Graceful Explosion Machine Out Now On Nintendo Switch

As previously announced, Graceful Explosion Machine is out now on Nintendo Switch. The Vertex Pop shooter was previously announced last year, and then later confirmed for a Switch launch window release later. You can pick it up on your Switch right now for $13.99 CAD.

We'll have a full review for the game sometime in the next week, but until then you can check out my general thoughts below (it's really good):

LevelUP TO 2017 Winners Announced!

LevelUP TO, the student game development competition has announced the winners for the 2017 showcase, which took place last night. Our friends over at Ubisoft Toronto tweeted them our last night and here they are!

Audience Choice Award:

  • 1st place: Unspokin
  • 2nd place: Joustaposition
  • 3rd place: Twin Switch

Best Technical Innovation:

Best Artistic Achievement:

  • 1st place: Disco Is Dead!
  • 2nd place: Unspokin
  • 3rd place: Valhalla Showdown

Best Overall Game:

  • 1st place:  Disco Is Dead!
  • 2nd place: Shots Fired
  • 3rd place: Detective VR

Congrats to Disco is Dead for taking home three of the four awards, including Game Of The Show, and Unspokin for grabbing the Audience Choice. Sherdian College walked away with most nominations from the games you see above. You can find out more about both of those games in our interviews we did last week:

5 Horeseman Games (Unspokin) Interview

Disco Is Dead Interview

Congrats to everyone who got to show off their games! We'll see you at LevelUP TO next year!

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One last LevelUP TO Preview: Interview with Livius Grosu

One last preview as Levelup TO is today, at the Design Exchange (234 Bay St.) from 5:00 pm to 10:00 pm.  I interviewed Livius Grosu, a Ryerson University student in Computer Science.  He has created a VR horror game that he will be showing today at LevelUP TO.

TGD: Tell me a bit about yourself. (Is this your first experience at LevelUP? Have you created games in the past?)

Livius Grosu: I'm currently attending Ryerson University for Computer Science and I plan on breaking into the game dev field.  I've had an interest in making games ever since I got my hands on it!  From gamer maker studio to the latest version of Unity, I've been making games ever since.  This LevelUp that I'm attending will be my first and I'm super excited about it!

TGD: What is your game for LevelUP TO this year?

L.G:  This year I'm submitting a VR horror game called MK.  My goal for this game is to create a dark/sinister world with unwelcoming 'inhabitants'.

MK LevelUP Toronto Game from Ryerson University Student

TGD: What did you get your inspirations for this game?

L.G:  The VR horror games theme stems from the games Amnesia, Penumbra, and Thief the Dark Project.  Ever since I played those games, I always wanted to mimic the horror and tension atmosphere that those games created.  Amnesia and Penumbra helped me understand different types of horror.  What those games really tried to emphasize was the horror of the unknown, which in my opinion, is the best kind of horror as it pulls through the core of what horror is.  Thief had tension between the player and the environment such as hiding in the shadows while a guard is nose hair away from you.  I wanted that kind of tension in my game to emphasize the fear and horror that a player might encounter.

TGD:  What are you most excited to show off about MK, and about LevelUP?

L.G:  We're excited to show off how the game can bring out the fear in a player.  Every asset from sound, models, lighting, and more, pushes this principle and it all ties nicely into a horrifying bundle.  I'm also excited to talk to members from Unity, AMD, and Ubisoft and get a slice of how the game dev field works!

Thanks again to Livius for taking the time to interview.  We'll see everyone tonight at LevelUP TO!

User Your Words Out Now On PlayStation 4, Xbox One, and Steam

Funny party game Use Your Words is officially out now on PlayStation 4, Xbox One, and Steam.  Use Your Words is developed by Toronto based Smiling Buddha Games, and has players playing a variety of minigames using their smart phones, or tablets. You can check out the official trailer below, the game is also expected to hit Wii U "soon".

Interview with 5 Horsemen Games - LevelUP TO Preview

I did an interview via Skype with 5 Horsemen Games, a group of Sheridan College students.  Their game Unspokin is a story about a young woman who cannot speak, and a blind bear, who work together to replenish their environment.

5 Horsemen Games includes:

Katherine Elliott: Art Director, QA Lead

Eirik Murbraech: Level Artist 

Danielle Rainey: Producer, Project Manager, 3D Artist 

Filipe Seabra: UIDdesigner, Programmer

PJ Tremblay: Audio Artist, Narrative lead

Here is our interview.  Enjoy!

5 Horsemen Games will be at LevelUP TO and Digifest 2017.  Check them out on Twitter @5horsemengames, and you can email them at 5horsemengames.info@gmail.com.

Disco is Dead! - LevelUP TO Preview

I recently spoke with a team of students from Sheridan College about Disco is Dead! which they will be showcasing at LevelUP this year.  It looks really unique, and they even built custom controllers to add to the experience.

TGD: How many of you are in this team?  Have any of you created a game in the past?

Team: We are a team of 4th year Bachelor of Game Design students at Sheridan College. Our development team includes Nuha Alkadi, Coulter Baker, Jeffrey Barkun, Kassandra Kadar, Jennifer Johnson and Melissa McQuarrie, with P.J.Tremblay as our composer. Throughout our years of study, we’ve developed and prototyped numerous games and participated in many game jams. For our capstone year, we took on the challenge of creating an arcade game that plays with custom built alternative controllers titled Disco is Dead!

TGD: Tell us more about Disco is Dead!

Team: Disco is Dead! is a buddy cop comedy horror co-op arcade game that plays with custom built slappable zombie heads and disco ball controllers. It follows the story of two funky disco-loving cops – Reggie and Kenny – who must save their city from a zombie apocalypse… by slapping! The main gameplay is a fixed runner where players must slap in the indicated directions, and there are interactive comic-book styled cutscenes where slapping can impact the narrative.

Disco is Dead!  - Controller Set Up.jpg

Team: Additionally, the game allows players to feel like true buddy cops themselves. With cooperative and competitive goals, the two players create off-screen conflict, immersing themselves into enacting the similar behavioural nature of bickering buddy cops. Many players’ favourite moment of the game is activating buddy mode, which requires both players to “grab the (disco) balls and touch (high-five) each other.” Originally, Disco is Dead! was a game jam prototype we created during the summer of 2016. It was designed to be played on arcade cabinets, and the only control was simply slapping the joystick. We decided to take this wacky idea further and create an even more immersive experience.

TGD: How long have you been working on it?

Team: We have been working on Disco is Dead! for about 8 months now, since September 2016.

TGD: Do you plan on working on this game post-level up as well?

Team: Disco is Dead! is designed to be a fun and wild experience to play in public places such as arcades and showcases. We are hoping to take our game to as many places as possible to offer players the unique and rare opportunity to slap zombies!

Thanks again to the group for taking time for this interview.  Really looking forward to playing this at LevelUP TO.  Check them out on Twitter at @DiscoIsDeadGame, and their site here.

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Let's Talk - Quick Thoughts On Graceful Explosion Machine

Local developer Vertex Pop were kind enough to give me a code for Graceful Explosion Machine. I've been playing it, and enjoying it quite a bit. Check out my thoughts below, and remember to subscribe!

Shift From Mega Power Games Out Now On Android

Thanks to Twitter (and Instagram), we found out about a new Toronto developer - enter: Mega Power Games. The studio of one is committed to "making simple, yet fun games that reflect the older days of video gaming with a modern twist."

The first game coming out of new studio is Shift, a free to play puzzle game where you tap coloured blocks to clear them out before time expires. The game also allows the player to change the gravity in order to set up combos. The game is on Android, so make sure to check out the screenshots, and trailer below and give it a download.

Make sure to also follow Mega Power Games on Twitter, Instagram, and FaceBook.

LevelUP TO Preview - Auroras - The Co-op Puzzle Game You Need

I was joined via Skype with a wonderful and talented group of students from University of Toronto.  They are working on Auroras, a puzzle game that they will be showcasing at LevelUP this year.  The music in the teaser video is really creepy, which really adds to the setting of the game.  Definitely excited to try this one.

The group consists of: Daniil Kouznetsov, Leoro Rogovein, Christine Murad, and Jasmin Lantos from U of T.  Also part of the group but not in the Skype interview are Linden Li (OCAD student) and Emily Han (U of T student)

Here's our interview with the group, followed by the teaser.  I did have some technical issues in the first minute but I promise after that, it's smooth.  Enjoy!

Dashy Square Out Now On iOS, Android, and Steam

Dashy Square, the endless rhythm-runner from Toronto developer Kas is officially out on iOS, Android, and Steam. The full version (2.0) now includes a level editor, which lets you create, and share levels.

Dash, jump and fly your way through epic levels with rhythm-based gameplay! Create, share and play custom levels with a wide variety of music soundtracks.

Simple one click gameplay, easy to pick up but hard to master!'

You can check out the trailer below, and download the game on iOS, Android, and Steam.

LevelUP TO Preview - Interview with Alessandro Profenna

I recently met with Alessandro Profenna, a Ryerson Unversity student pursuing a BSc in Computer Science.  He will be participating in LevelUP TO this year, and we talked a bit about his work and his game, COLHEX, that he will showcase.

TGD: Thank you for meeting with me here.  Tell me a little bit about yourself.

Alessandro Profenna:  I’m a third year student at Ryerson University pursuing a BSc in Computer Science.  I’ve enjoyed math and art since I was a young child, with an initial interest in studying Architecture. After a year in the program, I discovered LevelUP online, which is what made me want to switch to Computer Science.  I love art and design, and some of my favourite game series are Kingdom Hearts and Final Fantasy.  The gameplay in these titles is flashy and beautiful. For example, the visuals of shooting a spell make it more satisfying to play.

TGD:  Wow, so LevelUP inspired you to switch programs?

A.P:  Yes, it definitely helped with my decision. I knew that a degree in Computer Science would give me the skills necessary to pursue game programming and design. Architecture and game development actually have a lot in common.  They are very similar in the design process, keeping a strong emphasis not only on engineering and functionality, but also on aesthetics.

TGD: You have a few games that you’ve made.  You already have a game available on iOS, Infinity Wheel, and you participated in LevelUP TO last year with SHATTERFALL.

A.P:  Yes, I started making iOS games and learned SpriteKit. Through this I created Infinity Wheel, and released it in November 2015.  In the game, your press and hold the screen to move the wheel faster and guide the ball through the obstacles.

TGD: How was your experience at LevelUP last year?  Where did you get the idea for SHATTERFALL?

A.P: I came up with it in the shower (laughs).  It was inspired by one of the mini games in Kirby 64: The Crystal Shards.  SHATTERFALL is a multiplayer game where you shoot shockwaves through the floor and try to make your opponents fall.  I worked on it with a friend, Dennis Plotnik.  I learned Unity while making this game.  It was very well received at LevelUP.  The event is great because you get hundreds, if not thousands of people testing your game and giving great feedback.

TGD:  What are you most excited to show about COLHEX?

A.P:  There are real time aspects to this game. You’re not confined to the software of the game; your physical environment is part of it too.  When you’re playing, another player’s hand can get in the way and how your hand is placed will affect your outcome.  Also, I find that that seeing a quick pulse expand on screen from the tip of your finger is extremely satisfying.

TGD:  You’re in third year now at Ryerson University in Computer Science.  Where do you see yourself in the future?

A.P:  It’s a journey finding where you want to put your energy and focus.  Computer Science is a large industry, I thought about app development, about artificial intelligence.  I like making games and making them look good.  I would love to work in the gaming industry.  For now, I plan on focusing on learning more about graphics, Unity, and C++.

TGD: Thanks again for meeting.  Best of luck!

You can check out the trailer for COLHEX below.

LevelUP TO Preview - Neon Ascension

I recently spoke to a group of University of Toronto students who will be participating in LevelUP TO next week.  Jeffrey Deng and his team have created Neon Ascension, an endless climber multiplayer game, where players survive by rearranging blocks to help themselves, or affect their opponents.  Here's what the group (Team One) had to say about their game:

TGD: Tell me a little bit about yourselves.  How long have you been gamers?  How long have you been developing games?

Team One:  We are a team made of seven people. Matt Crans and Sam Rasmussen from OCAD are the artists of the team. Grace Zhu, Catherine Wang, Philip Bilodeau, Daniel Son, and Jeffrey Deng from UofT are the developers of the team.

For most of us we were gamers at a young age since we were a generation that had a lot of exposure to computers. Games allowed us to connect and make new friends who shared the same interests and even allowed us to connect with people who were across the world. All of us at some point found ourselves looking for a new games to play and this led to our creativity. Some of us have been making games since high school, and have attended multiple game jams up to this point. We’ve also have team members that have never made a game before, and this would be their first.

TGD:  It is wonderful how games allow people to connect from all over the world.  It's one of the beautiful things about video gaming.  Tell me about your game for LevelUP.

Team One:  Neon Ascension is a competitive endless climber where two players compete for survival on a wall of infinite height. The game is fast-paced, action-packed, and features retro-futuristic design in dazzling neon colors. Players stay alive by rearranging adjacent blocks on the wall, giving them plenty of opportunity to save themselves or sabotage their opponents.

TGD: Where did you get your inspiration for this game?

Team One:  We were really inspired by a 2011 game called Catherine where a single player manipulated blocks on a wall to climb it, and we decided to take that and make it into a competitive, multiplayer experience.

TGD: What are you most excited to show off about this game at LevelUP?

Team One:  We are most excited to show the crowd at LevelUP the results of our hard work throughout the past 4 months. We feel that from a visual and technical aspect we have created a standout game that we are proud to showcase at LevelUp, and that is exciting to play and watch.

A big thank you to Team One for taking time for this interview and providing videos of gameplay.  Don't forget, LevelUP TO will be taking place on April 5, 2017 at the Design Exchange on 234 Bay St.

Lovers In A Dangerous Spacetime Free For PlayStation Plus Users In April

In February, Lovers In A Dangerous Spacetime was free for Xbox One owners. In March, Severed was free for PlayStation Plus users on Vita. Now, three months in a row with something Toronto related, Lovers In A Dangerous Spacetime is free for PlayStation Plus users for the month of April.

Starting April 4th, all PlayStation Plus members can download the coop space shooter for free on PS4.

St. Catharines Developer 'Rocketship Park' Is Born

Friend of the site Jim Squires, and indie developer (and Toronto Blue Jay fan) Shane McCafferty announced this morning the creation of their new studio: Rocketship Parkl  According to the press release (which you can see below), Rocketship Park will focus on creating emotional experiences "that best reflect the team's unique design philosophy."

The studio's first title, Block Droppin', will be a puzzle game about "discovery, assembly, and organization" and be released on iPhone and iPad. For more, make sure to follow them on Twitter, FaceBook, and Instagram!

Press Release follows:

St. Catharines, Canada – 29 March 2017 – After several years of successful collaborations in different mediums, games industry veterans Shane McCafferty and Jim Squires today revealed the launch of Rocketship Park, a new games development studio based in the heart of Niagara. Shane and Jim bring with them a combined 20 years of experience in the industry. Shane has previously led development on a variety of hit games including Starseed: Origin, Crobble, and Word Forward, accruing more than six million downloads across a number of projects. Jim brings a wealth of experience from his work as a consultant, journalist, public relations specialist and entrepreneur.

 

Rocketship Park is just one of a growing number of game development studios in the Niagara Region, joining the ranks of Phantom Compass, PixelNAUTS, Creative Bytes and Falling Squirrel as a games company that calls St. Catharines home. “Being so close to Toronto, it’s all too easy to feel like we’re in the shadow of greater things,” says co-founder Jim Squires. “But that’s nonsense. While we’re proud to be a part of Toronto’s extended gaming family, the St. Catharines / Niagara area is booming with great talent and we’re honored to stand alongside them.”

 

Prior to the formation of Rocketship Park, Jim and Shane have collaborated on a number of projects including the Apple-featured 2016 word game AlphaPit and the weekly mobile gaming podcast The Elephant & The Irishman. The pair first met in 2015 at Cowork Niagara, a local coworking space that served as an accidental incubator for the company, taking Shane and Jim from freelancers to founders.

 

Rocketship Park will be focused on the creation of emotive experiences that best reflect the team’s unique design philosophy. “When you’re creating a game, you’re also creating an emotion within the player,” says Shane. “All too often, that emotion is either an afterthought or abandoned completely in the design process. At Rocketship Park our process starts with the feeling we want to create, and that feeling informs every decision we make.”

 

The studio will be revealing details about their first release, Block Droppin’, in the coming weeks, and has a number of other projects in development. Block Droppin’ will be a frenzied puzzle game about discovery, assembly, and organization for the iPhone and iPad. To learn more about Rocketship Park and to stay apprised of their activities, follow them on Twitter, Facebook, Instagram, and sign up for their newsletter at rocketshippark.com.

 

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About Rocketship Park:

Rocketship Park is a digital design studio focused on creating unique, emotive games that eschew derivative design. Founded in early 2017 by industry veterans Shane McCafferty and Jim Squires, Rocketship Park has several projects currently in development and are actively seeking the right partners to help bring these experiences to market.

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