• Weekly Game Music: Squids Wild West (Squids Wild West)

    New week, new music. ย This week, we’re doing something a little different. ย Instead of a Youtube video, here’s the SoundCloud music player, coming directly from this week’s music composer, Romain Gauthier. ย I’ve posted his music twice already, but theSquids Wild Westย theme from, well, the iOS gameย Squids Wild Westย is something truly special. ย Give it a click, and check it out!

    Anyhoo, Squids Wild West is a direct sequel to the mobile game, Squids.  Previously, a group of treasure hunting squids accidentally broke the valve sealing the evil goop.  Realizing their mess, their quest to cleanse the underwater world leads them to the sharp-shooter Clint and sumo wrestler Sammo’s home town, ye Seawood.  There, the party attempts to find the master Winnick, and get down with the evil mastermind controlling the ugly goop.

    Squids Wild West is a turn-based RPG involving…flinging squids at evil shrimps, crabs, and other watery beings.  It plays a lot like Angry Birds, where squids are flung on a flat surface instead of a trajectory.  Damage is calculated based on the squid’s attack points and fling strength, meaning enemies closer to the squids are more likely to get the brunt of the force.  Along with slamming their own body into crazed wild-life, each class of squids have their own special abilities.  For example, sharp-shooters can shoot projectiles at a far-away enemy, while sumos can create shockwaves to hit enemies within close proximity.

    Squids Wild Westย ย was released on the iOS in 2012. ย It’s also available on Android.

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  • #OneGameAMonth March Update 03

    Just started working on a new feature: links to each button. ย Touch one circle to make the others appear.

    Next up, lots of level design, and a significant improvement to the visuals.

    MiroPrototype03[social_share/]

    Read more: #OneGameAMonth March Update 03
  • Weekly Game Music: Machine Passage (Kirby Air Ride)

    New week, new music.  Nintendo is generally known for its cute and adorable characters.  While the Kirby series are no exceptions to this, Machine Passage from Kirby Air Ride would make you think otherwise.  This creepy, jarring, and melancholic composition by Hirokazu Ando, Shogo Sakai, Tadashi Ikegami and Jun Ishikawa stands in stark contrast to an otherwise cheery, happy racing game.

    https://www.youtube.com/watch?v=D0-TRGMg9R8

    Kirby Air Ride is a cartoon racing game where Kirby, a pink puffball, and his gang races on Warp Stars across different themed courses.  Unique to this game are the controls.  Instead of holding a button to accelerate, vehicles in Air Ride automatically moves forward.  Instead, one holds the A-button to brake, while also charging the vehicle’s booster.  Gliding are also an important component to this game, allowing one to take many different aerial shortcuts.  Lastly, much like the Mario Kart series, Kirby can suck in enemies scattered each course to use their abilities to hinder rivals’ progress.

    Kirby Air Ride  was released on the Gamecube in 2003.

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  • #OneGameAMonth March Update 02

    Last week, I provided a mysterious screenshot on my work-in-progress game for March. This week, the screenshot is significantly less cryptic.

    MiroPrototype02

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  • Weekly Game Music: Zoned In (InMomentum)

    New week, new music.  Moving from timeless to experimental music, I present Zoned In by Gareth Coker.  It’s an immersive composition of elegant motion, one truly worth of its title.  A perfect combination to go with the parkour game, InMomentum.

    InMomentum is a first-person parkour game where momentum is everything.  You control a robot that jumps, double-jumps, and even wall-jumps across a minimalistic virtual world.  That last ability proves useful, as the many walls in the game serves as the life-saver to your impending doom.  In case it gets too difficult, InMomentum also gives you the ability to slow down time to make it easier to time your jumps.

    InMomentumย was released on the PC via Steam in 2011.

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  • #OneGameAMonth March Update 01

    I’ve mentioned earlier I’d give update in regards to my new game studio, Omiya Games. While it’s website is in construction, I’ll be using this site for development updates.

    First, I’m proud to join #OneGameAMonth. While it doesn’t look like I’ll meet the February deadline, I should be able to make it to the March one quite easily. Plus, I had 2 games out on January, so one of those takes care of February mark.

    So with nothing more to do, here’s a screenshot of something I’ve been developing. What does it all mean? You’ll know soon!

    MiroPrototype01

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    Read more: #OneGameAMonth March Update 01