June 25th, 2013 NYC Gaming June
On Tuesday, June 25, 2013, OLC attended NYC Gaming’s monthly demo event held at Microsoft. There were seven presenters, each at a different stage in the development phase. They were: Jonathan Xikis (Icebound), Luc Benard (Reaper), Andy Wallace (Particle Mace), Marc Florestant (Crazy Game 8), Nikita Mikros (Smash Hockey), Sam Rosenthal (House of Cards), and Andrew Gratta (Leukocyte).
Smash Hockey is an air hockey game for the iPad. It’s very straightforward and users can customize the game anyway they want. Users can change the speed of the game to play it faster or slower and they can alter the size of the puck, enable destructible environment and increase friction. Smash Hockey is free, but monetizes through add-ons and in-game purchases. Smash Hockey is about blowing things up and the game does not disappoint.
The team at SmashWorx made a hockey game before prior to this, but they added layers and features to it to get to Smash Hockey.
Andrew Gratta demoed Leukocyte, which was built in Unity. Leukocyte is an arcadestyle game and users play as a white blood cell in a blood stream. The goal is to collect blood cells and as users collect more, the white blood cell travels faster. The spacebar is pressed to eat bacteria and other cells to gain their powers and the control button is pressed to shoot weapons at other invaders. Gratta hopes to add better artwork, music and gameplay. He explained that the game is meant to be played on mobile.
Jonathan Xikis presented Icebound, a visual novel and a puzzle game. “Icebound is like Mass Effect or the Walking Dead game, except that it has no in-game fighting,” Xikis said. Icebound, instead, is like a choose-you-adventure type of game. It is a dark fantasy genre, where the main character is an alchemist. “Think about it as a Japanese RPG game mixed in with the Golden Compass,” he said. Icebound takes roughly six to eight hours to finish completely and it is, as of now, only for the PC, Mac and Linux. In-game, there is an encyclopedia for supplemental plot and explanations.
Sam Rosenthal presented House of Cards—not based on the hit Netflix series. It was developed with students at USC. In House of Cards, the user moves the character around by putting their finger on the screen. To jump, the user taps the screen and cards that can be found in the environment can be built and deconstructed by pinching two fingers on the cards. As the user meets new characters, the environment becomes lighter. To view objectives, the user must climb the world using roofs and hills, and only then can they successfully get to the warp. Wind is the antagonist in the game, which affects gameplay. House of Cards is due out October for the iPad.
Marc Florestant presented Crazy Game 8, already out for the Android in Google Play for .99 cents. The game is reminiscent of arcade games from the 80s, using monochromatic visuals and simple gameplay. This straightforward game is to be played using one hand, as Florestant explained that as a commuter, this is crucial. The user’s goal is to catch as many missiles as they can before they die in the game. There are also missiles that harm the user: taking time away, prohibiting the user from getting missiles, and more. Florestant says that the iOS version will be hitting the market soon, as soon as he gets the licensing from Apple.
Andy Wallace debuted Particle Mace, his fourth game demo at NYC Gaming. Particle Mace is an arcade physics-based game. Wallace said that Particle Mace is currently a side project, but he’s hopeful that it will come out to Mac, iPad and PC. The user controls a blue ship with an orange mace-like ball that destroys objects when it comes into contact with them. The user’s goal is to fling the orange ball, using momentum and slingshot the ball into enemies and asteroids, all without getting destroyed in the process. There is also a multiplayer mode, which allows for four players, similar to Super Smash Brothers for the N64.
Luc Bernard presented Reaper, a work-in-progress, but an action platformer for Mac, PC and PS Vita. “It’s an old school platformer,” Bernard said. The levels are randomly generated and cards within the game are collectibles, which also represents spells and summons that the character can perform and use. “Shadows need to be added to the game to finalize the art, and we need to debug it before launch,” he said. Bernard is hoping for a September launch. “There will be a storyline in the full version. It’s going to be a little bit like Diablo in terms of gameplay—randomly generated levels and random loot.”