with guns. [Image by Chad Ellis]
Battle for Hill 218 is one of those games that, sadly, gets overlooked on a lot of “best of” iOS lists. It’s a shame, really, as it’s a great little 2-player game and it’s digital implementation is spot-on. Recently, the publisher, Your Move Games, started a Kickstarter to reprint Battle for Hill 218 as well as its sci-fi sequel, Battle for Sector 219. While cardboard versions of games are amazing, what struck me was that $10K stretch goal that would bring Sector 219 to iOS.
The iOS version would most likely be done by the same developer as Hill 218, Large Visible Machine. This means we should be excited, people. Not only did they do a great job with Hill 218′s UI, but they created an AI so evil that they were forced to add a weaker AI in an later update due to the complaints.
Check out the Kickstarter for more info, or go download Battle for Hill 218 from the App Store. You won’t be disappointed. Kickstarter trailer after the break.
Core Worlds was one of the many deckbuilders that sprang to life after Dominion invented the deckbuilding mechanism a few years ago. The difference between Core Worlds and a lot of other bandwagon jumpers is that Core Worlds is actually a really good game. It takes the basic deckbuilding experience and adds a rich theme of building fleets and conquering planets on your way to the central planets (some might even call them Core Worlds) to take your place as rightful ruler of the galaxy. Or something like that. It’s really just a lot of fun.
Earlier this week, Stronghold Games announced a new Kickstarter to bring Core Worlds to iOS and Android. The game will have a 3D interface and the early screenshots look pretty sweet. They’re looking for a paltry $20K, and already have about half of that. Unfortunately, if you want to get either of the expansions digitized (and I’ve heard the first expansion makes this game utterly fantastic) they’ll need to hit stretch goals of $75K and $100K before the timer runs out.
Go and check out the Kickstarter to see all the pretty pictures, or watch the Kickstarter trailer after the break.
Queen Games has had a long and successful streak of using Kickstarter to get their board games out the door. To date, they’ve created 19 Kickstarter projects and 18 of them have successfully funded, usually by multiples of what they were looking for. The 19th Kickstarter is one we mentioned just last week and, instead of a board game, was for a digital version of Escape: Curse of the Temple. You might notice I said “was”, as the Kickstarter was cancelled after being active for only 2 days, and yet earning more than 1/4 of its funding goal.
What happened? No one really seems to know. Queen Games released a backers-only missive stating that is was their first digital Kickstarter, and that the feedback indicated…something, and blah, blah. That’s it. Really no specifics here at all. They do mention that development of Escape will continue, and they will consider a re-launch in the future. Until then, we’ll just nail this Kickstarter to its perch and pretend it’s pining for the fjords.
The first time I played Escape: Curse of the Temple, it was with my two older sons. We played 3 games back-to-back, and at the end of the third, my 8 year-old was nearly in tears and vowed to never play it again. It’s not that the game sucked, but it was a little too intense for his liking. In fact, I have a feeling that my son’s reaction is exactly what Kristian Amundsen Østby, the designer, was hoping for. Escape is 10 minutes of crippling anxiety in a cardboard box and, maybe soon, our iPads as well. Queen Games just launched a Kickstarter campaign to bring Escape: Curse of the Temple to the digital realm.
I dunno…a little paint, a few flowers, a couple of throw pillows…
Back in the 90′s game developers had a new toy to play with called the CD-ROM. Instead of using this new weapon for the forces of good, developers filled all that empty space with scenes resembling a grade school production of Red, White and Blaine. Yes, it was the age of full-motion video in games. We didn’t need to wait for Phantom Menace to arrive for our dose of crappy acting and green screens, all we needed was our trusty PC with a CD-ROM and it was showtime.
There were a few exceptions to the FMV=crap rule. There were games like Myst and…well, hell, Civilization II had FMV in it, and that was amazing. Probably the best known FMV title, however, was The 7th Guest. What it lacked (basically the story was just silly), it more than made up for in its sense of dread and foreboding as you solved puzzles while wandering the halls of Stauf’s mansion. While the acting was incredibly over-the-top, the puzzles and mansion itself were a great bit of fun, and unlike anything we’d seen in a video game.
What would the creators of 7th Guest do if they had the resources and technology of today? They’re hoping to find out. They’ve just started a crowdfunding campaign over at Crowdhoster (after a failed Kickstarter campaign) and, it may be the most confusing crowdfunder since Days of Wonder initially bungled Small World 2. The current $65K goal is for a mini-game consisting of the 1st floor of the mansion. From there…I’m not sure. It seems like stretch goals will unlock the full game, but what happens if the project falls somewhere in between the current goal and the stretch goals? If you’re interested, ignore everything I’m telling you and head over there yourself. I’m known to be dense, so it’s probably a lot simpler than what I’m making it out to be.
Trilobyte is planning on bringing the game to PC/Mac/Linux and iOS if successful. Trailer after the break.
Playing as anthropomorphic animals? I hope this doesn’t awaken anything in me.
Armello is one of those projects that is hugely anticipated here at Pocket Tactics HQ, and not just because its main premise is anthropomorphic animals. Okay, that is the main reason, probably, but there are other ones. The fact that it’s a board game is a big one, as are the stunning visuals promised in screenshots and the teasertrailers. Their Kickstarter campaign is wrapping up in about 20 hours and, not only has it met their funding goal, they’re now storming through stretch goals.
There are a couple of new heroes already in the mix, and they’ve added new tiers and some new options, like buying a copy for a friend for only $10. So, even if you’ve already pledged, it couldn’t hurt to give the Kickstarter another look before it wraps up tomorrow. Hell, it’s worth it just to gaze at all the cool gifs they have littering the Kickstarter page. That said, if you have an Android or Windows tablet, your going to want to drum up more support. League of Geeks need to get to $300K in the next 20 hours for an Android version, so they’re still about $40K away from hitting that goal.
So, now that it’s successful, when will we see Armello on our iPads and PCs? Their estimate right now is March of 2015. Both Armello teasers after the break.
For All to Play is a games studio that creates games for those whom the rest of the gaming industry has left behind: those with hearing, visual, cognitive, and physical disabilities. Their latest project, Grail to the Thief is an interactive adventure game (think Zork or Grim Fandango) made specifically with the blind and visually impaired in mind.
Grail to the Thief puts you in the shoes of Hank Krang, a time traveler who uses his abilities to pilfer from the past. Here, you’ll travel back to when Arthur was King of the Britons (I didn’t know we had a king!) and attempt to snag the Holy Grail. The game is played entirely with sound: voice-overs, sound effects, ambient sound and music. For All to Play has stated that the influences for the game came from old BBC radio dramas and Time Bandits, which should be enough to get you over to the Kickstarter and pledge. I’ll wait.
They have already met the pledge goal to get the game to PC/Mac/Linux, but need less than $1K to get it ported to iOS and Android. They only have 3 days to go, so don’t think about it for too long.
Grail to the Thief is a project that is not only creatively interesting but also doing something that very few, if any, other game developers are doing. It seems to me, that this the kind of project that Kickstarter was created for. Trailer after the break.