Let’s take a look at … Dino Eggs: Rebirth

We all know the movie industry is rife with reboots, prequels, and sequels. Well, it happens with video games too! Back in 1983 a puzzle platformer called Dino Eggs, created by David H Schroeder, was released for Apple II, Commodore 64, and IBM PC. Years later, the result of an international effort including original author David, a sequel has been released and is awaiting your votes on Steam Greenlight. Let’s take a look at Dino Eggs: Rebirth.

der-screeny-1

The original Dino Eggs was received to great praise, so for our OG gamers out there seeing the return of the title will undoubtedly bring a flood of nostalgia and familiarity. For those of us who haven’t played the original, Rebirth features an introductory back-story tying the original game to the new bringing us up to speed.

The protagonist in this reboot is the daughter of the original, Time Master Tim, reminding me a little of Tron and Tron Legacy. You play Tamara, and your goals are in line with those of the original: avoid enemies while collecting dino eggs and other items (some of them new to this reboot) to teleport to the future for research.

der-screeny-2

The game starts by guiding you through a few training levels, teaching you how to perform certain movements and how to collect eggs and baby dinos. Careful platforming and planning is required to uncover and carry items to portals. Only three eggs can be carried at a time, and once you send those to the future, you will show up somewhere else on the map, sometimes directly in harm’s way. If you’re injured, you can heal by standing in front of one of the portals. You have three lives to clear the map, otherwise its game over and you have to start from scratch.

There are several modes of gameplay available. Story mode allows you to unlock different areas as you progress through a fixed game, and multiplayer allows 2 to 8 people to play on the same screen. There’s even an option to play the original 1983 game which is awesome!

der-screeny-3

Staying true to the original the graphics are colorful and retro-style. Game sounds and music are basic and suit the style, something which I personally find a little cheesy and loud, especially the falling through the portal scream when loading a map. The game itself is definitely an interesting challenge and remains true to its predecessor.

I think the main draw of this game is to bring back memories of those who loved playing the original version 32 years ago. This is a very family-friendly game (especially considering the multiplayer option) that could have two generations of gamers enjoying two generations of a game.

der-screeny-4

Dino Eggs: Rebirth is currently on Steam Greenlight and could use your love! If you’re a fan of single-screen platformer puzzle games, retro-style games, or played the original Dino Eggs game, keep an eye out for this one and go give it your vote. Also head to the official site for more info on the project.

Tl;dr –  Dino Eggs: Rebirth is a reboot of the original 1983 puzzle platformer that will please fans of the original as well as a new generation of gamers.  Despite a somewhat annoying cut-scene style, this game features unique mechanics that are challenging and require patience and planning.

Rating – 7/10

Greenlight – Vote Now!

Trailer –

Let’s take a peek at … – Courier of the Crypts

It’s your first day of work. You’re excited to start your new job as a courier, spending time delivering packages to their recipients. What will your first delivery be? The butcher? The blacksmith? Or maybe to a perilous crypt full of dark magic, angry spiders, hidden treasure, and difficult puzzles!

You might need to ask your boss for a raise when you return … IF you do.

cc-1

Guided only by your magic torch, your goal is make your way through the dark hallways and eerily-lit rooms of the crypt. With maps offering little in the way of hints and help, it’s up to you to explore the environment and work out what puzzles need to be solved in order for you to progress. For example, keys are hidden around the map, and once you’ve found a key, you then have to find the lock it belongs to! Buttons on the floor need to be held down, but with what?! 

Through exploration and solving the puzzles you find along the way, you progress through the crypt, working your way towards to the guardian. There are also multiple items such as ammunition, money, and hidden treasure to be found, so you need to be thorough in your searching.

cc-2

The main mechanic in Courier of the Crypt is the magic torch that accompanies you throughout your travels. It has limited power however, so you need to manage it carefully by deciding when to turn it on and off and by looking for fuel to bring it back to full power. If you run out of light, the darkness takes over, opening the door for evil spirits to come and kill you, forcing you to start the puzzles over from the beginning. Don’t let it run out!

You can also die from being hit a mere three times. Life can be picked up around the map, but it’s not a common find, so be extremely careful, especially around those spiders. Luckily, your trusty torch can scare some of them away, and if they get too close, the rocks you can find in the map make for good ammunition.

cc-3

Starting life as a Ludum Dare entry, Courier of the Crypts has come a long way. This early access 2D puzzle game by Emberheart Games features beautifully dark, retro-style pixelated maps, full controller support, and great ambient music. It’s not easy, that’s for sure, especially with extremely limited hints. I spent a long time even just on the first map, dying over and over again, learning more on each attempt. Once I DID figure out the puzzle, I was still killed by spiders before I could get out.

If you have a short attention span or are easily frustrated, this game will make you want to pull your hair out. However, finally figuring out the puzzle is so rewarding that you just have to try the next one … over and over and over.

*At the time of this review the game is in Early Access.*

Tl; dr –  Manage your magic torch and avoid traps and evil enemies while you make your way through an ominous crypt in this smart, challenging, retro-style puzzle game.

Rating – 7.5/10

Purchase – Steam £8.99 (or your regional equivalent)

Trailer – 

Let’s take a look at … – Magnetic: Cage Closed

Repulsively Fun

Magnetic Cage closed will immediately feel familiar to you when you first load it up.  Yes, It’s basically Portal but it’s different enough to call itself it’s own game in a genre that there isn’t much competition in.

You wake up in your personal cell in a place called Facility 7.  A maximum security prison where you quickly learn your sentence is to take part in some weird experiment they have devised to test their prisoner’s in a game of life and death.  As you look around there are cameras everywhere that follow your movement.  “Someone” is always watching you.  You are greeted by the Warden and are instructed to continue forward where you transported to a room that holds the Magnet Gun perched on its alter.  You are given some time to experiment with the functionality of the Magnet Gun and then your trial begins.

magnetic-wp-header

The Magnet Gun functions much like you would expect.  The Left Click will Repel and the Right Click will attract.  You can also change the power of the repel or attract function by scrolling up and down on the mouse wheel.  This comes into play as you may want a stronger force or weaker depending on the challenge.

As you progress through the levels, Portal fans or even those who are able to think “What would I do in this situation” will blaze through these first 10 levels or so as the challenge isn’t all that daunting.  You’ll see the all familiar “cube” that will play an integral role in most levels and some panels and contraptions that will be new to you.  Some are recessed platforms that can be pulled and pushed.  Others are circle panels on the walls and floor that allow you to pull yourself toward at a faster rate, or jump really high by repelling yourself away from it.  There is also no fall damage… thankfully.

Every so often you’ll be brought to a room that isn’t like the others.  You’re faced with a challenge but there is no skill involved, only a choice.  Magnetic: Cage Closed mentions that no play through will ever be the same and they hold to that.  Your choice will set you down a different path each playthrough and will open new rooms dialogue, and endings.  There appear to be nine different conclusions.

magnetic_3

The story follows an expected pace and then gets crazy.  I want to say I expected this to happen but I was surprised when it did as you can’t assume anything in this game.  Many times it felt random enough to keep me guessing.  There are however some issues with the game that did detract from my experience such as the Warden’s voice-over.  His dialogue and ominous tone get old pretty quick.  It felt like the actor tried to hard to create a hard-ass sounding warden who occasionally tries to joke with you.  It falls flat many times and I found myself not caring when he would talk.  The female voice actor who appears during the “choice” sections of the game does a great job and feels right in line with the setting.

The other glaring issue that just kept taking me out of the game was the level transition.  You come through a door, finish the room and exit to the next.  Once the door opens, you have to crawl through a very small hole into the next room.  I understand the purpose of this process is to start loading the next level assets but it drove me insane with the time it takes to crawl into the next room.  I wish they would have come up with a still screen or something while the next room loaded instead of this process.  A simple gripe but overall it did detract from my experience.

My first two hours with game felt too familiar.  Many puzzles were too easy, it was just getting the timing right. Some of the choices I had to make didn’t feel weighted.  Much like go left or right instead of life and death.  As I played I honestly started to get a little bored until the game shifted to a new setting. To avoid spoilers, this will make more sense when you play it.  As I continued the puzzles began to get really creative and I started to really enjoy these harder rooms.  This section of the game honestly turned me around from almost writing a bad review.

magnetic_4

If you start to feel a bit bored, give it some time and at least complete the game once.  I believe you will come back to experience more of the story, puzzles, and satisfy your curiosity.

My first playthrough took a little over 3 hours but after finishing the game once, I’m convinced that there is more too this game than being a love letter to Portal.

Bottom line, if you like Portal, you will really enjoy this game.

tl:dr – Portal fans will find a very familiar and enjoyable experience in Magnetic: Case Closed.  Aside from some bad voice acting and level loading choices the experience of being trapped in a prison, forced to take part in strange experiments was really enjoyable especially towards the end of my first run.  The repel/attract functions of the gun work well and provide a brand new challenge in the arena of first person puzzle games.  With over 9 different endings and tons of new rooms to explore on each playthrough, no run will be the same.

Rating – 8/10

Trailer –

Let’s take a look at … – Monstrum

Monstrum is a survival-horror title from Team Junkfish. Released in Early Access in January, it’s now transitioning into a full release, with an accompanying price increase from £9.99 to £11.99. With procedural generation and insta-perma-death, it promises to offer a fresh take on the genre. Let’s take a look.

image_1

Monstrum is terrifying. Legitimately terrifying. You wake up in a small, dank room of a derelict container ship with nothing but the clothes on your back and a flashlight in the next room. The only guarantee past that is the monsters hunting you from the darkness. Their grunts, groans and footsteps mix with the constant creaking and knocking of the ship. The long corridors, the ends of which are cloaked darkness, promise nothing but instant, permanent death. The atmosphere is horrible from the get go. There’s no respite; no slow build up to the danger. From the moment you start, you’re in danger, and the game does a great job of making you feel that.

image_2

For starters, the location of the game is creepy. Wandering around an old, rusty cargo ship, creaking and knocking comes from all around you. That in itself is frightening. Add to that the sound of footsteps and growls coming from the darkness and holy hell. The first time you stop moving, only to have the sound of footsteps continue behind you … all aboard the nope train.

The goal of Monstrum is to escape the abandoned ship, and if you’re brave and lucky enough, find clues as to who you are and what the hell has happened. Easier said than done given that at all times you’re being hunted from the darkness and the environment is procedurally generated. Throughout the ship there’s a wide range of items to be found that will aid your escape. Some items are used to light the way, such as glow sticks, and others can be used to help distract the monsters, such as coffee cups. The items come with their own mechanics and uses, but with no tooltips, so it’s down to you to figure out how to use them.

image_3

One of the most interesting features of Monstrum is that it’s procedurally generated. Each time you restart, which will be often given the perma-insta-death, you’ll be in a new area of a new ship, with items spread randomly in new locations. There’s no learning the layout of the ship and its items, and no getting a one-up on the monsters hunting you from the dark. With each run, you’re back to the very beginning; in an unfamiliar location, with an unfamiliar enemy that could be anywhere.

This plays a big part in creating the atmosphere. You could play for 15 minutes, as I did on my first run, and not run into anything. Your second run, you could leave the first room and run into those glowing orange eyes. Right from the start, you are in danger, and the creepy environment and sounds let you know it. I’ve run into two different monsters in my various playthroughs, both of which made me fill my pants when they ran at me from the darkness.

image_4

The sounds of the game play a major part in creating the creepy atmosphere. With stereo sound, the best experience is surely to be gained through using headphones. Walking along the grim, dank, and dimly lit corridors of the ship, pipes clattering in the distance, and then the unmistakable grunt of the monster followed by his footsteps coming from behind you send chills up your spine every time.

The graphics are also solid and do a good job of adding the required level of realism to the environment you find yourself trapped in. I particularly like the orange glow of one of the monsters eyes. It shit me up in the trailer, and even more so when I came face-to-face with it for myself!

The graphics unfortunately lead me onto a problem I had with the title, performance issues. Before I get into this, here’s my rig:

  • i5-2500K @ 3.20GHz
  • 16 GB HyperX Fury
  • GeForce GTX 660
  • Steam library is on a 1TB SSHD

In short, I don’t have problems running games up towards their limits. Monstrum however took its toll on my system. I regularly saw the framerate drop to 40/45, and it even bombed out at 8 fps at times. I checked task manager to see what was going on, and Monstrum was using 3GB RAM. Shortly after this it crashed.

There were certain in-game things I noticed in particular that caused the framerate to drop. For example, if I equip the roll of chain, the framerate immediately fell until I unequipped it. The only thing I could think that could because this is all the lighting calculation required with the chain. No Steam reviews seem to share my experiences, but this was certainly not a one-time problem. I’ve run the games on a few different days, after system restarts, and it’s still has its way with my memory and subsequently the framerate.

image_5

Still, for fans of horror titles this one is a no-brainer. A brilliant atmosphere, incredibly punishing, and the procedural generation makes each trip back into the ship a fresh adventure. It’s an intense game of cat and mouse and a constant effort to survive while exploring an unfamiliar environment. While the high RAM usage and framerate drops aren’t ideal, they didn’t impede gameplay too much and the game can most certainly still be played and enjoyed.

Tl:dr – Monstrum is a terrifying, and equally punishing survival-horror game, with insta-perma death possibly around every corner. With no saving, and each run being procedurally generated, a fresh challenge is waiting whenever you feel brave enough. Prepare to be hunted.

Rating – 8/10

Purchase – Steam, £11.99/$17.99/€14.99

Let’s take a look at … – Valiant Hearts

Valiant Hearts: The Great War, developed by Ubisoft Montpellier, is a beautiful 2D adventure and puzzle game that tugs at the heart-strings.  Set in World War I Europe, it follows the adventures and war-time drama of five strangers who meet by chance:  Freddie, an American soldier, Emile, a French farmer, Karl, a German soldier, Ana, a field medic, and George, a British pilot.  Their sidekick canine Walt is a vital part of their success.

Much of the play time involves solving puzzles using items found in the scenery, such as sticks of dynamite or even a dirty sock, and often times choosing the necessary character to make the most of their skills.  The puzzles are not extremely difficult, but if help is needed, hints will be provided after a set amount of time in the form of carrier pigeons.  Other tasks include races and avoiding being hit by bombs and bullets.

The soundtrack is charming and perfect for the theme.  The art style is unique and interesting.  It is colorful and playful, yet captures the stress and sadness of the war.  The characters are amusing, both how they are drawn, and how they are animated- running, punching, jumping.  The landscape has a lot of depth despite being a side-scroller, with plenty of places to explore, and the game never gets dull.

One aspect of this game that stands out is that it provides real historical facts about World War 1 during game-play.  Players are prompted to open pages relating to true information about battles, life on the front and at home, and technology during the Great War all during game play.  These little snippets are even accompanied with photographs from the time period.

It’s hard to not feel emotion (often sad!) for the characters while playing this game, no matter how cute and amusing the graphics are.  This game has a well-deserved 96% approval rating on Steam.  It is also available for PS3, PS4, Xbox 360, and Xbox One.  It won Best Animated Game at the 42nd Annie Awards and Best Narrative and the Games for Change awards in the 2014 Game Awards.

If you’re looking to play a story-based game with great graphics, wonderful soundtrack, and even the chance to learn some real historical facts, this is the game for you.

Valiant Hearts is available to purchase on Steam for £11.99 or your regional equivalent.

Let’s take a look at … – The Trace

The Trace is a gritty, crime murder-mystery, puzzle solving game released earlier this week from the team over at Relentless Software. It’s available on the iOS store for £3.99 or your regional equivalent. We’ve played through the game and are ready to share our thought, so let’s take a look.

The Trace sees you playing as a detective working your way through an investigation that keeps getting deeper and deeper. You start in a garage with the body of a man who’s unfortunately had his head crushed by a hydraulic platform. Ouch. Apparently a suicide, something doesn’t seem quite right. The investigation begins.

trace_img_1

Working your way around the environment you have to find items of interest. Some of these will pose questions, and others will be clues to help answer those questions. It’s a neat system, and through working your way through the environment you will find more of these until you have enough clues to answer a question.

trace_img_2

Once you have found a clue you will have to search it for evidence. Sometimes you may be using your black light to look for fingerprints, and other times you may be looking for a unique serial number. It lets you get hands-on with items you’re searching for and inspect them yourself; further immersion into the investigation.

trace_img_3

Along the bottom of the Investigation screen you have all the clues that you have found so far. It kindly tells you how many there are in total! The web above is an abstract view of the case. The bigger nodes are a video cut scene that will play once you have answer all the questions in the smaller surrounding nodes. Find your questions, find your clues, and piece the puzzle together to learn what has happened.

trace_img_4

I found the movement in the game to be really nice to use. You look around your environment by moving your finger, you move to a location (a pre-defined location, you don’t have total-freedom over where you go) by tapping there, and you interact with the environment in a very natural way. What I mean by that is if you find a light switch, you swipe down on it to turn it on. If you find a drawer you slide it open the way you would do IRL. I found the whole system very fluid and had no trouble navigating the environment for the most part. There were just a few seldom occasions where I was tapping looking for clues and it would move me to a different part of the level, but overall I found the system to be well executed.

trace_img_5

Speaking of the environments, the game looks and sounds great. It’s a fully modelled 3D environment that ran perfectly on my iPad Air. On the main menu there’s a notification that states that the best experience can be gained by using headphones. I definitely agree with this. The game makes use of stereophonic sound, and which the headphones on it really is immersive! Just little things like you can hear a clock ticking over to your left. And on one of the levels you can hear ringing and have to find it. Well with headphones on you can follow the direction of the sound which felt great. Incredibly immersive and I sat through the entire game in a single sitting.

trace_img_6

This is actually one of the main complaints I’ve seen on iOS store reviews; that the game is too short. I’m not the best with puzzle games like this, I found myself stuck multiple times, so I recon I’m a good representation of the average user. It took me ~3 hours to complete. The game costs £3.99 (or your regional equivalent), and full disclosure, we received a review copy, but I don’t think the game is too overpriced.

I enjoyed the Trace greatly. In a mobile world full of micro-transactions and social-media bullshit, I really enjoyed playing just a solid game. The storyline is intriguing, there’s a good number of puzzles and activates the give gameplay some variety and the environments are nicely constructed. Sure, it’s not the longest game you’ll play, and the replayability value isn’t really there as once you’ve solved the puzzled you’ve solved them, but if you’re into this type of game then you’ll definitely enjoy your time with it.

The game is available in English, French, Italian, German and Spanish.

Rating – 8/10
Closing Summary – Trace a well-executed and interesting murder-mystery puzzle game. While not amazingly long, I think the quality of the game justifies the price tag. A must-have for puzzle fans.
Purchase – iOS Store, £3.99 (or your regional equivalent)

Let’s take a look at … – 21 Dice

21 Dice is a mobile game developed by BitStern for both Android and IOS devices. To its credit it’s cute and intelligent but provides the consumer with no more than a slightly above average experience.

Although miles better than most of the drivel available for your mobile device, 21 Dice falls into an unpopular category so you’d be forgiven for having never heard about it. If you liked the insanely popular 2048 you may enjoy this as well as both games are based around the generally thoughtless and repetitive addition of numbers.

The aim of the game is simple; you add dice together to reach the number 21. If you go over that number, that dice it out. You get 3 dice each go and the goal is to reach 21 as many times as possible. The premise is really simple and I feel it could have been made more addictive with greater effort. The repetitive nature means you get bored quickly and even the various other game modes don’t do much to liven the atmosphere.

The interface serves its purpose but could greatly benefit from a rework. Graphics are basic and don’t really help with overall lack of production value. It’s definitely a case of function over form.


21-screeny-2

I wasn’t a fan of the soundtrack, I think it sounds cheap and got highly irritating after listening to it for a long period of time. It’s also impossible to play your own music whilst using the app meaning your options are the soundtrack or silence.

Overall this game is solidly OK. It neither fails nor particularly exceeds anywhere. If you’re into this type of game I’m sure it will satisfy your cravings, at least until the next craze is released. I’d say it’s worth a go on the basis that it’s free, but this game as a whole isn’t anything to get too excited about.

As an Indie Gamer must I will rate the game 6/10; a slightly above average experience. For me it loses points for lack of originality and not really holding my interest. Here’re some links to get the game yourself.

Play now on IOS

Play now on Android

Let’s take a look at … – Cookie Dunk Dunk

Cookie dunk dunk is a generic puzzle game made for iOS by Seven Gun Games ltd.

Made as a clone for the likes of Candy crush and Bejeweled, Cookie dunk dunk is a solidly OK experience for anyone not too interested in playing original content. Aside from the huge deterrence this brings, players can expect a ludicrous micro-transaction-based revenue model, as well as persistent lag during your game time. The graphic effects and individual sounds bring a dash of colour to this otherwise grey slate, but i feel that’s not enough to compensate for the games overall flabbiness.

cookie-dunk-dunk-screenshot

The soundtrack is nothing particularly innovative though resisted attempts to make my ears bleed, and the repetitive game-play is dull at best. The lack of diversity in this iOS game means that every level feels the same and there’s no feeling of progression or achievement during your “puzzle” experience.

A lack of substance in the app means a review can only go on for so long, however; If the casual gamer or “whale” inside of you yearns  for more of this generic content, I would suggest going back to a game like Candy Crush, which at least makes this kind of drivel  even remotely enjoyable… even if it might leave your wallet mercilessly empty when it’s finished.

If the gamer inside of you screams for innovation and new adventures for your mobile device, some excellent apps such as “Monument”  and “Audiorun” are waiting on your mobile store of choice.

Overall I would score Cookie Dunk Dunk as a lenient 5/10. As even though it isn’t even verging on good, this game is nowhere near the kind of  awful that made up something like ride to hell retribution.

Let’s take a look at … – Kairo

Starting as a collaboration of world creations, Kairo is an impressive world explorer in which you the player navigate around the puzzling worlds as you uncover the true purpose of Kairo.

Created effectively by a one man team consisting of developer Richard Perrin, Kairo took over three years to fully complete with its Richard’s inspiration sourcing from a handful of abstract architects,“I looked at their work and wanted to create a world where you could explore the kind of places they had imagined”

kairo-1

You are dropped into a highly atmospheric 3-D world and you instinctively begin to explore your surroundings. With the mix of atmospheric details such as fog and architecture that just twists your mind, the game quickly immerses the player with the aid of the fitting audio soundtrack.

The art style for Kairo is different yet clever, as based on a mix of abstract architecture, the player will find themselves in impossible environments filled with eye catching features such as distant lights and twirling particle effects. The art is simple yet fitting for the title as the basic colours; of which the worlds are constructed of; help the player to focus on the actual architecture of the worlds and the elaborate designs and secrets that they represent. However this does not mean there is no detail, as you can see (image above), the general terrain had minute details which help add the the immersion and general presentation of the world.

The movement of the character is simple; and therefore perfect for the style of game; as the player explores the world and attempt to unravel the encrypted story with no distractions such as weapons or other characters.

The in-game audio is an important factor of the title as the calming yet motivating soundtrack urges the player to explore the mysterious structures. I personally feel that without the soundtrack I think that the game would accommodate a horror like aspect to it, as you will be exploring the seemingly abandoned world in near silence

The game’s development had its fair share of ups and downs as all good titles do, Richard says that “The best points were probably taking it to exhibits like PAX and watching people play it, seeing others connect with the experience and then talking to them about it was very rewarding”

However it wasn’t all plain sailing, after the first year of development Richard found himself lacking the motivation and enthusiasm that he needed to continue on the project due to its time consuming nature, however he continued to further the game until it reached the finished status that it is at now.

kairo-2

Whilst the game is at its mostly finished state, Richard is intending to update it with support for the newly funded Occulus Rift, as he thinks that “the game is perfect for the Occulus Rift”  And i cant help but agree, as i can only imagine the levels of immersion that would be capable with the Rift’s involvement.

Richard has also commented about a future development that is currently in progress called Journal, this is what he had to say, “It’s a very different game to Kairo, it’s still story based but at the opposite end of the spectrum.”

You can check out details and keep up to date with the development of Journal here –>

http://journal.lockeddoorpuzzle.com/

Kairo is currently priced at £4.99 on the Steam and Desura market.

Check it out here! -> http://store.steampowered.com/app/233230/ or http://www.desura.com/games/kairo

I think this is a okay price for the effort that has been put into the game, along with the great immersion levels and future Occulus Rift support. I think that it is a clever way of telling a story without the use of dialogue and think the pricing is fair for its enjoyable experience.

Overall I’m rating Kairo seven point five out of ten, as i find the game to be enjoyable and imersive, and I like the concept of telling a story through the use of the environment. However I can only see the game being played at the most two times as the main point of the game is to learn the story, So once you have familiarized yourself with the tale, there is no other objective to achieve.

Kairo – A game by Richard Perrin

@PerrinAshcroft

https://www.facebook.com/kairogame

Let’s take a look at … – Luminesca

Luminesca is a chilled-out underwater exploration game which follows the story of a little creature called Lum. Using the light from your esca, you can explore the dark watery depths, uncover ancient

machinery, and play with a whole ecosystem of strange creatures. Luminesca is a simple game which intends to create a rich, atmospheric experience.

Luminesca was developed primarily by Matt Glanville; and is currently developing chapter two of the Luminesca story after the success and welcome of Luminesca’s first chapter.

I had the chance to meet Matt at Rezzed this year and I was able to try out the alpha of the chapters and I found the game to be highly interesting and immersive. The art style is new and exciting. As your character reveals the map to the player by emitting a glow.

I also enjoyed the feeling of there being no direct story to initially follow, and the game lends itself to your imagination and persistence to explore the game world and uncover the hidden sections, which hold characters and events.

As I walked around Rezzed I noticed Luminesca was constantly busy with large amounts of gamer enthusiasm and I had to literally fight my way to a seat. When I asked Matt about this he commented saying he was very happy with the reception his title had received and was welcoming the constructive comments with open arms.

lum-1

Stay up to date with the developments of Luminesca by following Matt on Twitter @Luminesca , and keep up to date wih the development via the site www.luminesca.com.

Preview By Luke