On Monday, October 22, 2012, OLC attended New York Gaming Meetup's Demo Night at Microsoft where seven game developers took the stage to showcase their platforms.
Mike Christatos of Golden Ruby Games presented his game, Worm Run, calling it a mash up of Sonic, Canabalt and Temple Run. They wanted to create a fun iOS video game and came up with Worm Run, which is played without a D-Pad on the screen. It is played by swiping the screen. The environment is procedurally generated and so, no play is the same. The worm gets faster as you go father in the level. "There is no audio," Christatos said, "but in the future, we plan to give the worm a scary, guttural sound and have it be louder when it is right behind you." Worm Run is inspired by spelunking and it is currently a work in progress. Each area has 10 proto areas, so they are not all fully randomized.
Patrick Lynch demoed Escape Run, which he built using Unity for about five months. It is "another infinite scroller" and revealed that the left side moves the craft and the right side shoots. There are upgrades that are scattered throughout the map. Lynch spent "$750 to develop [Escape Run] and made only $50 back in two months." The levels are procedurally generated. Lynch's original idea was to incorporate multiplayer capabilities, more upgrades, deeper levels, but he revealed that he "had to whittle my idea down to something simple." The game is available for the iPad. There is an update for the iPhone coming soon.
Recurse is a camera-based game that took two years to develop by Matt Parker. It was recently ported to the iPad and it is played using the webcam of the iPad where the player moves in the green boxes to score points and freezes in the red boxes to keep their lives. It was developed for NYU's No Quarter Exhibition and it is a party game to make people who aren't gamers play. "The point of the game is to make you look stupid," Parker said. "Recurse takes a photo of you while you are playing and it forces you to see who is better than you if you didn't get a high score." There is a party mode that cycles through all of the modes. The Shuffle and Slide modes lasts 30 seconds.
Christopher Garrett demoed QatQi, a game that came from Garrett's frustration with turn-based word games like Scrabble and Words with Friends. The name comes from two of Scrabble's many words that use the letter Q. "I wanted to create a game that is fluid, instead of stopping and waiting for the next move," Garrett said. QatQi tears apart the traditional menu screen and replaced it with an interactive infographic. "I took Sudoku's difficulty—Monday being the easiest and Sunday being the most difficult—and used it as a template for QatQi's difficulty." Every QatQi board is different. With every play, parts of the board are revealed and in more difficult levels, the boards have tunnels that range from three spaces thick to one space thin. When the level ends, there is a stats page that measures key metrics and everything from most letters used, time to create words, longest words and more. "I will be adding a dictionary with definitions," Garrett said. "The game will be launched in the Apple store on November 15."
Bruno Kruse presented Enter Thy Name, a web-based RPG game. Its objective is to get to the 21st floor and gives the player an option to pick the Warbringer path or the Peacemaker path. There are seven stats that can be upgraded to develop unique characters in Enter Thy Name. The stats affect gameplay and weapon-wielding capabilities. The effects and sound are all custom made. "Strategy is important in Enter Thy Name," Kruse said. "The later levels need to be thought through. Every single decision should be considered. Think about weaknesses" he said.
Carried Away is a web-based HTML 5 game for Google Chrome developed by Brian Chung. Part of SoundPlay—four games developed by four developers—Chung used Passion Pit's song, Carried Away, as the model for the game and the design stems from the song lyrics. It is a basic left-to-right game. "You want to avoid hitting walls," Chung said. If the player hits the wall, the computer's webcam is activated, revealing the player's face. Carried Away's objective is to make it to the end of the course. It was developed using Construct 2 and used two cameras to place the graphics in the game.