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pixel-art puzzle game!
A challenging puzzle game where you draw tiny pictures. Easy to learn -
it only has one rule - but can you master all the puzzles?
The rule is simple - clone tiles by dragging them, and keeping cloning
and shuffling them into position so they match the colours of the
circles and so complete a picture.
27 levels are included, with further levels available, and more to be
added over the following weeks and months.
No time limits
Full undo/redo control
Pan & Zoom to focus on the part of the puzzle you're working on.
** Yurami is designed for iOS 7 and later, and so is not compatible
with iPod Touch 4th generation, or iPad 1.
| it's 2016, and Bob's written another weird puzzle game!
In my defence, this is probably my most accessible puzzler yet, but
it's still likely to be a game which you either 'get' or don't.
It's been fun writing it though, utilising Unity's modern UI system for
the majority of its display (for as much of a learning process as
anything else), and I did get to do some fun pixel art for the levels,
as well as have ago at iAPs and adverts.
So it's free to play the first 27 levels - but I hope some people will
go on to purchase at least one of the puzzle packs available and I get
a beer out of it :) If there is a reasonable amount of interest
in the puzzle packs then I'll likely produce more, so I'll wait and see
how it does...
- An endless-spinner!
If it moves, knock it out the way before it hits you!
A straightforward single-button game - tap & hold to send your
boxing glove towards the endless attack of bizarre objects.
How long can you survive? You only have four lives, and even with a
life restored after each wave you're going to find it difficult as the
rotations get faster and you end up punching your way out of a
Compare your highest score against your friends, and the world, in Game
hugely drawn-out development cycle of my first iOS game, Equates, I
wanted my next game to be much more fun, frivolous, and take far less
time to write. So Knockout was born out of a simple mechanic of
having the player constantly rotating and only being able to 'fire' -
thus forming the basis for a simple one-button game. Throw in
various enemies flying across the screen and you get something akin to
Atari's Asteroids, but without all that fuss of having to rotate your
ship, or any uncontrollable thrusting around.
To begin with I wasn't happy with how the game looked - all
photo-realistic - but as I started to reduce the resolution of the
graphics, and make them more cartoony, it started to come together -
indeed the sprites aren't much larger than I would have used had this
been a game on the ZX Spectrum, and perhaps that's why I liked doing
them so - certainly it was nice to not have to think of aligning all
the colours on character boundaries.
W - "One Inch Punch Like Asteroids for
clowns. Great fun"
Davey Sloan - "Tons of fun So
simple, yet so much fun. No greedy IAP, good control system, easy to
learn, tricky to master"
| Equates (2014)
of word games?
Then test yourself on a fiendish maths-based puzzle game.
Link numbered tiles together using add, subtract, multiply and divide
operators to form equations, and collect points for each correct
equation entered. Be careful though, as if a tile isn't used for
too many turns it will be removed from play, limiting the choices for
your next equation.
Or test yourself against the 56 pre-built puzzle grids, where the aim
is to remove all the tiles from play.
No time limits, no cute animals or animations to break your
concentration, simply a test of logical brain power.
you have an idea in
your head which you just have to do, just because. The idea for Equates has been
kicking around for the last five or so years, and
started development around two years ago. About nine months ago
it found itself running on my aging iPod Touch, and now, after a change
in development from a native XCode game to the Unity platform, I've
finally finished it.
There are so many games involving the arranging of letter into words -
Scrabble being the most famous - but very few about numbers, and I've
always been far better with numbers than letters. Those games
also often include time limits or other devices to pressure you into
making a move, and often lots of animations and cuteness, all of which
I find distracting. So this game is unashamedly quiet, with
nothing really to distract you from thinking about your next move.
It's a bit different to what I usually do, for a start it's for a
modern device, but it never really suited the ZX81 or Spectrum -
although both could easily run it - as I felt it had to be played on a
touch device. I may do more iOS titles in the future, it just
depends on the ideas, but hopefully the next won't take as long!