11 Nov

DragonScales: Press Release

November 11, 2014IKIGames releases DragonScales: Chambers of The Dragon Whisperer, an original tile-matching game available for Windows, Mac and Linux. In DragonScales you’ll be using your mind power to play scales on a board, and form clever combinations of scales having the same color. The dark and ferocious chambers of DragonScales will demand a lot of luck and intelligence.

 

Key features of DragonScales: Chambers of The Dragon Whisperer

  • Easy to learn: You’ll receive introductory lessons by The Dark Mentor of dragons, to learn the basics of DragonScales’ intuitive gameplay. DragonScales is a fun twist to the Match 3 genre.
  • Multiple game modes: Each of the 8 dragons of the game introduces specific challenges: solve shaped boards, capture special cross scales, clear mythical symbols, and many more gaming goals.
  • HD Graphics: Enjoy awesome graphical art to recreate an immersive experience.
  • Challenging chambers: The degree of difficulty increases as you progress. Are you fast enough to play your scales before the moon bar depletes? Are you ready to devise crafty strategies for clearing mythical symbols? Test your strategies against all of the game’s trials.
  • Powerful items: Complete chambers to receive items and coins to buy Sacred Hammers, Dragon Meteors, Power Blasts, and many more items to help you during your play.
  • Perfect for brain-fitness: DragonScales provides a rich and relaxed gaming experience, perfect to train your mind and hone your problem-solving skills.

DragonScales: Chambers of The Dragon Whisperer is available in English, priced at USD 9.99 for Windows and Linux (on the game’s website), and Mac (via Mac App Store). Further information and review copies of “DragonScales: Chambers of The Dragon Whisperer” can be obtained by contacting IKIGames (@superikigames).

IKIGames is an indie game company focused on development of thought-provoking games for desktop and mobile devices.

Release Date: November 11, 2014
Platforms: Windows, Mac and Linux
Available: via IKIGames’s website (Windows and Linux), and Mac App Store (Mac).
DragonScales website: DragonScales: Chambers of The Dragon Whisperer.
Video: DragonScales: Chambers of The Dragon Whisperer’s Video

16 Dec

NagiQ 2 Treasure Hunt: Press Release

December 16, 2013IKIGames releases NagiQ 2: Treasure Hunt, an original word game available for PC, Mac, Android tablets and iOS (iPad). Gameplay is based on forming words and combining them on a board to win coins, defeat an evil pirate, win prizes, punch evil skulls, explode monsters, and trim mustache guys. The player will have to solve 75 boards and also collect all of the game’s treasures!

Key features of NagiQ 2 Treasure Hunt:

  • Rich and original gameplay! Each island has its unique challenge and enemies! The Iron Hand Pirate, evil skulls, monsters, mustache guys, and multi-letter tiles!
  • Form words to capture gift boxes. You could win coins or special Lorin letters which will help you to form words!
  • Rise your score to unlock letters! The more letters you unlock the more your chances to succeed!
  • Receive all of the game’s treasures by conquering islands and for your achievements.
  • Support for English and Spanish languages!

NagiQ 2: Treasure Hunt is available in English and Spanish languages. The game is priced at USD 7.99 for PC (on the game’s website), USD 4.99 for Mac (via Mac App Store), USD 0.99 for Android (on Amazon) and USD 0.99 for iPad (on the App Store). Further information and review copies of “NagiQ 2: Treasure Hunt” can be obtained by contacting IKIGames (@superikigames).

IKIGames is an indie game company focused on development of educational, thought-provoking and family-friendly games for desktop and mobile devices.

Release Date: December 13, 2013
Platforms: PC, Mac, Linux, Android (tablets), iOS (iPad)
Available: via IKIGames’s website (PC), Mac App Store (Mac), App Store (iPad), and Amazon (Android).
Press Kit: NagiQ 2’s Press Kit.
Video: NagiQ 2: Treasure Hunt Video

14 Nov

The Rainbow Machine Air Edition heads up the list of most popular Airspace games!

Big news! Our latest game, The Rainbow Machine Air Edition, is currently leading the catalogue of most popular games in Airspace, the store for LeapMotion games. Needless to say, we’re very happy to see the outcome of hard work, commitment and perseverance. We love the LeapMotion device and so should you 😉 Regardless of the times of code scavenging and bug hunting, overall development of The Rainbow Machine Air Edition has been a journey full of joy and learning. And coding doesn’t stop. In the upcoming days we’ll have important news about the game we’re currently working on: NagiQ 2. Meanwhile, thanks to everybody for your support!

The Rainbow Machine heading up the list of Airspace's most popular games

The Rainbow Machine heads up the list of Airspace’s most popular games

22 Jul

The Rainbow Machine for Leap Motion is now available on Airspace!

Great, great news! Today is the launch day for the widely anticipated touchless technology, Leap Motion. And our game, The Rainbow Machine, is one of the 75 launch titles. We are very, very happy to see our game in the launch portfolio 😀 It has been a long (and winding) road: sleepless hours of bug hunting and UI redesign. We have to thank the Leap Motion test team for their continued guidance and their patience. Please, take a look at The Rainbow Machine in Airspace. It’s available for both Windows and Mac. We hope you like it 😀

The Rainbow Machine Air Edition is finally out!

The Rainbow Machine Air Edition is finally out!

05 Jul

The Rainbow Machine Air Edition is now available in Airspace Beta program!

The Rainbow Machine in the Airspace Games category

Good news! A few months ago we developed The Rainbow Machine Air Edition, a version of our game The Rainbow Machine tailored to harness the incredible capabilities of Leap Motion devices. Our game is now available for free in the Airspace Beta program, so if you’re a Leap Motion user with access to the Beta program, please take a look at our game here. All your comments are welcome!

The Rainbow Machine Air Edition

Essentially, The Rainbow Machine Air Edition uses Leap Motion’s gesture detection and motion tracking device and API to offer a novel play experience. As our game is based on LibGDX (using LWJGL as backend for desktop) integrating the Leap Motion API was a pretty straightforward task, which allowed us to release the game for both Windows and Mac OS X. Regarding the gameplay: in The Rainbow Machine Air Edition you use your fingers (or “tools” like some chopsticks or pencils) to control and position a bar. In each of the game’s 140 levels, once the bar is set, a blue ball will automatically fall down and if you have properly placed the bar then the ball will bounce and reach the treasure chest of the level!

Do you want to know what’s the most important part about The Rainbow Machine Air Edition?… That we had a lot of fun creating our Leap Motion game! And we hope everyone who plays The Rainbow Machine Air Edition will also experience a fun time. By the way, it’s been a great pleasure to work with the Leap Motion team: support is prompt and complete, they gave useful feedback, conducted an exhaustive testing of the game, and provided a flawless guidance throughout the process. A pleasure to work with them, indeed.

Now we’re looking forward to the official opening of Airspace. Stay tuned! And thanks for reading! 😀

22 Mar

First public images of DragonScales: Chambers of The Dragon Whisperer

We’re working on a new game: DragonScales: Chambers of The Dragon Whisperer. Further information, including genre and platforms, will be progressively released. For the time being, we’d like to share the game’s logo and main screen designed by our artist.

DragonScales Logo (Black background)

DragonScales Logo (Black background)

DragonScales Logo (White background)

DragonScales Logo (White background)

DragonScales Loading Bar Style

DragonScales Loading Bar Style

DragonScales Main Screen

DragonScales Main Screen

We’re working hard on this new title, and we look forward to publishing additional information as soon as the game is ready for playtesting. Meanwhile, thanks for passing by! 🙂

11 Mar

The Rainbow Machine Press Release

March 11, 2013IKIGames releases The Rainbow Machine, a physics-based puzzle game available for PC, Mac, Linux, Android tablets and iOS (iPad). Game play is based on directing a sphere towards treasure chests to retrieve the pieces of the stolen Rainbow Machine. You will have to solve 140 tricky puzzles and also defeat the burglars: a wicked bunch of kleptomaniac rats!

Key features of The Rainbow Machine:

  • 6 islands amounting to 140 playable levels of increasing difficulty.
  • Colorful story scenes.
  • Retrieve 16 pieces and materials of The Rainbow Machine.
  • Find 6 hidden trophies.
  • Collect coins for buying items: Rebounder Improvements, Initial Impulse and Invincibility.
  • Helper items to reach treasure chests.
  • Achievement stars to rate your play.
  • Mischievous bosses are awaiting for you at the end of each island.
  • Unlock new islands by defeating bosses or rising your score.
  • Play a fun Jackpot stage at the end of some levels to win extra coins.
  • Tricky puzzles based on:
    • Bouncing marshmallows
    • Breaking blocks with bombs
    • Avoiding saws and monsters
    • Bouncing off moving platforms and oranges
    • Sliding ice blocks
    • And many more game actions.

The Rainbow Machine for Windows is available in English, French and Spanish. The other versions are available in the English language. The game is priced at USD 9.99 for PC (on the game’s website), USD 6.99 for Mac (via Mac App Store) and Linux (via Ubuntu Software Center), USD 0.99 for Android (on Amazon) and USD 3.99 for iPad (on the App Store). Free demo versions are available for try out before purchase (Windows, Mac, Linux, Android). Further information and review copies of The Rainbow Machine can be obtained by contacting IKIGames (@superikigames).

IKIGames is an indie game company focused on development of educational, thought-provoking and family-friendly games for desktop and mobile devices.

Release Date: March 11, 2013
Platforms: PC, Mac, Linux, Android (tablets), iOS (iPad)
Available: via IKIGames’s website (PC and Linux), Mac App Store (Mac), Ubuntu Software Center (Linux), App Store (iPad), and Amazon (Android).
Demos: Windows, Mac, Linux, Android.
Press Kit: The Rainbow Machine’s Press Kit.

09 Mar

In regard to the discussion on the JVM being a viable platform for mobile games

The author of LibGDX has just published an excellent and reflective post: THE JVM – A VIABLE PLATFORM FOR (MOBILE) GAMES?. A thought-provoking reading. Our humble answer to this question is yes. But things could be better, much better. For instance, as we all know, the approach to port your LibGDX game to iOS, albeit effective and a victory of cleverness, is notoriously contrived. It feels like we are working with fine porcelain which could break anytime, anywhere. Even for the desktop, Java game development and distribution can pose unexpected challenges. For instance, bundling your jar for distribution on Windows can face surprising hurdles:

  1. We cannot provide further details because of NDAs, but there are some DRM wrappers which don’t interact well with launch4j outputs.
  2. Bundling has to take special care to handle the “Missing msvcr71.dll” problem (Java 6. For Java7 your problem will be msvcr100.dll). Take a look at this.

On Mac OS X, things might get even harder. You’ll have to use the AppBundler, work through several configuration files, and even compile your own JRE.

Regarding mobile deployment, well, if you’re using LibGDX, Android is your most natural mobile target. iOS is possible too, but it’s not that natural mostly because Java is not a first-class citizen there. Blackberry devices, which allow for Java development, are not possible at the moment with LibGDX because BB has no JNI support. For Bada you’d use C++. For Firefox OS you’d use HTML 5. Tizen is based on HTML5 (may support Java too). Play Station Mobile requires C#. Windows Phone 8 allows C++, C# and Visual Basic, I think.

That said, we’re not big Java fans. Honestly, we’d rather work on C++, or Python, or C#, or even PROLOG, and we really don’t care that much for the other languages that target the JVM. We’d rather work on Vim with a bunch of makefiles. However, after completing our first game, NagiQ, a word game for desktop, we wanted to be able to deploy our next titles on mobile devices, specifically, Android devices. As Google insists on Java as your first language of choice, we followed the Java/LibGDX route. The great part here was LibGDX. Java is a good language, but what we really enjoyed was using LibGDX: its design is very, very good. What we want from a framework/SDK/library is good abstraction layers and cross-platform capabilities, and LibGDX excels at offering both. Furthermore, you can go lower level if needed, and you can browse and alter the source code if needed. That’s wonderful. We are much less interested on tools. Our dream: LibGDX in C++, coding with Vim, having a set of makefiles for automagically creating versions of our games for desktop and several mobile targets (Android, iOS, BB, PSM, etc). A dream. Just a dream.

Our feeling is that the JVM is getting behind. C# is becoming the preferred managed solution out there on mobile devices. For the time being, our plan is to stick to LibGDX. And as LibGDX is based on Java, we’ll keep using Java.

25 Feb

RenPy: Games, Rationale and The Power of a Well-Crafted Engine

More than 1 year after releasing NagiQ, I’d like to share a few bits of our experience with NagiQ, and of course, with the engine we used to build it: RenPy. First, we want to express our gratitude to RenPy’s author, PyTom, and to all of the RenPy contributors, including the kind people of the RenPy forums, who are always ready to provide useful feedback and answer our questions.

RenPy is a wonderful engine. What I like the most about RenPy is its robustness and cross-platform wonders. It feels like it might run anywhere and without ever crumbling. In fact, we released NagiQ for Windows, Mac and Linux, and deployment was incredibly easy: RenPy smoothly abstracted the differences among operating systems, and the game runs and behaves exactly the same way on all these 3 platforms. Besides, I think that several games built with RenPy have found their way into Steam and Google Play. I especially recommend RenPy for people creating its first game (NagiQ, developed in 2011, was our first title), because RenPy allows you to focus on what really matters for your game (gameplay, spaces, visuals and story.) As suggested, abstraction is a key concept for RenPy: abstraction is everywhere, it’s high-level and indeed powerful. For instance, right now I’m thinking of RenPy’s ATL, which is a very powerful way for showing displayables and applying several visual transformations (rotation, zoom, etc.) to them. And that’s sweet, really sweet. More so if you’re submitting games to publishers for the first time.

I don’t know of an engine better than RenPy for creating visual novels, and generally speaking, games in which pairs (image, text) are first-class citizens for scene design. NagiQ isn’t a visual novel, but a word game. As a word game, NagiQ is mostly based on simple images and strings. Handling images and strings with RenPy is a breeze. And not just strings. In RenPy you can show images and play music with a single line of code. A single line. You work fast, and you work safe. Further on, you might apply a tiny bit of ATL for achieving a richer presentation.

As RenPy is open-source, you can browse and study its code. You’ll end up learning quite a lot. Furthermore, knowing how things are done internally will allow you to find pathways for implementing any specific feature you might need. For example, several publishers require special handling of the quit message (Alt+F4 on Windows, CMD+Q on Mac OS X.) By knowing RenPy internals you’ll be able to handle this message as needed.

Overall, organizing your game’s scenes in RenPy is pretty straightforward. And you can even use neat transitions between scenes with a single line of code too. Normally, you’ll want a splash scene, a main menu scene, a level selection scene, and of course, the scenes implementing your main gameplay. Several of these scenes might require a lot of UI components whose creation is a piece of cake with RenPy. You’ll have the valuable help of Screens and Screen Language, which will simplify implementation and handling of your game’s screens.

RenPy is extensible. For the levels of NagiQ we required boards made of clickable cells. For doing that, we created a custom Board class in Python. And, again, RenPy proved golden: you can extend RenPy as you wish. We coded our Python class and integrated it to a RenPy scene pretty easily.

Summarizing, RenPy promotes creativity. It’s a very flexible and dynamic system, which doesn’t impose tight restrictions on the way you show and structure your content. The powerful ATL and the Screen Language are dreamy features, an outstanding support for unbounded creativity.

In retrospective, RenPy was indeed the best choice for building NagiQ: it was such a fun experience. And that’s what really matters. Long life to RenPy.