![]() ![]() You can definately see the production values here in this game. ![]() We have a great Links calibre game on the PC again and its done by a great team out of St Louis using Torque. It looks pretty cool but even by Phil's own admission its still a bit out so we should expect to see some pretty cool things from this in the coming months. Venture Africa - Looks very fun, game play is a little slower which allows you to enjoy your mass mayhem that you can cause when you introduce a lot of Crocodiles to a herd of Zebras :) Its definately one of those games you are going to see on the market within the next year.Īir Ace - You had to ask Phil for a private demo of the game. Its very obvious to see why this game is close to being released. TubeTwist - Fun puzzle game, easy to get into and easy to enjoy. IMHO there is a lot that you can learn and take back from the LAN center aside from gathering feedback regarding your own product and it is my sincere hope that many of you there did just didn't get to play a lot, most of my time at IGC I spent networking with others (which as a side note I felt many people did not do properly at this years IGC, especially many of the new guys to IGC) but here are some quick thoughts on a few games. With the multiplayer games the popular ones were the ones where people got into quickly and were yelling, screaming and having a good time with "high fives". You could get into TubeTwist or Facade with just five minutes of game play and feel comfortable with what you were doing. What it really came down to is that the successful single player games such as TubeTwist and Facade were popular not just because they were good products that had a different style of gameplay and some great implementation, but because they were easy to get into. ![]() Some games were popular because they were different, others were popular because they were simple. In fact I saw quite a few developers that were sitting back and impatiently waiting for someone else to market their game for them versus taking the bull by the horns, grabbing some friends and starting up a game. Not everyone could afford posters or had positive word of mouth for their product going into IGC. You need to be agressive in how you market and bring attention to your game, people need to know its there and need to know that they should be playing it. Is anyone else keen on getting impressions on future torque games or just me that's the way that you have to market your game, this wasn't a trade show thing but a general attitude that I think everyone who wants to make a commercial game needs to realise. But i would love to get peoples opinions on all of the games shown. I havnt heard anything about dRacer/Hackit/Air Ace or indeed our own game Illumina. Wildlife Tycoon: Venture Africa (Andy Schatz, PocketWatch Games) Twin Distress (Keith Frampton and MaxGaming) Snappy (Joshua Dallman, Red Thumb Games) Shelled (Joshua Dallman, Red Thumb Games) Robot Smackdown (Swampboat Studios and 21-6) Nutcraker's Revenge (Joshua Dallman, Red Thumb Games) Minigolf Mania (Kevin Ryan, Top Meadow) Illumina (Ian Roach, Single Cell Games) Dark Horizons Lore: Invasion (MaxGaming) Camelot Galway: City Of The Tribes (Star Cave Studios) Basic Bob (Chris Labombard, Spunky Games) Air Ace (Phil Carlisle, ScaryHead Games) Ive seen some brief details on games awarded (congradulations tubetwist) but what about the others that didnt get mentioned.įollowing from this thread :, what was your impressions on the games shown ?ģD Language: Spain (Jeff Gran, Coccinella Development) Hey guys, i wanted to create this post for a central idea on games you saw at IGC and your impressions.Īs someone who wasnt able to attend i would love to hear other peoples opinions on upcoming games. ![]()
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