Earlier this week we posted about the upcoming sequel to Pocket Tactics‘ darling, 10000000. It’s titled, You Must Build a Boat and the gameplay trailer looked surprisingly similar to what we’re used to seeing from 10000000. Sure, there was the whole boat thing, but the dungeon runs looked like old news.
Quicker than you can spell disappointment, developer Luca Redwood was on the horn and ready to show us exactly how things have changed since our last dungeon foray. He calls the system Fancy Dungeons, and it revolves around giving the player choices to play the kind of game they would like to play.
I’m doing a terrible job explaining it–shocking, I know–so let’s hear it straight from the horse’s mouth: video from Luca after the break. In it, he details just how much You Must Build a Boat strays from the 10000000 paradigm. I don’t know much, but I’m pretty sure your excitement level for YMBAB is about to shoot up.
Everybody look at me, ’cause I’m sailing on a boat.
Luca Redwood made quite the splash back in 2012 with an unassuming match-3 game called 10000000. It blended the puzzle aspects of a match-3 game with a dungeon crawler, complete with leveling up and unlocking more powerful dungeons as you advanced. Everyone around here thought it was the bee’s knees. We’ve known about a possible sequel to 10000000 for quite a while now, but only today did Luca confirm that the sequel, You Must Build a Boat, will be hitting iOS and Android on June 4 and will run somewhere between 3-5 bucks.
Judging from the trailer alone, it looks to have some of the same gameplay elements: match-3 on the bottom and a dungeon run happening at the top. In an unforeseen turn of events, it also–SPOILERS–involves building a boat. You start with a small boat and a small monster crew, with the intention of building that boat up and recruiting more sailors. Crew comes from monsters that want to fight alongside you as well as people who will offer up their services. Oh, and grab your fedora because there are artifacts to uncover as well.
Take a look at the trailer after the break. It will make you want to buy the game based on the music alone.
There’s something about the high-tension and life or death stakes that has made the defusing of explosives somewhat of a trope. Pretty much every cop or spy movie has had that scene. You know, “which wire do we cut” while an LED display ticks down the seconds until KABOOM, although disaster is narrowly avoided with only a second or two remaining on the clock. It’s a great setup and would seem to be a perfect setup for a video game, which is where Wire Defuser comes in.
Wire Defuser has you defusing bombs (not wires, what’s with that title?) by flipping switches, pushing buttons, and spinning wheels. In other words, it’s completely realistic. All you need to do is follow the directions on the screen and you’ll move onto the next level. It’s somewhat of a dexterity game, and when I first saw it I thought it somewhat resembled the fantastic SpaceTeam. After playing it a bit, I can confirm that it’s nothing like SpaceTeam and I’m an idiot for thinking so.
The entire crux of the game is to hold buttons for a specified time while also flipping switches and basically hating yourself for being a klutz. If your play sessions are anything like mine, you’ll end up with fingers in an unworkable pretzel while still not having enough digits to flip a switch. It’s frustrating, but in a way that makes you want to finish a level and get those damned three stars.
The game is free to download for iOS Universal and Android, and the only IAP involves purchasing “kits” that let you disable buttons or switches during a level, or skipping a level completely. I haven’t found a level yet that I couldn’t complete without using these kits, although there are over 80 levels as you progress so maybe later they become mandatory. Apart from the optional IAP, there are occasional ads that pop up, but nothing to invidious.
Back when the Apple Watch was first announced, Owen polled some developers to see what they thought of the wearable and the results were mostly “meh” with a “hmm” thrown in for good measure. What could you possibly create on a screen that small was the initial impression, but then each dev started to come up with ideas that just might work. I think the takeaway from that article was, given any new medium, creative folk will usually figure something out.
I’ve been highly skeptical of the Watch and had really put off any notion of picking one up, mainly because I assumed that there couldn’t be any decent gaming on the device. This from a self-professed Apple fanboy (I’m typing this up on my MacBook Pro while using my iPad as a second monitor and listening to a podcast on my iPhone). Today we learned I was wrong and at least one decent game is coming to Apple Watch, Rules! by The Coding Monkeys.
Now, before we get too excited, realize that the version on your watch won’t be the same thing you get on your phone or iPad. The wrist version will feature short brain teasing puzzles that you can play to achieve a daily goal which will unlock new options within the game. It’s like Runkeeper for your brain.
Rules is already available in the App Store for your iPhone and iPad and the watch version is already available and will be ready to roll when Apple Watch is.
If you’ve not played Rules before, there’s a trailer after the break.
Rebus puzzles are one of those weird things that I remember doing all the time when I was a kid, but don’t remember seeing at all as I got older. Heck, I don’t even see them in the puzzle books that my kids get anymore. I’m not sure why this is. Are they old fashioned? Not fun? Do I not buy my kids enough puzzle books? I honestly don’t know the answer, but I might be able to figure it out next week when Jutiful releases Rebus for iOS and Android.
If you’re not familiar with a rebus, it’s basically a puzzle where pictures represent words or parts of words. The puzzles can be incredibly clever, but can also lean toward being groan-worthy, which is perhaps one reason that they aren’t as prevalent these days. Rebus is a puzzle game that will feature over 100 of these types of puzzles and it will be free to download. I’m guessing more puzzles will be available as IAP down the road, but 100 puzzles for nothing seems like a pretty fair deal.
Rebus will be available for both iOS and Android devices next week. After the break I’ve included more puzzles and a trailer. Post your answers in the comments and you could win absolutely nothing but the admiration of your fellow readers. Of the 7 puzzles I included in this post, I can only solidly figure out 2 of them, and one of those was only because I saw the answer. I’m guessing you guys can do a whole lot better.
What are you doing Wednesday night? Cancel that. Oh it’s that thing? Listen, the judge will understand. Tell her you’re with me.
There’s a new game out this week from Mikengreg, the nom de enterprise for indie game dev heart-throbs Mike Boxleiter and Greg Wohlwend, who together created the endlessly delightful Solipskier and the latter of whom was responsible (to varying degrees) for Hundreds, Ridiculous Fishing, and Threes. Basically, these chaps have figured out how to bottle a very particular and highly habit-forming kind of fun. And they have a new bottle for you.
Mikengreg sent me an advance copy of a new game called TouchTone to mess around with, and I adore it. They’ve asked me not to lift the cloche too high just yet so I won’t, but I’ll tell you that this is quite unlike anything we’ve seen from them before: it’s every bit as compulsively playable as Threes, but it’s framed by a politically subversive theme that I quite like. Wohlwend called it a game that “crowdsources” national security.
I’ll leave it there for now. But this is a Wednesday night release worth staying up for. iOS-only, I think. I’ll ask about that.
I’m sure there were many before it, but the first minimalist puzzle game I can remember that really grabbed my attention was Letterpress. It was a great game, sure, but the presentation was simple, relaxing, and, dare I say, pleasant. Since then, it seems like every other puzzle game has latched onto the graphic style. That’s not a terrible thing, but it would be nice if we could move on and try something new.
Dotello is a new puzzler that hasn’t moved on. Minimalist seems too weak a word. It’s dots on a white background. It doesn’t look bad, by any means, but the trailer also doesn’t do a very good job of telling me what the hell the point is. It looks like a match-3 game, but looks like you can move the dots to wherever you want instead of the usual sliding mechanism. In any regards, it’s a puzzle game for iOS Universal, so I’ll probably at least give it a try. It’s free to play, as well, and the IAP only appears to let you continue a game. It’s a slow Friday, folks.
Nab Dotello for iOS Universal, and take a look at the trailer after the break.
As much as we’ve enjoyed Auro around here, there was a lot of chuckling in the Writers’ Dungeon over the game’s epic 30-stage tutorial, whose combination of extraordinary length and unforgiving difficulty reduced more than one PTer to tears. Nowadays we expect loving, maternal tutorials that coo at our every click, but Auro’s pedagogical prologue was more like a hard-drinking step-father that couldn’t possibly be impressed.
Without a doubt, the game behind the tutorial is a gem (read Davy Lane’s review if you haven’t already) but creator Keith Burgun told me this weekend that he knows the feature-length tutorial was a bit over the top, and a new update is on the way to address that. “The biggest thing [in this forthcoming update] is making the game less intimidating for new players, by cutting the number of tutorials by a third.”
There’s more to the forthcoming tune-up than just that — experienced players are getting some love, too. “There’s also a new HUD, way more feedback for stuff to make things more clear, and like a billion other improvements,” Burgun tells us. “Like the gameplay and difficulty are completely re-tuned now. Defensive play works really well in 1.28 – meaning, just get a few points and then survive until the end of the level. What we’ve always wanted was players to DIVE into the fray, take damage, make something happen. You now really kinda have to do that at higher levels.”
We’ll let you know when that update hits. Watch the Auro trailer after the jump.