Global Game Jam 2013 Board Games

Last year I spent a fairly significant amount of time going through all the games created for the Global Game Jam in the Board Game category. I then got about five of those games into a “playable” state by printing their components or whathaveyou. (The standout from last year was easily Saprobiont, which I have probably played at least a dozen times.) I wrote the whole thing up in a lengthy blog post before I’d had a chance to play any of them.

I can’t explain it, but this year’s batch of games didn’t have nearly as many that I want to play. I went through the entire list of 124 games tagged as Board Games, and of those, took notes on 57 of them. (Probably half of them were little more than a name, and half again after that little more than a name and a snapshot someone took of their prototype.) Of those 57, after some investigation, I only found 36 that appear to be “playable” in English. That is definitely more than last year’s 19, but I spent less time this year, and may have disqualified more of them if I’d taken the time to really dig in.

Of the 36, last night I had the chance to play 3 of them, and one of them was mine.

  • HeartBurn (my creation) – Two plays of my app/card game hybrid last night. There was lots of giggling, and reactions were positive, but there was no rush to play it again after either game. (Games lasted probably around 2 minutes each.) My new feeling for this game (which was actually echoed in both of the other GGJ games I played last night) was that it’s missing something essential to make it feel more like a “real” game. More (any) meaningful decisions, maybe?
  • Brando – Played a round of this dice game. I was initially intrigued by it, and enjoyed picking out which dice to pit against my opponent, but the game ended up feeling insubstantial. If you like rolling dice to see who wins, this may be more up your alley. My original notes: “Dice game, requires math, looks interesting.”
  • Divide – My notes: “Quite interesting set of rules for a game played with a standard deck of cards, but the suits and numbers don’t matter, only the colors of the card, red or black.” Played a few rounds of this, and my impression was that — again — it’s lacking something to have real appeal. The idea is interesting, and there were a few surprises durring our play. The game can be played by either relying entirely on luck, (the goal is to guess the distribution of red and black cards in your opponent’s hand), or with some careful and calculated deduction.

Here are my notes on the other 34 games that appear to be “playable”:

  • <3 U – Party game where you actually text each other cryptic messages and your team-mate(s) attempt to decypher your text.
  • ACK! The Subtle Art of Geriatric Assassination – Munchkin-inspired card game of player assassination.
  • Barrilete Galáctico – roll & move
  • Beat To Death – 2-player tile and card game where each player controls a monster’s body, and that body directly attacks the opponent’s body.
  • Birthday Suit – “a cooperative edutainment party game that mixes biology, light humour and innuendo”
  • Caloria – Health/fitness theme on a worker placement game
  • Common Causes – Roll & move with political theme. Winning and losing are subjective in this game.
  • Destroy All Men – Draw and play card game. You are a woman who, through the drawing of random cards, gets to either “destroy” or “submit to” a man. Poor design, kinda fun theme. Playable.
  • Escape from Vampire – Card-based game where you are running away from a vampire.
  • Fantabulous Fluffy – Another dice fighting game
  • Fat Food Contest – card game where you try to eat the most
  • Flow to the Heart (Fluss zum Herz) – Complex game based on Parchisi. Extensive rules, and lots of “bits” are needed, as well as a deck of cards.
  • Heart of the Ship – Be the first human to escape your cryostasis and find the escape pod. Sounds pretty interesting. Art is not bad.
  • Heart Rate Speed Date – No-turn (everyone plays at once) matching game for two players. Nice art, silly theme (speed dating), but looks cool.
  • Heartbeat of a Fickle God – Cards, dice used to reprsent the gods’ various emotions (or perhaps minion emotions, not sure). Hidden goals, and open trading. Looks like all phases are simultaneous play. Rules could use work, but it looks like this is probably playable.
  • Heartfelt – Fairly complex rules for a standard-52-card-deck game inspired by Race For The Galaxy and Citadels.
  • Igor, Jumpstart The Heart! – Draw a card and play it to either build your monster or destroy someone else’s monster. When your monster is complete, roll a die to see if you won. For kids.
  • Life of Jo(e) – Dice/card game with a single track gameboard. Players roll a die every turn to determine their actions for the turn. Players are moving live and death tokens on the track (as well as other tokens), and when live meets death, the player who has that section is the winner.
  • Lovespoons the Card Game – Card game about building lovespoons. Looks fairly interesting, but the art is uninspired.
  • Mad Geneticists – Card & dice attack game.
  • Mad Hospital – co-op(?) game where the goal is to keep a hospital running. Cards are not in english
  • Malpractice – co-op game defending a body from disease
  • Milk Finder – Roll & move touching on social/political implications of formula milk
  • Night Hunt – Vampire hunting game
  • Pathogenicocytomitosis – Dice and card game. Decent looking art. Would be expensive to print.
  • Pizza War – Pizza themed roll and move, on a grid, with chess-like capturing
  • Pump The Muscle! – Roll & Move with one interesting optional rule about pumping a balloon to simulate pumping a heart.
  • Racing Heart – Elaborate rules. action point system. cards, large gameboard with spaces representing parts of the body. Innerspace-like theme.
  • Relation$#! – Deckbuilding card game with relationship theme
  • Rest – Dice game. Betting and rolling.
  • Shaman Showdown – Another two-player battle game. This time the players are shamen, and attack each other by sacaraficing animals to cast spells
  • The Capture – Roll & move
  • The King’s Heart – Card and dice game. You are an assassin. Play attack cards and roll dice to attack various parts of the king’s heart.
  • Malpracticeco – Claims to be a cross between Cards against Humanity and Munchkin. Instructions say the rules are intentionally vague. No art on the cards.

Abstract Puzzle Logo – Iteration / Evolution

Today I uploaded a new version of the abstract puzzle logo to abstractpuzzle.com.

Here’s a compare and contrast:

AP_Logo-old_new_compare

I actually added the white cut-out lines around the text a few iterations back, but just hadn’t updated the website with that new look. But what’s gotten me really excited is the clarity and smoothness of the background puzzle/chessboard. In case it’s not abundantly clear, here’s a corner, zoomed in:

AP_Logo-corner_compare

This is all thanks to my brother John. He came over a few nights ago, and we got to talking about my logo, and he’d actually done a new version of it for me! I’ve talked a bit before about the logo (and name) on this blog, and said then that I wasn’t happy with the quality. I think I must have mentioned that to John at some point also. Anyway, he sent me this new cleaned up version, and for that I’m extremely grateful. Thanks John!

For posterity, and because I think it’s fun, here are two the other versions of the logo that I did, the splash screen for Oppo-Citrus, and ActionChess 1.5.

Default
Default

Customizing iOS UI: Fonts, Controls, and Color

I had the opportunity to present at the local iDev Meetup last month, and am only just now getting around to posting the slide deck for the talk, which I called creatively, Customizing iOS UI: Fonts, Controls, and Color. You should be able to view the slides below.

The source code for the talk is also available, and on most of the slides, you’ll see some text along the lines of demo-1, demo-2, etc. Those are the git tags that I used to fast forward my code to the relevant part of the talk. (Thought that needed explaining.)

Enjoy!

Global Game Jam 2013 – Introducing “Heart Burn”

Here is my submission for this year’s global game jam: Heart Burn. Much like last year’s Global Game Jam, I wasn’t in attendance for all that much of the weekend after Friday night. But while I was there on Friday night, I made up a quick 25 card deck using colored post-it notes and a calligraphy pen. There were five colors and five “symbols”. You can see them in this image.

original_sm

Already August, (who I collaborated with for the first time on last year’s game jam game Eat Thyself), has come up with some better looking artwork, and he and I are planning on working together to polish up the app’s look and feel, and possibly publish it to the app store.

The concept and rules are quite simple: An iPhone app (code created during the game jam is up on bitbucket) will tell the players both whose turn it is to play, and what cards they can play. The game uses the “No cheating (please)” diversifier, which means that you’re basically on your honor not to cheat and play when it isn’t your turn or not to play the wrong cards. And it needs that diversifier, because, at least as it plays right now, the game is far too fast-paced to pay attention to anyone else’s cards!

About halfway through the weekend, I decided I should make the game playable without the custom cards, so I spent most of my time on Sunday making it work with a standard Euchre deck. If we release the app, it’ll have a setting to play it either way.

Here’s a clip on youtube of the game being played at the gamejam.

Announcing Ketchup the iOS app

I have been pretty quiet on here about what I’ve been up to lately. I’m not sure why, but I’ve been reluctant to announce my next project. I think part of it is that it’s a very simple game, and it’s that age-old fear that someone else is going to make it before you do. Sure, there may be some valid precedent for that, but it’s a silly thing to get hung up about.

So anyway, my next project is an iOS version of Ketchup, a very simple (deceptively simple) abstract board game created by Nick Bentley. Ketchup is already playable in a few different places on the web (more about that later), but I think at least a couple of the planned features will give folks who already play it somewhere else a reason to pick it up for their phones or iPads. Those reasons are a very strong AI (in development by Tysen Streib, who worked on For The Win with me), and asynchronous multiplayer via GameCenter. The AI is already TOO good, (a problem we also had on For The Win) and one of the challenges we have yet to tackle is how best to make it interesting to play against at all levels of difficulty. Ideally, I want to have some kind of automatic scaling of difficulty so that it attempts to play at or just above your level, always giving you a challenge, but not making it impossible for you to win. I’m not yet sure the best way to do this, so there is probably a lot of work left in that department.

Another area that is still pretty undeveloped is the user interface. The game is totally playable right now (and as of last week, asynchronously as well), but the interface needs a lot of love. These two items combined mean there is probably another few weeks worth of work left on the game’s development. (As with my previous personal projects, I’m balancing this with freelance work too.)

Recently, someone posted on reddit about another web-based version of Ketchup they’d created. (The other playable versions are on Mindsports and igGameCenter.) Part of my motivation for writing this post is because there was a mention of interest on Reddit in a mobile version, and I wanted to reply to that. (So if you’re coming from Reddit, hello!)

Promo Codes for Oppo-Citrus

I have some promo codes for my latest game, Oppo-Citrus that I’d like to give away to anyone who reads this.

Just leave a comment on this post, (and maybe double check to make sure your email is correct), and I’ll email you a promo code. If you’d rather not comment, that’s fine too, just send an email to promocodes [at] abstractpuzzle dot com, and I’ll reply with a code as soon as I get it.

UPDATE: promo codes are gone. Thanks.

Puzzle Up, async tetromino action

I spent some time this morning writing up some feedback for a relatively new game in the app store that seemed at first like it would definitely be right up my alley. It’s called Puzzle Up, and is essentially an async version of a game where you fit a given set of tetrominos into an empty bunch of squares on the gameboard. I’ve played a few different versions of this type of game over the years, I think Zentomino was the first one I played (it hit the app store in August 2010, and was by the makers of a very popular Tangrams app at the time, TanZen), followed shortly thereafter by Doodle Fit. (Which must have done well, because they eventually made a Doodle Fit 2.)

Anyway, here’s what I wrote in a TouchArcade forum post about Puzzle Up:

I don’t feel like I have a good enough sense of what is transpiring on the other end of the game. I would like some kind of replay of their fumbling through the puzzle I sent them. (Ideally sped up, so I don’t have to sit through a seven minute animation if they took the whole time.) I know this would be difficult, but it would really help, IMO. At the very least, I think there should be an intersticial view before I start the puzzle they sent me that tells me how they did in the puzzle I sent them. There may be this screen already, but it doesn’t include the puzzle I sent, (I don’t think), and only includes their time.

Another thing is that, after a game ends, it seems like we just start another game right away, which is super confusing, and leaves me with the impression that this thing just goes on forever, and why would I continue to play it? At the very least, the app should definitely ask you if you want a rematch with the other player, maybe giving you some stats on that screen about your plays against that player. (Check out the game over screen in Lost Cities for an incredibly well done example of this.)

I’m always a big fan of stats in games, so I’d love to see more of them in general. The gamecenter leaderboard for number of victories is a good start.

In general, I think this could be a really fun game with a bit more polish. It’s like an async version of Zentomino or Doodle Fit.

I hope that wasn’t too harsh. The developer was looking for feedback. I do think showing your opponent’s turn is an important part of any asynchronous game experience, and you even see it ignored in some pass and play game modes (if there’s no hidden information, this may be excusable, because everyone could be looking on while you take your turns, but I’ve seen this problem in games with hidden information too).

As I said, Puzzle Up does have potential, but it feels like slapping asynchronous single player onto a game that pretty much already exists. Incidentally, this is pretty much what Zinga did with their recent release Gems With Friends. (Essentially, it’s an async version of TripleTown.) Puzzle Up even has some similarities to Gems With Friends in that the game is split into 3 “turns”, with each turn resulting in a score. You sum total of all three turns is your score for the game, and whoever has the highest score at the end wins.

There’s one other game that deserves a repeat mention here, and that’s Dawn of Play’s fabulous Dream of Pixels. Dream of Pixels also has a game mode similar to this style of gameplay, (it’s called puzzle mode), but the difference is that you’re still constrained by Dream of Pixel’s primary game mechanics, (which are out of scope for this rant, so I’ll let it suffice to say that you should check it out if you haven’t already). This is so much more satisfying to me, because it doesn’t feel like a game I’ve played before.

I’m neck-deep in Apple’s GameKit code to support turn-based asyncronous play in my next game, so all of this thinking is definitely relevant to what I’m doing these days.

Android Tetris Variants

quantroI spent some time today searching for an android Tetris variant I had seen a long while back called Quantro. I couldn’t remember the name, and searching for Tetris in the Google Play store (for this particular app) is an exercise in futility.

Quantro claims to have 4 different game modes, but at least one of them involves what are essentially two games of Tetris played one on top of the other. I’d definitely like to give it a go at some point.

What’s frustrating about Quantro for me is that it’s Android only. The app’s description even includes this text: “Quantro is an Android exclusive tetromino and tetracube game, built from the ground-up for Android phones and tablets. Don’t settle for a poor-quality iOS port!” I’m not sure what we should be reading into this description. Has the app been cloned in iOS? (Quite possibly, but if so, I haven’t seen it.) Are the devs just Android fanboys? (Also quite probable.) I don’t have any android devices, and while I’ve always kinda wanted one just to play with, (and for checking out Android exclusive games like this one!), I haven’t succumbed to that temptation quite yet.

Apparently the Tetris Holding Company isn’t sending cease-and-desist letters to apps on Android the same way it does on iOS (or google is taking a harder stance against that sort of bullying, not sure). But whatever the case, there are tons of tetris clones for Android. Here are some other interesting looking games I stumbled onto while searching for Tetris in the Google Play store:

tower-defense-tetrisTower Defense Tetris Classic – Yes, this is actually what it sounds like. A hybrid Tetris & Tower Defense game. Essentially you have tetris blocks with towers on their edges. You build a structure out of them, and the waves of minions or whatever walk through the structure you’ve built. The gameplay video is actually pretty compelling, and made me want to play.

It will no doubt amuse my friend Jason to find that there is a My Little Pony themed Tetris clone for Android.

Tetris Dungeon – appears to cross Tetris and a 2D platformer. It’s two-player only, one person plays the blocks, another plays a little guy presumably trying to escape from the dungeon, as well as avoid any full tetris-style rows the other player makes, as they will blow him up. Either way, it reminded me immediately of Blocks of Explosive Dismemberment (which you can read more about over at Indie Static). BoED is a 3-D version of pretty much the same thing. I think the platformer character plays in 1st person. Anyway, the graphics in Tetris Dungeon are not very exciting, but I’d definitely like to check it out anyway. (Another interesting point about Tetris Dungeon is that it’s open source, and the code is up on Github.)

I’m sure there are more in the literally 20 pages of search results for Tetris that look interesting. (I found all of the above in the first 4 pages.) The 20th page appears to be an arbitrary Google Play Store limit, actually, so I have no doubt that other creative searches would find many more interesting tetris-like games. Perhaps someday I’ll get a device so I can enjoy them.

How to change the color of a transparent image in iOS

This is probably as good a time as any to mention the next project I’m working on. It’s a turn-based (yes, asynchronous) board game. I decided to work with an existing game, because I wanted it to be really awesome, but also really simple. It’s an abstract game that is well respected in some circles. (I’m not going to reveal which one just yet.) Anyway, I’m working closely with the game’s designer, as well as with the same AI programmer I worked with on For The Win. The main goal of the project is to get the async code really solid, so I can feel like I really understand how it works, and re-use it in future projects.

Anyway, I think I’m also going to try something I’ve wanted to do before, and that is implement a variable color scheme for the app. Essentially you’ll be able to change the app’s background color, and that will also programmatically change the color scheme. I spent about two hours and had the basic color change functionality working pretty great with some code based on an already pretty great open-source color picker.

Anyway, one tiny piece remained… I would need to be able to programmatically tint images I get from the designer on this project. He’s going to give me some icons and other assets that we’ll no doubt want to change colors along with the rest of the app.

Some unknown number of hours later, I’ve got a solution. The number of hours is probably around the same as the number of lines of code in the solution. Here are those lines, implemented in the drawRect: method of a UIView subclass with a UIImage property named image, and a UIColor property named colorToChangeInto.


CGContextRef context = UIGraphicsGetCurrentContext();

CGContextScaleCTM(context, 1, -1);
CGContextTranslateCTM(context, 0, -rect.size.height);

CGImageRef maskImage = [self.image CGImage];
CGContextClipToMask(context, rect, maskImage);

[_colorToChangeInto setFill];
CGContextFillRect(context, rect);

I hope this is fairly straight forward. These few lines stand on the backs of many stack overflow answers. (And I did actually write this up into a question of my own at some point.) None of the other answers were exactly what I needed, but several of them got me close. In the end, I was super frustrated because it really seemed like I should be seeing what I wanted to see, but the background of the image was black… turned out I was instantiating the image in IB (in a storyboard), but I hadn’t set the background color. Somehow that defaulted to black. That particular issue probably wasted me an hour or two.

And then writing this blog post… another half-hour, at least.

DrawCade v.1.1 submitted to Apple

dc_ss2I originally put together DrawCade in an evening because I wanted to use the iCade for something, and I saw a need. As far as I know, it is still the only drawing application for the iCade. It’s no longer the only iCade app I let my daughter play. (But that’s more because she’s getting into “her” iPad, and has lots of go-to apps now. — Incidentally, YouTube is still the killer iPad app for her.)

Here are the release notes for DrawCade v 1.1:

* Added sound effects courtesy of my 2-year old daughter.
* Triple-tap to open a preference pane with settings for draw speed and turning sounds on and off.
* Enabled drag gestures, so it is more useful now without an iCade (although I don’t know why you would use it without one).
* The preferences pane also has a button to “erase it to black”, as well as a way to see more apps by Abstract Puzzle.

This update was “inspired” by the fact that DrawCade probably gets more downloads per day (on average) than all my other apps. (It’s free, but that was true even when ActionChess was free too.) I wanted some soft cross-app-promotion in there, so I added a preference pane. While I was at it, I figured I should enable drag-to-draw, since my one negative review is about how the iCade is pretty much required to use the app. That’s no longer true, but I don’t know why you would use your fingers to draw with this when there are SO MANY other absolutely great drawing apps out there for the iPad.

I spent yesterday morning re-writing the drawing to use my GGM (Generic Game Model) classes, and then the afternoon adding the preference pane with the buttons to view AbstractPuzzle.com and all my other apps in the app store. I had one really great preference item, repeat rate for the drawing (this was absolutely needed), but was struggling to think of anything else to put on there. I decided sort of late-afternoon to add some sound-effects. This was an idea I had when originally making the app, that the color buttons could also speak the name of the color as you pressed them. I figured it’s mildly educational. Then I had to pick up Colleen (my 2-year old daughter) from daycare. I ended up recording her playing with the app, and prompted her to say all the colors. Now I think the sound effects steal the show.

Just listen to her saying Abstract Puzzle.

Fun statistic: DrawCade had 45 downloads on Xmas day. iCade for christmas anyone?