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Corpse Craft!

Published on May 27, 2009 by Tom Mannino | 0 comments
Categories: Reviews, Flash, Game Design

We are at a stage now where the simple mini games of just a few years ago are now ‘too’ simple; we could play games like Bejeweled or Tetris for hours and be entertained.  But now, I think we’re well into a time where we as gamers are sophisitcated enough to add another layer of game play to these games.

Corpse Craft struck me but utter surprise; I will admit it’s the first Flash game I think I ever had to stop playing for one reason or another but came back to to play ‘just because’ several times later.  This game has done the aforementioned; a simple mathematical formula.  Take a simple real-time strategic mechanic, and fuel that games economy with a resource system hinging on playing a simple match-three game, and suddenly you have a new genre?

The skeleton (lol) of the gameplay is simple:

  • Play a simple match-three game.  Whatever colors you clear get turned into a resource; Flesh, Blood, Scraps and Energy
  • You ’spend’ various combinations of the resources on creating corpses.  Each corpse has a different behavior.  Some are offensive, some are defensive, others have unique actions they take when you summon them.
  • The object of the game is to destroy your opponents ’shack,’ the place where corpses are manufactured.

Games like Puzzle Quest have done this already; I would argue that Puzzle Quest was probably the pioneer.  New games are popping up now that take those simple games to the next level.  Corpse Craft is indeed one of them.  Adding two ‘genres’ of games together has always been my favorite thing to do for simple game design brainstorm exercises… (Hire and fire a team of plumbers who all have experience levels and individual skills, and then send them out onto platforming game levels, where they collect coins.  Bring those coins back to base to fuel the mission control center!)Corpse Craft also takes advantage of the exciting concepts that Whirled.com is doing; mainly microtrans.  For a few ‘gold bars’ (a currency purchasable by spending a few real-world dollars,) you can unlock the multiplayer portion of the game, where you pit your corpsecraftery against another human or two or three.  If playing against people is not your thing, spending a few bars will unlock the ‘rest’ of the single player narrative campaign.  More coins, still, unlocks the ability to play an endless ’skirmish’ mode of the game, that gets progressively harder and harder.

All-in-all, unlocking all of the games features runs you about $5, which isn’t a lot, but also more then I’ve ever payed to play a Flash game.  I am thrilled with this game. I would love to see it get made into a Nintendo DS game, it’s almost obvious that that’s what the developers are hoping to do with it, with both the layout of the screen and the bottom-center-centric game interface.  Fingers are crossed!

It behooves you to check it out:

http://www.kongregate.com/games/tconkling/corpse-craft

EndgameRadio Prime: Episode 184

Published on January 2, 2008 by Tom Mannino | one comment
Categories: News, Endgameradio Prime, Fallout, MMOs, Second Life, Awards, Neverwinter Nights, Sex, Pro Gaming, Bioshock, SRPGs, World of Warcraft, Final Fantasy, Fail, Indie Games, Competitions, Controversy, Game Design, Real Time Strategy, First Person Shooters, Supreme Commander, EVE Online, User Generated Content, Warhammer Online
Tonight, on EndgameRadio Prime, Oizys and Zug dine upon the holiday left-overs and prepare a delicious feast of end-of-the-year-wrap-up, in our own special style. We’ll go over the past year and it’s adventures, as well as look ahead for the new year. In the endless sea of 2007-wrap ups, we assure you our wrap is the most delicious and interesting of the lot.

Our list under the jump:
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Interview with Noah Ward

Published on September 9, 2007 by Tom Mannino | 0 comments
Categories: MMOs, Game Development, Interviews, Game Design, PvP, EVE Online

At Penny Arcade Expo 2007, we interviewed Noah Ward, one of the developers. Eve has been a frequent subject of ours, we love our sandbox games. We had the opportunity for an impromptu peek at the development and history of EVE online. Unfortunately we didn’t get the best audio recording of our interview so we’ve transcribed the chat for your reading pleasure! Video and Transcription under the jump.

Right, and you can just go out and pew pew, as they say.

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This time it’s Personal

Published on August 21, 2007 by Aaron Matthew | 0 comments
Categories: Reviews, RPGs, Story, Pokemons, Game Design, Real Roleplaying, Atlus, PS2

Persona 3 (gamerankings|official|wiki) has really hit me where it counts - right in the brain.



Whenever a game so impresses and enthralls me, I like to spend some quality time determining why. What mystic formula or feature made the game so different from its contemporaries or anti-derivatives. After pondering these questions (and others like why did this game have to come out right before PAX - now I want to stay home and play), I think I have found what makes this game great and unique.


yukarimitsurufuukaaigisakihikojunpeime

Character.

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OKSHOW #72

Published on July 10, 2007 by pen | 0 comments
Categories: OKSHOW, Xbox 360, Game Design

Hey everyone!

We’ll take a short look into Penny Arcade’s feature game. I’ll give some opinions and information on it. We’ll talk about PAX some more maybe.

Oh and maybe I’ll go over a little XBox 360 as well.

Pen has felt some nostalgia lately and opened up her dusty copy of Vagrant Story. What will come of this?

Understanding Games

Published on March 21, 2007 by Tom Mannino | 0 comments
Categories: Flash, Game Design

Here’s a provoking set of games. They are very well crafted edutainment games, albeit a bit random. It shows you the lessons you’ve learned at the end, which end up being a lot more academic and verbose then perhaps you though while you were ‘doing’ the learning. (It looks like someone’s read Raph’s book, too.)

Kongregate: Play Understanding Games: Episode 1

Kongregate: Play Understanding Games: Episode 2

Kongregate: Play Understanding Games: Episode 3

Kongregate.com

Published on by Tom Mannino | 0 comments
Categories: Flash, Game Design

Put up your flash games, and get revenue based off how well your games do on the site. Recipe for win!

http://kongregate.com/

Interview with Chris Taylor of Gas Powered Games on Supreme Commander

Published on February 8, 2007 by Tom Mannino | 3 comments »
Categories: News, Features, Audio, History, Game Development, Interviews, PC, Game Design, Board Games, Robots, Real Time Strategy, Supreme Commander

For a long time the top spot of our ‘We want to interview’ list has been occupied by Chris Taylor.

His early work on such games as Hardball II, 4D Boxing, Triple Play Baseball. Then moving on to create Total Annihilation and it’s expansion pack, The Core Contingency, and Dungeon Siege. He is now currently the CEO and Creative Director of GasPoweredGames.

Total Annihilation has been acclaimed as a masterpiece and the defining example for the classical period of the RTS genre. Supreme Commander is shaping up for similar praise, as it carries Chris’s trademark technological and gameplay innovations. With it’s up-and-coming release, we were honored to get a live interview with Chris during his busy pre-launch schedule to talk about Supreme Commander, epic ping-pong-table-sized games of Risk, and other bedlam. My favorite quote being:

CT: Well then I would crush and destroy everything, with my new robot body, and I think that’d be pretty fun.

Download the MP3 here. (33 minutes, 11.6megs) The text transcript for the interview follows, as well.

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A History of Video Games

Published on January 13, 2007 by Aaron Matthew | one comment
Categories: News, History, Arcades, Retro, Game Design, Real Roleplaying, Board Games

Gama-sister-site gamecareerguide.com has started a history of video games as it pertains to game design. It is a very enjoyable read (++ for Coleco, Car Wars, and Go picture for the header) that covers board games, RPGs, and the rise of early consoles up until the home computer.
This is a first installment of many to come, but a must-read for any console or tabletop gaming history fan.

On Game Design: A History of Video Games - GameCareerGuide.com