Kumoon

Posted by ithamore Tue, 24 Apr 2007 10:25:00 GMT

Mayoneez describes Kumoon as “a hybrid of a third person shooter and a puzzle game.” I prefer to call it the abandoned child that resulted from a one night stand between a shooter and a game of billiards, but either description is good enough.kumoon

I like how the game makes light of shooters. The guns fire bouncy balls instead of bullets. There is nearly no violence, and it’s devoid of enemies. The boxes that count as targets must be shot indirectly to achieve a positive score, which is necessary to reach the next level. And it pokes fun at all the chick-with-a-gun centric shooters out there, since the main character is a fluffy, yellow chick.

Kumoon won first place in the GameDev competition at Assembly in 2005. Last year’s winner was the previously covered Frets on Fire, which was updated once again and relocated to SourceForge last week.

If you’re interested in trying other entries from Assembly’s competitions, the games for 2002-2006 are available at Mbnet. Since the site is in Finnish, the games will be listed under headers of pelikehityskompo, pelikehitys, or pelinkehitys. For those who are easily intimidated by non-English websites, the Scene also hosts the games in the public directory of their ftp site. Luckily, most of the games’ readme files are in English despite where they’re downloaded from.

Those contemplating the possibility of submitting a game for Assembly’s Summer ‘07 should check out the GameDev rules. The deadline is July 15, and, yes, there are prizes. Also, those who are simply curious about attending Assembly’s next computer festival in Finland with thousands of like-minded people should head over to here.

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Comments

  1. iopred said about 1 hour later:

    This was one of the first games posted on TigSource. Has it been updated or something?

  2. Rz. said about 2 hours later:

    indeed, this is VERY old and a repost

  3. Echo said about 4 hours later:

    This is a bit random, but isn’t Kumoon the Japanese word for “Asshole”? Or it “Associate”? I’ve got the weirdest recollection of reading that somewhere…

  4. Derek said about 5 hours later:

    It’s alright, since we don’t have it on the new TIGSource. :)

  5. devin said about 5 hours later:

    For more old assembly stuff: http://pouet.net/party.php?which=7&when=2006

  6. ithamore said about 13 hours later:

    I guess I better scour through all the old posts at the Internet Archive next time, since the original post from before The Fall of the old TIGSource can be found here: http://tinyurl.com/yvsjja

  7. siiseli said about 19 hours later:

    if anyone was planning on coming to asm 07 we could meet up since im going there for the third time now ;) hope to see some of you there

  8. RavenWorks said 1 day later:

    Is it just me, or does this game become completely pointless as soon as you realise you can push all the red blocks over with the first white block you make? (Doubly so when you notice the bug that all red blocks knocked over by white blocks automatically get whatever combo multiplier you earned making that white block..)

  9. ithamore said 1 day later:

    Yes, the pushing tactic does make the rooms that only have blocks on the ground very easy to beat. I used it myself after I got tired of the simpler rooms, since they seemed more like fillers. I didn’t mention it, since discovering tricks in a game on your own is always more fun than reading about them.

    If you don’t use the cheap hovering ability, some of the rooms can provide a bit of challenge. I played the whole game without it, and rooms 12 and 38 were very frustrating to complete without hovering.

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