Mtp Target is a simple enough concept: In most maps, the penguin you control rolls down a hill, goes off a jump, and then must be put into gliding mode (CTRL) in order to be maneuvered over to the target area, usually some sort of platform. Your first few attempts at Mtp Target will most likely result in frustrating falls into the water, but if you stick with the game you’ll be landing on target in no time.
As I got better at Mtp Target, I picked up on some strategies that reveal a more competitive aspect of the game. For example, instead of racing to the landing area, more experienced players will glide in circles until everyone lands and then zoom over and knock everybody into the water, proving that even the cutest of games can provoke vulgar (not to mention hilarious) exchanges of insults.
My main problem with most multiplayer games is how long it takes to start playing; loading, finding a good server, more loading, waiting for players to join, getting utterly ravished by people who devote their lives to playing, etc. So it’s nice to see that there’s an online game out there that doesn’t take itself too seriously and instead aims for a laid-back, quick experience.
Tale of Tales’ Michaël Samyn (The Endless Forest, The Graveyard) recently put up an interview he conducted with Takayoshi Sato, the man responsible for the haunting CG work in Silent Hill, and who is now employed at Virtual Heroes, a company that makes training games for various clients (they worked on America’s Army!). Michael asks Takoyashi about Silent Hill, games and art (natch), and his decision to now work on “serious games.” It’s an interesting discussion.
And definitely check out his other interviews, which go back to May of last year, when he chatted with American McGee! In the indie gaming sphere, Michael conducted two interviews before Sato – one with Simon Carless in December and one with Jenova Chen following this year’s GDC.
Tale of Tales has a unique approach to game design and the same goes for their interviews. A very worthwhile read (and very nice to look at, of course).
Take the weapons from the Quake and Unreal Series (the shotguns, the grenade-launchers, the laser-cannons), throw in swords, over-sized wooden mallets, and grapple-hooks for good measure and give the whole arsenal to a tiny, round, and colorful race of giggling cuteness that one might come across if say… Tribbles got into a large stash of food. Now force these creatures to fight each other in battles ranging from death matches to rounds of capture-the-flag.
Well, actually, don’t do that – it’s already been done, and turned into an surprisingly polished and addictive experience.
Officially, Teeworlds (originally titled “Teewars“) is a 2d multiplayer-only platform shooter available on Windows, Mac, and Linux, and with its gunning and grappling cuteness it recalls memories of games like Soldat, Liero, and the cute-but-brutal landscapes of the Worms Series. Although it’s only in version 0.4.2, Teeworlds has already shown amazing progress and is perfectly playable right now.
The controls of Teeworlds are standard controls for and big-title FPS (WASD for movement, number keys for weapons, click to fire, etc) and fit the gameplay very well. Of course, the player can remap any of these keys if need be. The customization doesn’t stop there though; each player can customize the shape and color of their individual character or even make their own maps via the map maker. Another aspect of the controls I really thought was innovative for a game of this type was the emoticon system: just push leftShift, and a circular menu will appear with several choices. Simply move the mouse over the emoticon you want to appear over your character, and release shift. Simple as that.
You can even go one step further if that level of freedom isn’t enough: Teeworlds is an open-source project, which has led to many, many, custom skins and mods on the part of the community.
Game play is easy to learn, and soon you’ll be a double-jumpin’ grapple-swingin’ gun-wieldin’ machine, so be sure to check this game out.
I searched for Super Secret Ninja on TIGSource last night and was shocked to discover that it has never been mentioned. For shame!
In Super Secret Ninja, you use a grappling hook to speedily swing past the bad guys and get to the exit (arrow keys to move, up to jump, CTRL to grapple). Death comes if you run out of time or get noticed by too many enemies.
What at first seems like a bland game quickly becomes a frenzied race to the finish as the randomly generated levels get longer and filled with more baddies. Each grapple becomes the difference between a flawless escape and an embarrassing confrontation with the enemy.
PS: Hello everyone! In the (quite probable) event that you have no idea who I am, Derek invited the two writers of Puppy Buckets, Alehkhs and I, to help him out with TIGSource. Hopefully you’ll approve!
And the winner of our supremely awesometastic Procedural Generation Competition is nenad, with Rescue: The Beagles! I can say without hesitation that this game is destined to be a classic – I love traversing the three-tiered abstract landscape and mapping out the best routes. Every part of the game feels very thoughtfully put in place. (Plus, I get fuzzy feelings from rescuing those cute beagles and hearing them yip with joy.)
In a very close second place is Dyson, the stunning “life” and colonization game by Alex “haowan” May, Rudolf “Borsato” Kremers, and Brian Grainger. And in third place is Self Destruct, a fast-paced procedurally generated shoot ‘em up from the indie gaming dream team of Terry Cavanagh and Annabelle Kennedy.
But as always, all of the (60!) entrants deserve a hearty round of beer and ‘grats. There were so many great ideas that came out of this compo that we should have called it the “Great Idea Competition.” But then it would be so hard to distinguish from the other TIGSource competitions… seriously, you all are blowing minds!
Thanks again to everyone who made a game, played a game, gave feedback, voted, provided mirrors, and/or devoted any small amount of time to making this happen. See you next compo! It will be a doozy.
Josh Whelchel wrote to inform me that you guys helped raise over $800 for his cancer drive. That’s wonderful news!
And there’s more: The Spirit Engine 2, the long-waited sequel to Mark Pay’s much-loved RPG, is slated for a July 30th release, as revealed by the teaser above. There are also two older videos (1|2) that demonstrate the game’s combat system.
TSE2 will not be freeware, like its predecessor, but the final price is unknown. For more info, head to the official website.
Posted by Guest Reviewer
Mon, 23 Jun 2008 05:03:00 GMT
[Guest review by MisterX]
Has Clonk really never been featured on TIGSource? It’s a German indie game series (with English language support) that’s probably a lot less known worldwide than it is here, in Germany. But I’m not exaggerating when I say that they’re some of the very best games I know – and I’m not only talking about indie games. It’s quite a long-running series, with the first Clonk being released in 1994. Nine titles onwards there is “Clonk Rage”, the latest game. Following its release, the largely identical predecessor, Clonk Endeavour, has been released for free, though its online component has been stripped from it.
So if it really is unknown around here, I’ll try to summarize the game a bit. Basically, Clonk is an extensive 2D action-adventure-strategy platformer. Usually you control a group of the Clonks, using them to build up a settlement. For the building process you need resources, which you can get by digging into the ground. There you can dig for coal, pump up oil, or blow up veins of ore and gold. While gold is the common currency in the game, you also need energy – coal is used to fire up furnaces, which melt ore to metal. And windmills are used to power elevators which will let you mine more professionally.
At least, that’s the most common scenario. Actually that’s just a tiny bit of what Clonk offers in terms of variety, but summing it all up is practically impossible. Other popular scenarios are the middle age, where huge castles are built and knights fight hand-to-hand or on horseback, and the Western, where small towns are built and cowboys shoot each other. There are also several flavors of foreign worlds, like the arctic, a deep jungle… you name it.
There’s an uncountable amount of more stuff due to Clonk’s modability. For at least 10 years now there’s been a huge community of people who have created all sorts of stuff. It ranges from level mods that use pre-made content, or scripted adventures (for example, there is a neat Diablo-esque level that includes questing and leveling up), to completely original scenarios, like a cool sci-fi pack that includes armored troops with machine guns, hoverbikes, and huge complexes full of alien scum. I hope that helps explain why it’s so hard to just define Clonk.
Technically, the series has come quite far. While it featured cute, but crude, hand-drawn 2D pixel art in the past, the game now features a 3D look that isn’t any less charming. Probably most interesting though is the destructibility of the terrain, which reminds of Cortex Command, and the “fluid” physics. The water in the game is pretty dynamic, making rain a lethal foe as it loves to flood your mine shafts. The only thing that hasn’t really changed is the quite archaic midi music. For me that’s simply added nostalgia, but it might be annoying for new players (F1 disables music!).
And to briefly cover one of Clonk’s most important aspects: there is multiplayer. All kinds of it. You can play in split-screen with up to 4 players sharing a keyboard, but you can also plug in as many gamepads as you’d like. There’s also internet-play, which works mighty fine without especially much lag. And how you play is entirely up to you: You may want to play a small “Melee”, which is a kind of deathmatch, or you may build up huge colonies with walls and other defenses to have really big battles. Or you can just play a level cooperatively to build up a huge colony with a friend… or twelve.
Ouf, that’s become quite a wall of text already and yet it’s lacking any kind of structure and completeness. And let me make this clear: Clonk is not an especially complex game that takes years to get into or anything. Over the years it has become very accessible, most notably offering various control schemes.
Like I said, Clonk Endeavour, the second-to-last game in the series, is freeware and very similiar to the most recent release. Clonk Rage, the latest title, is shareware and can be bought for roughly 23$ (or, more precisely, 15€).
Tonight is GAME NIGHT. On the cards are the usual staples of Jet Set Willy Online, iScribble, and no doubt Trackmania too. And apparently Team Fortress 2 is free this weekend, so there’ll probably be a game or two of that…
If you’re up for it, make your way to tigIRC as soon as you can! Things are about to start!
Jets n’ Guns Gold is today’s Game Giveaway of the Day. This irreverent Euroshmup usually sells for $30 and is probably the best game you’ll ever get from GGOTD, so grab it now!
Once again, make sure you actually install the game before the giveaway runs out.
I know what you’re thinking… the Sims, Electronic Arts… is it the first of April again so soon? But no!
The Sims Carnival is a newish online community based on the Sims universe that allows users to make their own games and share them. At the heart of the community is the Game Creator (shown above), a simple Flash-based program that mimics the higher-level functionality of Game Maker and Multimedia Fusion. Users can use pre-made or original art and music assets, and define the “behaviors” of in-game objects using if-then statements provided by the software. Once you’ve made a game, you can upload it to the site after registering an account. Games made with Flash itself are also accepted.
I’m always excited by new tools that lower the barrier for people (especially non-developers) to make games and generally be creative. Even though the current games on The Sims Carnival are pretty primitive, I had a lot of fun browsing around – the enthusiasm of the community and its eagerness to improve is actually really inspiring! I especially enjoyed the games of Kid Akkade, like Akkade and MotorBike Mania, an Excitebike clone. Pick your own Adventure and IRON MAN VS THE HULK AND SUPERMAN also wrangled quite a few chuckles out of me.
The site was recommended to me by Rod Humble, who developed The Marriage and Stars Over Half-Moon Bay, and also works at EA. He also mentioned a competition they’re throwing where you can either win $1000 or a Nintendo DS (2nd and 3rd place). Both Game Creator and Flash entries are accepted.