Frutorious, Games, iOS

Frutorious HD is OUT NOW!

We finally released Frutorious HD.  By accident.  Basically, we meant to release it this week but Mike pressed the GO button before he’d put the screenshots and videos up.

No matter though, it’s an early go for an amazing update for our good old Frutorious!

What’s even cooler is, if you had the original, you’ll get this update completely free!  We wanted to say thank you to everyone who supported us with the original release with this update and this was the easiest way to do that.

Here’s some screenshots to whet your appetite…

Download the HD version of Frutorious with all our tweaks, redesigns and improvements for your iPhone here!

You can find out more about Frutorious on our special page!

We’ll update the AppStore soon to have decent screenshots and video, but in the mean time get on the case and be one of the first to grab Frutorious HD!

arcade, DDMR, Games

DDMR at Now Play This: WIN SOME FRUIT!

The cult hyper dodging fruit-em-up Don’t Die, Mr. Robot! is going to be on display at the Now Play This exhibition this weekend in Somerset House, London.  We’re going to be showing Arcade Mode with a special prize: YOU CAN WIN SOME REAL FRUITS!

Now Play This (http://nowplaythis.net/) is a new event about games and play, taking place in the New Wing at Somerset House in London, 4-6 September 2015.

Over the weekend it’ll be home to dozens of games and playful activities of all descriptions.

On Saturday 5th from 10am to 2pm, our game Don’t Die, Mr. Robot! will be on one of the rotating screens for you to play.  And we’re gonna have some fun because everyone can play to win… WIN SOME FRUIT, THAT IS!

That’s right!  If you step up and play Don’t Die this Saturday and get a high score in Arcade Mode you could be taking home a delicious, fresh piece of fruit for yourself, your friends or your family! *ONE PIECE OF FRUIT PER PERSON SEE DISCLAIMER

ddmr_winfruit

That’s right!  We’ve set some points targets for you to try and beat. Do a good job and you could be taking home a lovely bit of fruit bought that morning from New Covent Garden fruit market!

SCORE OVER 10,000 to win a GRAPE

Grapes.  Giver of wine, raisins and that weird purple stuff called grape juice but totally can’t be legit.  The grape is a humble but delightful chap, always able to refresh and entertain.

SCORE OVER 100,000 to win an APPLE

Since the garden of eden, the Apple has been in hot demand due to its pleasing colour and how fun they are to steal.  Regarded by many as the most transportable of fruits, a special nod must be given to the Apple for its ability to cry tears of cider when it is sad.

SCORE OVER 200,000 to win an ORANGE

Oranges, like blueberries and purplefucks, are named after what colour they are. They were invented in 1867 by King Henry VIII to refresh schoolboys playing football.

SCORE OVER 300,000 to win a BANANA

I quite like bananas so there might not actually be any on the day. Have a grape instead!  They’re ‘GRRRRRR-APE!’

SCORE OVER 400,000 to win a PINEAPPLE

The international symbol of welcoming, with its spiky exterior and furious leaves, the pineapple is a strange but sweet fruit.  It is not advised to look at one too long if you’ve eaten too many mushrooms. There’s a whole other world in there.

SCORE OVER 500,000 to win a WATERMELON

There’s no way anyone’s going to score over 500,000, mate.  Only three people in the world have ever done that.  But watermelons look so cool we’re sure just being in the presence of one will be enough to spur someone to reach this lofty score.

HOW WHEN WHERE WHY?

No doubt after all that fruit chat you’re bursting to come down and play our game and visit all the other exhibitors at Now Play This.

Well, you’ll need tickets first, but it’s cool they’re pretty cheap. Have a look on the Somerset House website here!

And if you’re looking for a little hint of what to expect from our game, here’s our arcade flier and the trailer…

ddmr_flyer_png

See you there, chums!

DISCLAIMER: We might run out of fruit / forget to buy the fruit / not be allowed to give away fruit.  BYE!

Announcements, Competition, DDMR, Games

Don’t Die, Mr. Robot! goes on sale on the PlayStation Store

Hello, blog followers!  Today DDMR went on sale in the PlayStation store digital downloads reduction thingy.  It’s half price from today (15th April) to 28th April.  Only in the EU though so soz to Americhums etcs.

To mark the occasion, we put up a nice new game-play video which has some review quotes and a nice performance by Charlie in Chill-Out Mode.

And if you’ve just bought the game and have stumbled onto our blog, hello!  Alright?

Frutorious, Games, mr fruits, Super Frutorious HD

Mr Fruits HD – The Official Announcement and Pics

So work has begun at ISG towers on ‘Mr Fruits’ – the reboot of our 2012 iOS game Frutorious.

Here’s some of the first screenshots of Mr. Fruits running on an iPhone 5…

Mr Fruits will be different from Frutorious in a number of ways:

1. It won’t have a name that’s tricky to spell or remember.

2. It’ll be completely HD!

3. We’re taking out all the confusing IAP and power-up stuff.

4. Frutorious Pro will now be called Mr. Droid (or possibly Space Fruit 2000 – as yet undecided.) and will feature the characters from Avoid Droid.

It’ll have all your favourite levels, only each one tweaked and polished to perfection. We’re also re-balancing the difficulty to make sure that the first 20 or so levels ease you in to the fun more slowly.

There’ll be a couple of minor changes to make the after touch controls a little more responsive, but it’ll be awesome! Tell your pals! Mr Fruits LIVES!

p.s. Graham is BACK on the LEVELS!

Avoid Droid, Games

Avoid Droid audio tests

The audio is in! Yep, that was our final bit of the iOS conversion. We’re now on putting in little smidgey thingies like the shop and the leaderboards and the menus. In other words, we’re now on the final hurdle!

But no feature can be signed off as finished at ISG without rigorous testing. So here’s Jacob just making sure that a) the audio is working and b) you can still die

Avoid Droid, Exhibitions, Frutorious, Games, iOS

ISG at Modern Playing 2 in Cardiff Tonight

Part of GameCity, Modern Playing is a new video-game culture night out.

There’s nights in Birmingham, Sleaford, Edinburgh and London but tonight it’s down in Cardiff.  In the Chapter Arts place no less where Barry Island spent a few absinthe sozzled evenings in his youth.

We’re coming down to be a tiny part of it too, and we’re asking for people’s help! (Because that’s what gonzo developers are often inclined to do!)

When we were up in Dundee a few months ago, we found that on the whole, the difficulty of our Avoid Droid prototype was a little high for some people.  Dying is inevitable, but from observing a large sample of people it looked like we needed to notch things down a little.  Not *too* much, but definitely down to what we’d become accustomed to after months of closed off development.

tricky
GAME OVER! And so close to those fruits, too!

So tonight, we’re coming with a super duper master plan…

LIVE TWEAKIES FIDDLING

So this time, Charlie has made a special build with a tweak-slider that lets us make things harder or easier dynamically in the field!  INSTA-ADJUSTO-FEEDBACK-O-TRON 3000

TWEAKIES
It’s a TWEAK-SLIDER!

So we can observe someone playing, get their feedback on the difficulty, make a little adjustment here and there… and get instant feedback on the tweaks.  Should be really good – we’re really excited to try this system out in the wild like this.  There really isn’t anything better than being able to watch people play your game and work out where changes need to be made to make people happiest.

So if you’re down at Modern Playing tonight at the Chapter, do come and say hi and give us a hand with getting the trickiness nailed!  We’d really really appreciate it and any feedback at all.

Times and tickets etc here

Avoid Droid, dare to be digital, exhibition, Frutorious, Games, VIta

DARE INDIE FEST REPORT

Dare was good!  We spent the first day exhibiting, the second day mostly milling around the excellent show, looking at everyone else’s games.  It was impossible not to!

It was fantastic to watch people play both our games.  We must have had over 100 people play our games over the course of the weekend so as you can imagine we’ve learned lots. That’s about the best quality assurance you can get really, watching complete strangers play your game.

We got there early and set up, a few quick tests and we were ready to rock (also, ready to turn the music up really loudly!)

2

Open for BUSINESS! Here’s our stand.  We were given lots of compliments about our display of fruits.  That was nice.  Everyone likes fruits!

7

People liked the posters we had made, too.  Our logo looked great too, so big shout out to the Weston-super-Mare Staples crew.  NIce work!

1

As a crowds started to form, our secret weapon ‘Ritchie’ made an excellent ring master.  Every company needs a Ritchie.  He’s our man who gets stuff done at ISG, be it PR, QA, security or general hook ups.  If we need something sorted, we go to Ritchie.

Roll up roll up!  Our ‘get a high score and get in the game’ competition caused a lot of interest too.  We made a ropey high score table with bits of card.  People loved it and had great fun trying to beat each other’s scores.  For a moment it was like being back on the pier at Weston super Mare in 1989 🙂

We also found that Avoid Droid is a great game to watch.  People really crowded round the big scree watching the game in progress.  Lots of ‘Oooh!’ and ‘OOooof!’ when people pulled off some dicey dodging.  This bodes very well for the YouTube replay sharing facility we’re planning on implementing!

6

People were really fond of Avoid Droid.  We found the ladies were generally playing the game very differently from the blokes; much steadier hand and much more graceful movements.  It was fascinating to see the scope of different ways people automatically play the game, and this has given us lots of ideas for enhancing the unexpected ‘waltzy’ feel of some areas.

We found that people literally can’t just have one game of Avoid Droid and put it down.  They NEED that second play.  Then the third to better their second.  This is exactly the sort of gameplay experience we’ve been trying to achieve, and it looks like we’re pretty close to nailing it (it looks like we could ease players into the action a teensy bit more slowly)

The surprise of the event was how much everyone ADORED Chill Out Mode!

And here we are in the programme for the event!  A good time had by all.  Thanks Dare, and thanks Dundee.

4

Here’s a quick video of the weekend.  Sorry about the low-def quality, but you’ll get a feel of what it was like to be there.

As for the other games there, we’re not just saying this but we thought every single one was amazing in it’s own way.

Particular shout outs to Firebrand Games’s ‘Solar Flux HD’ which we thought looked really cool and had amazing audio, and also one of the student Protoplay games where there were three agents escaping a bad guy’s lair – with a fourth player setting off traps using a tablet computer linked to the game.

That agents escaping game was fantastic, totally inventive and our pick of the best game there (apart from ours, of course).  If only we could remember the name of that game!  If someone knows, please drop us a line!  Fingers crossed for a release one day for Wii-U for that.

So yeah!  FRUITS! Wooooooooo!

Avoid Droid, Exhibitions, Frutorious, Games, News

ISG at DARE: The Details!

Alright, dudes!

This weekend we’re lucky enough to be exhibiting at the Caird Hall in Dundee for Dare to be Digital’s Protoplay Indiefest!

picc

We’ve got our posters ready… but we’re not coming just armed with posters. Oh no. This is ISG we’re talkin’ bout, son.

WE’RE BRINGING GAMES!

HOORAY!  BUT WOT GAMEZ? LET’S SEE!

AVOID DROID

BIG!

We’ll be exhibiting Avoid Droid!  Oh yeah! You get to play it on a big old screen way before anyone else will (we’re not releasing until 2014!)  Here’s some of the modes you’ll be able to try…

DROID ARENA MODE:

The hard, fast, brutal arcade mode.

We’ll be running a high-score competition for this too, the winner gets to be in the credits as ‘AVOID DROID TEST SUBJECT A’.  If you want to enter, we’ll write your best score down and put it up on the board behind us on a post it note.  Keep checking back throughout the day to see if anyone’s toppled you!

CHILL OUT MODE:

Relax as Avoid Droid takes it down a notch, and takes you down the Blue Danube while endless waves of slowly drifting droids push you inexorably towards your impending death.  In a relaxing way, of course!

MISSION MODE:

There’s 50 missions to try in Mission Mode, each one stranger than the next.  Fruit will run away from you, or fall from the sky like rain.  You’ll grow twice the normal size, and shrink down to the size of a coin. And that’s just the start of the madness. Never a dull moment in mission mode, why not come try them all!

TIME ATTACK MODE

Die as many times as you like in 3 minutes of uninterrupted gameplay!  Every time you die you’ll lose some points and the game will slow down a bit, decreasing your scoring potential.  Watch a video of time attack mode here:

 

FRUTORIOUS

Good ol’ Frutorious will be there, hoping to reach a new audience!  You’ll be able to play and download for free our TIGA award finalist game made out of plasticine, felt and pipe cleaners.

splash

ADVENTURUS ARITHMETICA

You’ll be able to play our early prototype of our arithmetic adventure RPG too!  It’s only a very early prototype and looks very rough so we’ll not have it on display as such, but if you’re interested in seeing and playing our own take on an educational interactive experience, just give us the nod.  Know what I mean?

IMG_3566

AND THAT’S NOT ALL!

There’ll be FRUIT.

frutz

There’ll be FANS. 

fanz

There’ll be SWEET SMELLS from nice smelling things.

smellz

But most importantly, we’ll be there!  Charlie can’t make it, but he’s the Kaiser Soze of ISG.  Not many people have seen him and those that do rarely live long to tell the tale.  Mike, the Kobayashi to Charlie’s Soze will be there though along with the ISG entourage.

So if you see us, pop by and say ‘Hi!’ – ask us about the fruit thing!  Ask us what we’ve got coming up next and what direction we’re taking ISG in the future! Talk to us about what it’s like to make video games the way we do…

We’ll see you in the Caird Hall on Saturday 10th and Sunday the 11th.

Visit  http://www.dareprotoplay.com for more information.

p.s – There’ll also be RITCHIE! Who’s Ritchie?  You’ll see…

Dev Diary, Games, Interview, iOS

Charlie chats inspiration and philosophy behind Adventurus Arithmetica

Hey gang!  How’s it hanging.
So, this is blog entry number two in our development diary for Adventurus Arithmetica.  Today, Barry Island throws some questions to the man with the plan, Charlie.  We’ll be talking about where the idea for Adventurus Arithmetica came from, our hopes for the project and some of the philosophies behind the idea.  He’ll also let us in on some frank and insightful commentary from the development so far.  Now without further ado, let’s get chatting!
charlie
Dude, it’s pretty out there… Where did the idea for a mental arithmetic adventure RPG come from?

Back on the ZX Spectrum, in my very early days of coding in BASIC, I made a little game where a fella was being made to walk the plank with a pirate asking multiplication questions. If you got it wrong, you got prodded one step closer to the inevitable game over splash. The idea behind that early game has bounced around inside my head ever since, picking up a whole load of various inspirations from my love of RPGs and other genres throughout the years. If I could figure out how to work an RTS, FPS or driving angle in there too, I totally would!

IMG_3563

 What ages will the game be suitable for?  Is it just for kids or do you see all ages playing it?

While we want to aim at a younger audience as they will stand to gain most from the maths based elements while at school, we are following our standard modus operandi at Infinite State Games and making games we ourselves also want to play. So the mechanics will be rich enough to satisfy the older gamer, while we will refrain from severed body parts and other non-child friendly themes that tend to accompany bladed melee based combat in order to keep our age rating down.

No doubt! We can’t be getting all Dark Souls.  Well, maybe a little. What do you hope people will get out of playing the game?
Apart from being a unique exploring and looting RPG with it’s own discernible art and animation style and unique combat system, this is one game where you actually level up in real life and become noticeably better at mental arithmetic. Even in the short time I’ve been play testing for I’ve notice a marked improvement in myself.

Any mental skill is just like a physical one – the more you practise it, the better you get. Maths is no different. And you’d be amazed at how much you use mental arithmetic in every day life, even if you don’t realise it… From working out if that shop keeper just short changed you, to working out how many times you can hit snooze before you absolutely have to get out of bed!

IMG_3566

As a professional coder, your head for Maths must be pretty good. Do you need to be good at sums to program?

A little secret: I’m pretty rubbish at maths! Certainly relative to some of the guys I’ve worked with over the years. But to be honest, you don’t need great maths skills to be a great programmer, unless you want to get into hardcore graphics programming or make it big in the finance trading platforms world. Programming is more about logical thinking and getting a good overall picture of what you are trying to achieve in your head.

How did you practice Maths when you were a kid, did you have anything like this?

I wish! No, we had nothing like this when I was a kid, except my simple Speccy based prototype. My maths classes just followed the tried and tested methods of working through dusty old text books. However, in my later years of school, I was required to get a fancy calculator that let you write simple programs. So I then spent most of my maths lessons sitting at that back writing really basic games.

IMG_3564

What’s the current state of the game, and how far away from completion is the game?

The game is pretty playable already, although it only has one environment prototyped so far. The combat model is largely in place, and so are the exploration mechanics. I’m a big fan of random map generation, because it adds to replayability. Especially in a game like this where exploring and looting are core components. But random map generation is a tricky thing to get right, so that is where most of the time has gone so far, and I’m pretty happy with where the geography generation is right now. There is still some work to do around environment specific generation, but the hardest part is done. Next up is loot though, then all the core components are in place so we can start building little ideas on the game’s main foundations while we tweak and add assets.

And of course, we’re just using place holder art currently.  We’re planning on having a very illustrated hand-drawn look to the finished product.  We’ll talk more about that in another dev diary post.

Is there any part of making the game you’re particularly looking forward to doing or dreading starting on? 

The random map generation was the part I was most dreading, mainly because I had a vague notion about how it would work, but hadn’t quite ironed out the actual nuts and bolts of it in my head. However I like to tackle the hardest problems first with any project, so I spent a few solid days getting the map generation outlined and am pleased with how it’s working now. There will probably be a few tweaks over the course of the project, but the hard part is done.

And with the hard part done, it means we can just focus on adding fun things which is what I most love about making games – the tweaking and the little touches that you always ad lib outside any official design document. They, to me, are what makes developing games so great.

Damn straight, man.  Cheers, Charlie that was awesome.

Announcements, Games, iOS, News

We’re making a new game! (Adventurus Arithmetica)

Hello, chums!

So, for the last couple of months, Charlie has been coding and designing the prototype for our next game and it’s now at a state where we can show it to you guys.

Starting a new game is a fantastic time where the team can share the birthing process of an idea, and as it grows each of us can find ways we can use our unique skills to make it the best game possible.

So what sort of game is it! Well, it’s what we’d call a mental arithmetic adventure RPG.

BD79fJcCYAA1hYu

Travelling through distant lands you will meet monstrous creatures which you’ll battle using your powers of fast mental arithmetic as they pose you increasingly demanding maths problems.

What we’ve got right now is a vertical slice which show-cases the combat, navigation, animation and random map generation.  Let’s have a look at a video of the most recent prototype:

There’s a loooooooooooooong way to go now until we’ve got a completed concept, let alone the finished game. We still need to prototype quests, treasure chests, boss fights… along with any other features we choose to add to make the game play experience better.

The place-holder art you can see in the video will be replaced by the hand-drawn work of an illustrator (who we will tell you more about soon).

The music is in the process of being researched. Barry is up ’till the wee small hours every night researching medieval music to bring you a hint of authenticity in his own inimitable style.

Anyway, we hope you enjoyed the video and continue to follow the development of our game as it takes shape!