In my near daily romp through the popular crowdfunding site IndieGogo, I had the pleasure of running across a game being produced by a trio of brothers in between college courses. These brothers, Ken, Kuni and Saijee Higuchi, make up the team known as From Soy Sauce. Together they are working on their latest game Spheroid a retro game inspired by Metroid, Bionicle and Beast Wars.
They have announced Spheroid on IndieGogo with the intent to raise $7,500 in order to buy better equipment and commission a number of assets to enhance the game, such as quality music and voice acting. Along with the announcement, their trailer has a lot of game footage that shows off the fighting, transformations and other gameplay elements of the game. Continue Reading
Today is the day to get in on the hot casino action if you were not part of the limited Kickstarter backed closed beta of Oklahoma’s own Casino RPG by GoldFire Studios. This public launch means an end to game data resets and a preservation of the hard work you put into building your own casino empire. In an email message sent out today they lay out the announcement.
We are excited to announce that CasinoRPG is now in open beta and there will be no more resets! Over a year of development and closed beta testing has gone into this release, and we are really proud of the results.
In case you forgot, CasinoRPG is a massively multiplayer online game that merges role-playing, tycoon and city-building with casino games like poker, blackjack and slots. Like all of our games, CasinoRPG can be played for free right from your browser. Continue Reading
Over the weekend, A Wasted Life, the zombie survival game created by Robert Dishong, failed to reach its funding goal of $5,000 on Kickstarter. The game looked interesting but failed to garner a large enough base of support in order to be fully funded.
In a recent update to Facebook, Robert has explained that A Wasted Life will have to be put on hiatus until further notice.
Bad news, AWL is on hiatus until I can gather a team to help me with this project. It’s too hard to do alone, takes too much of my personal time, and without help I would just end up frustrated and scrapping it altogether. But I’m not going to do that. I will return to AWL when I feel I can give it the care and work it deserves. Continue Reading
Game Jams happen all over the world on a regular basis. Some big, some small and others span the world by taking advantage of the world wide web. One such game jam is Ludum Dare. This competition/game jam requires potential developers to pick a theme for the competition and then challenges them to build a full game for the competition in 48 hours. Thousands participate and few complete.
Here at Oklahoma Game developers, we are lucky to know of one such finisher of the Ludum Dare 27 Game Jam, Josh Maggard of Lionsteel Games. He took advantage of this game jam to expand on his experience as a game developer and test his mettle as a game developer. His effort was well rewarded. The comments in response to his entry are extremely positive. Pretty much everyone who played it loved it. I loved playing it, although I kind of sucked at it.
We asked Josh some questions about his experience and what others can expect from participating in future game jams. Continue Reading
Last week we reported that StellarBrink creator Daniel Kole had cancelled his Kickstarter campaign in order to refocus it and its rewards. This was done in anticipation of a revamped campaign that better fit the new focus of the game as a primarily single player/multiplayer game. It was expected that he would create a new Kickstarter campaign. In an announcement on the StellarBrink’s website and to Kickstarter backers, Kole stated that he will instead be focusing on the current IndieGoGo campaign.
The last couple of weeks have been pretty crazy for me, as I’ve wrestled with some decisions about how best to fund Stellarbrink and give it the brightest future possible. It’s been a lot of ups and downs, but ultimately the Kickstarter campaign had to be cancelled to update rewards. During this time, while working to reorganize the project, I took another look at IndieGoGo.com.
The Indiegogo has 23 days remaining and is a flex funding campaign. This means anything pledged DOES go straight to the development of the game, and it positions me, and the game, for success. I hope that now that I have settled on a set course of action, and feel confident in that choice, that we can push the IGG campaign to success and bring Stellarbrink to reality. I have lowered the cost of several of the reward tiers, to encourage people to stay with the project and be part of the journey with me.
The IndieGoGo campaign has made some ground over the weekend, more than doubling the amount pledged in just a few days before this announcement. We hope that StellarBrink can be a success. So please pledge to get this game completed.
In an announcement sent to Kickstarter backers today, StellarBrink creator Daniel Kole has announced the cancellation of the current Kickstarter. In the update, he notes the changing of the game from an MMO to a single player/multiplayer experience. With that change, some of the reward tiers no longer applied.
Thank you for your support for Stellarbrink! I am writing today to let you know that I have cancelled the current Kickstarter, in order to revamp all of the reward tiers, making them even better and more enjoyable to you. In it’s earlier life, Stellarbrink was envisioned as an MMO, but I have since decided to alter that course, and go with a fuller and more feature-packed singleplayer/multiplayer experience. For this reason the in game credits being offered to you have become obsolete, and I wish to offer you gifts that will be relevant and worth your hard-earned cash.
While this is a setback in getting this game funded, it is not the end. He does have a new Kickstarter campaign in the works with completely revamped reward tiers to match the change in direction for the game. Continue Reading
Last Night, Goldfire Studios announced the launch date for the public beta of Casino RPG. In their biweekly fireside chat, James Simpson and Luke Simkins discussed the progress of their game and their preparations for the coming public beta. The date they announced is September 3, 2013.
One particular aspect of the public beta is the end of game resets, the clearing of game data and starting all players over. They have done that a couple of times during the closed beta and they may do at least one more before the public beta. However, once the public beta starts, they will be ending the practice. They recommend going crazy with your casino at that point.
You can view the full fireside chat over on LiveStream.
Goldfire Studio’s game Casino RPG has gotten itself a new and improved trailer. This trailer is based on the post Kickstarter closed beta of the game. It shows off the improved UI and world.
The game looks to be coming along quite nicely and Goldfire is working toward opening up the beta soon. We will let you know as soon as that happens.
There is also a side by side comparison of the new trailer vs the one used during the Kickstarter. This shows off nearly all the improvements to the game in the six months since the Kickstarter closed. You can read the rest of the announcements and watch the video at Goldfire’s blog.
Follow Goldfire on Twitter: @GoldFireStudios
While Oklahoma doesn’t have a lot of professional studios dotting the landscape, what it does have is a whole lot of young aspiring developers doing cool stuff. These developers are teaching themselves and working to build a name. One such developer is Robert Holman.
Back in December of 2012, a game development challenge was put forth called One Game A Month. Holman decided to take on that challenge and begin making games. His first, and sadly only game at this time, for the challenge was Green Orb Quest. The game was creating using his knowledge of BYOND and a desire to recreate some of the mechanics of Sean “Squidi” Howard’s 300 Mechanics.
Green Orb Quest is a simple game with a lot of fun to be had. The goal is to get through a maze of traps, pits and spikes in order to collect as many green orbs as you can and reach the end. The traps are designed very well and have a way of guiding you through the path you need to travel. I had a lot of fun working my way through the traps and figuring out the patterns. The controls were a little sensitive and I found myself stepping too far and dying.
In the end, I collected every orb, but died 62 times. It took me over 30 minutes to make my way through. Continue Reading
Coming out of Tulsa is Bonozo, a mobile app developer specializing in games. One of its latest games is Zombie Blaster!
. Zombie Blaster! puts you in the shoes of a survivor of an alien invasion that has resulted in the rising of the dead.
The game takes place in a city not unlike the city you may have grown up in. Zombies are everywhere and you must strive to survive the plague by blasting them away with any weapon you have at your disposal. Use Shotguns, machine guns, rocket launchers, crossbows and even alien blasters to clear the areas of the undead menace.
While I haven’t had a chance to play the game as of yet, it doesn’t seem to like my very much, It looks like it could be a lot of fun. It is free to download and anyone who wants to write up a review for me would be awesome.
Until then, you can find Zombie Blaster! on both Android and iPhone.
Follow Bonozo on Twitter: @BonozoApps