It’s been quite awhile since we’ve made any updates to our website or told anyone about what’s really going on with us [in a non-cryptic way] but today that all changes. While we first showed off 4fourths for Gamma a handful of months ago, we’ve got two projects hot out of the oven that are much further along. One is even ready for consumption very soon, on thursday in fact! It’s called Solipskier and you will be able to play it in your browser or on your iPhone!
It’s been a long time coming, for the last few months we’ve been holding our breath on releasing this game because we wanted to release the flash version simultaneously with the iPhone version. This is our first port of any kind but luckily we know a really talented programmer by the name of Joe Bergeron who has been leading the charge on the iPhone port. Joe worked on the server portion of Dinowaurs with us a few years back when we were at intuition but since has moved to warmer weather in Florida and a full-time job. It’s definitely been challenging porting the game and balancing working on another game [see below] in the meantime, but we’re glad we did it this way, if we hadn’t it would have felt like another opportunity to capitalize slipping through our fingers.
The next step for Solipskier is to get her on to Android devices! Because Joe is super smart, these other ports shouldn’t take as long as the initial guy so look out for those relatively soon. Check out our twitter for updates or subscribe to the blog here and we’ll keep you posted with any mission critical reports.
We’ve also been working on finishing up another flash game, you may have heard of from little under a year ago, called Liferaft.
This installment is called Liferaft: Zero and it’s going to be a kind of prequel teaser to what the full game would eventually be about. One of the initial issues with Liferaft’s development was the overwhelming scope of the whole game, but with this version we’ve limited ourselves to a single screen for each level and focused on making compelling trial-based challenges that highlight the agility of the player and depth to the mechanics we’ve provided. In the game you can run, jump, wall-jump and grapple around to pull off some pretty fun stunts. We really love it and we hope you will too. We expect that to be released within a matter of weeks. Here’s a screenshot from the beta:
Finally, we still have 4fourths up our sleeve. We’re still working on figuring out where that’s going to be and how it will work out. These things traditionally take quite a lot of time, so we’re not expecting talks with various console higher-ups to speed up any time soon. The prototype and ensuing “full game” are still very much on our minds, but we have to be realistic with where we can put our energy and right now it’s best spent on doing what we know we can do now while we wait for 4fourths to materialize into something more. We get a lot of questions about it, and that’s an awesome sign, but for us to take it to consoles and create the game we really want to create, the path we’ll have to take to get there is very new to us and much much longer than we’re used to. Please be patient, it’s tough for us too! :)
Also. You should know, dear reader, that this blog won’t be about dry-ass updates like the 3 we just spouted above. We will be posting with decent frequency here exposing our process, talking about development and business issues/numbers and other ideas that we can’t sum up 140 characters or less. Stay tuned, it should be fun!