<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>The Indie Mine &#187; Portal</title>
	<atom:link href="http://theindiemine.com/tag/portal/feed/" rel="self" type="application/rss+xml" />
	<link>http://theindiemine.com</link>
	<description>Unearthing the hidden gems of culture and entertainment</description>
	<lastBuildDate>Mon, 22 Dec 2014 10:00:45 +0000</lastBuildDate>
	<language>en-US</language>
		<sy:updatePeriod>hourly</sy:updatePeriod>
		<sy:updateFrequency>1</sy:updateFrequency>
	<generator>https://wordpress.org/?v=3.9.40</generator>
	<item>
		<title>Entropy Review</title>
		<link>http://theindiemine.com/entropy-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=entropy-review</link>
		<comments>http://theindiemine.com/entropy-review/#comments</comments>
		<pubDate>Sat, 08 Dec 2012 15:57:23 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[Autotivity]]></category>
		<category><![CDATA[Autotivity Entertainment]]></category>
		<category><![CDATA[chemistry]]></category>
		<category><![CDATA[Entropy]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Indie Games Uprising]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[Portal]]></category>
		<category><![CDATA[puzzle]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[XBLIG]]></category>
		<category><![CDATA[xbox live indie games]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=6096</guid>
		<description><![CDATA[An atmospheric puzzler for fans of Portal-esque games.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/entropy-review/entropycover/" rel="attachment wp-att-6211"><img class="alignleft size-full wp-image-6211" title="Entropy by Autotivity Entertainment" alt="Entropy by Autotivity Entertainment" src="http://theindiemine.com/wp-content/uploads/2012/11/EntropyCover.jpg" width="110" height="150" /></a><a title="Interview with Autotivity Entertainment" href="http://theindiemine.com/indie-games-uprising-iii-interview-autotivity-entertainment/" target="_blank">Autotivity Entertainment</a> is one of the more recent developers to try to leave a mark in the post-<em>Portal</em> game world. Their first release, <em><a title="Entropy official website" href="http://www.entropy-thegame.com/" target="_blank" class="broken_link">Entropy</a>,</em> joins <em>Gateways</em> as two autumn XBLIG titles that borrow from that paragon of puzzlers. The inspiration can be seen throughout <em>Entropy</em>, and while it doesn&#8217;t quite stand toe-to-toe with Valve&#8217;s title, the atmosphere and visual quality match or surpass some of the best you&#8217;ll see in the Xbox Live Indie Games arena.</p>
<p>In the world of <em>Entropy</em>, there&#8217;s not much in the way of hand-holding when it comes to figuring out what is supposed to be done and how it&#8217;s supposed to be accomplished. Because the story begins with the limited explanation that something &#8216;strange&#8217; happened, it&#8217;s no surprise that the character&#8217;s identity, purpose, and abilities are also kept a mystery. The first-person view helps further that mystery by obscuring the view of what sort of entity the player is. I don&#8217;t always enjoy games that leave the player to figure out what the hell&#8217;s going on, but the dark and mysterious atmosphere made it seem like a good fit in this instance. A shining amoeba-like creature casually draws the player in the direction they must go, but the path is typically blocked. By unlocking the opening to the next area, the game fairly literally leads the player further down the rabbit hole as he/she drops down a shaft to continue. It&#8217;s enough to make one feel claustrophobic and there&#8217;s no way to tell whether the player is ultimately making their way into or out of the unknown structure.</p>
<div id="attachment_6214" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/entropy-review/entropy1/" rel="attachment wp-att-6214"><img class="size-full wp-image-6214" title="Entropy by Autotivity Entertainment" alt="Entropy by Autotivity Entertainment" src="http://theindiemine.com/wp-content/uploads/2012/11/entropy1.jpg" width="600" height="338" /></a><p class="wp-caption-text">The puzzles get tougher as you head further down the rabbit hole</p></div>
<p>In order to gain access to the next area, the solution generally involves powering up energy conduits that line the walls. How this is accomplished is through orbs found throughout the levels. These orbs might be made of water, fire, and other basic elements. The non-lethal variety can be moved by making contact with them. The deadly ones can be moved through use of a gravity bubble gun that pulls all orbs within its reach to the center of the field. Sometimes the conduits are powered up by piling orbs onto a massive scale that measures weight, pH levels, or temperature. In some instances, the player simply has to figure out a way to draw electricity from an active conduit towards one that&#8217;s inactive. The most help players will typically get is an occasional image projected onto the walls that gives a subtle hint about which direction to go or if there&#8217;s a nearby danger. It&#8217;s refreshing to see a game not give away the most basic of  solutions. It&#8217;s through experimentation that lessons are learned about the effects when the elemental orbs come into contact with one another. For example, douse a fire orb with enough water orbs and it turns to stone. Where <em>Portal </em>is generally considered a physics sandbox, <em>Entropy</em> combines physics with a dose of chemistry.</p>
<div id="attachment_6213" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/entropy-review/screen2-2/" rel="attachment wp-att-6213"><img class="size-full wp-image-6213" title="Entropy by Autotivity Entertainment" alt="Entropy by Autotivity Entertainment" src="http://theindiemine.com/wp-content/uploads/2012/11/screen2.jpg" width="600" height="337" /></a><p class="wp-caption-text">Strong enough for a man&#8230;</p></div>
<p>While discovery of both purpose and means is arguably the strongest facet of <em>Entropy</em>, the graphical prowess is also worth a mention. While I&#8217;m not a fan of throwing down the &#8220;for an XBLIG&#8221; caveat, <em>Entropy</em> really does look great for an XBLIG title. While the engine can chug a bit now and then, the dark environments contrast well with the vibrant, elemental orbs with all of it looking sharp. It&#8217;s a true rarity to see an Xbox indie studio successfully pull off a great-looking 3D environment, so kudos to Autotivity.</p>
<p>While <em>Entropy</em> does a decent job of introducing new gameplay twists every once in awhile, it&#8217;s not the kind of game that&#8217;s going to be fun for long play sessions. Many of the puzzles require precision in how you direct the orbs around hazards as well as some timing in instances where you&#8217;re suspending them over pits or open space. That level of exactness can wear on the player over time. As with a number of the puzzle games we&#8217;ve reviewed, <em>Entropy</em> is best enjoyed in small doses. Thankfully it&#8217;s also the kind of game that&#8217;s easy to come back to without having to get reacclimated. In fact, I took almost a month off from playing the game and had zero issues jumping right back in.</p>
<p><em>Entropy</em> is another worthy entry in the lineup of XBLIG puzzle titles. While comparisons to <em>Portal</em> are inescapable, fans of that series are likely to enjoy the physics and chemistry-based fun that&#8217;s to be had. Although the game lacks the humor and character of its mainstream brother, the shrouded atmosphere is certainly worthy of a look. The puzzles themselves run the gamut from easy to pretty difficult, and only once or twice did I find myself getting really frustrated. The ever present ability to rewind time is a tool that will get a lot of use and certainly helps keep that irritation level down. Players can even skip levels if they want to. It&#8217;s inclusions like these that give the game a bit of polish, elevating it above many of its peers on the XBLIG service. <em>Entropy</em> is currently available in the <a title="Entropy in the Xbox Marketplace" href="http://marketplace.xbox.com/en-US/Product/Entropy/66acd000-77fe-1000-9115-d80258550bf2" target="_blank">Xbox Marketplace</a> for 80 MSP ($1).</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9734;&nbsp;</p>
<p><a href="http://thexblig.com/2012/09/20/review-entropy/" target="_blank" class="broken_link">Review on theXBLIG.com</a></p>
<p><a href="http://indiegamerchick.com/2012/09/19/entropy/" target="_blank">Review on Indie Gamer Chick</a></p>
<p><a href="http://clearancebinreview.com/2012/09/21/indie-games-uprsing-iii-review-entropy-portal-minus-the-portals/" target="_blank" class="broken_link">Review on Clearance Bin Review</a></p>
<p style='text-align:left'>&copy; 2012 &#8211; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
]]></content:encoded>
			<wfw:commentRss>http://theindiemine.com/entropy-review/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Pixel Review</title>
		<link>http://theindiemine.com/pixel-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=pixel-review</link>
		<comments>http://theindiemine.com/pixel-review/#comments</comments>
		<pubDate>Thu, 18 Oct 2012 10:33:20 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Indie Games Uprising]]></category>
		<category><![CDATA[Pixel]]></category>
		<category><![CDATA[Portal]]></category>
		<category><![CDATA[puzzle]]></category>
		<category><![CDATA[Ratchet Game Studio]]></category>
		<category><![CDATA[shooter]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[Toronto]]></category>
		<category><![CDATA[xbox live indie games]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=5988</guid>
		<description><![CDATA[Edge-of-your-seat platforming undermined by bugs in our latest XBLIG review.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/pixel-review/pixel_cover/" rel="attachment wp-att-5999"><img class="alignleft size-full wp-image-5999" title="Pixel by Ratchet Game Studio" alt="Pixel by Ratchet Game Studio" src="http://theindiemine.com/wp-content/uploads/2012/10/Pixel_Cover.png" width="208" height="250" /></a>Fresh off of our review of the Xbox version of <a title="Gateways review on The Indie Mine" href="http://theindiemine.com/gateways-review/" target="_blank"><em>Gateways</em></a>, we&#8217;re ready to tackle <em>Pixel</em>, another <em>Portal</em>-inspired indie title. This hybrid puzzler/shooter/platformer is the first Xbox title to be released by Toronto-based dev team <a title="Interview with Ratchet Game Studio" href="http://theindiemine.com/indie-games-uprising-iii-interview-ratchet-game-studios/" target="_blank">Ratchet Game Studio</a>. While combining those genres with a cel-shaded style exhibits some promise, ultimately a lot of the fun is derailed by frustrating bugs within the platforming.</p>
<p>In <em>Pixel</em>, players are challenged on each level to make it from the starting position to an end gate as fast as possible. In order to reach that destination, the platforms and columns around the player must be manipulated using a multi-purpose gun. Shooting some columns with your standard gun ability will cause those cubes to temporarily slide in one direction, giving the player a new path to travel down. Some paths are constantly moving,  but can be slowed down using a special gun attachment. Other areas serve as launch pads that send the player flying through the air towards doom or glory. Certain platforms will only start moving once the player connects two nodes using yet another gun attachment. There&#8217;s a lot of variety to what the player can accomplish using their Swiss Army gun, and the game does a great job in terms of pacing when doling out new abilities or platform types. Each of these is introduced just as the previous one has been fully explored. In all, there are a couple dozen levels with the latter ones requiring players to use more than one of the abilities at their disposal.</p>
<p style="text-align: center;"><iframe src="http://www.youtube.com/embed/O2wZ-yy2hbU" width="560" height="315" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p>While playing <em>Pixel</em> I was reminded of my experiences playing <a title="T.E.C. 3001 review on The Indie Mine" href="http://theindiemine.com/tec-3001-review/" target="_blank"><em>T.E.C. 3001</em></a> during last year&#8217;s Indie Games Uprising even,t or the various titles in the <em>Super Monkey Ball </em>franchise. Even though they are games with completely different themes, all of them challenge players to find the quickest path to the end of the stage. While racing the clock, the urge to keep plowing forward has the ability to lure the player into a bad situation. Sometimes when trying to be fast, the best thing a person can do is slow down and get a better view of what he or she is speeding into. That being said, there&#8217;s nothing quite so exhilarating within a platformer as just squeaking past a moving obstacle or nailing an impromptu leap all at breakneck speed. A smart decision by the developer was making sure everyone can get right back into the action when dying by dropping the player back at the start of the level without the need to acknowledge a retry prompt.</p>
<p>Sadly, there are a number of issues that rear their ugly heads throughout the game. Jumping a gap will often look like it&#8217;s going to succeed only for you to clip through a column or seemingly bounce off to the side of your intended landing spot. Sometimes firing your cannon at a cube beside you will send you careening off to your death, while performing the same action on an identical formation elsewhere won&#8217;t have that undesired effect. <em>Pixel</em> ends up being as much a guessing game as it is a platformer. For players with the patience of a saint, some of the hiccups can be worked around once they&#8217;re learned. This repeated trial and error of working through the game&#8217;s bugginess isn&#8217;t a big deal on the shorter levels. There are a few levels, though, where painstakingly creeping towards the goal only to be undone by one of these issues will likely result in a steady stream of profanities. I know it did for me. It&#8217;s a shame because when it does work, it&#8217;s actually a really fun game.</p>
<p>The other issue with the game is the camera. The first-person view just doesn&#8217;t feel right. Other reviewers have complained about the gun taking up too much of the screen real estate, but my biggest beef with the camera is that it&#8217;s just too close to the action. Navigating on small ledges and around tight corners causes undue grief with the camera zoomed in. It&#8217;s much harder to tell where the player is going to land when jumping, and that problem is only compounded by the aforementioned clipping issues. I understand that pulling the view out into 3rd-person would make the shooting aspect more difficult, but there has to be some kind of happy medium.</p>
<div id="attachment_6001" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/pixel-review/pixel_screenshot_4/" rel="attachment wp-att-6001"><img class="size-full wp-image-6001" title="Pixel by Ratchet Game Studio" alt="Pixel by Ratchet Game Studio" src="http://theindiemine.com/wp-content/uploads/2012/10/Pixel_ScreenShot_4.png" width="600" height="338" /></a><p class="wp-caption-text">Players may find the first-person camera too close for comfort when navigating levels</p></div>
<p>It&#8217;s a shame that the execution fell through on <em>Pixel</em>, because there were a number of things that were done right. The cel-shaded art style is simplistic, but it fits. Using the gun to trigger changes in the levels is fun to play with, though I wish it had been taken further. The bugs can&#8217;t be overlooked, however, because even though this game combines multiple genre elements, it&#8217;s platforming that dominates. While changing the camera at this point might be too radical of a change, going forward I would hope that at least the clipping issues get fixed. That would certainly go a long way towards restoring the joy that is supposed to go hand-in-hand with playing a game. Unfortunately, <em>Pixel</em> as it exists right now is an unsatisfying platforming experience for the two to four hours it&#8217;ll likely take most players to complete it.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9734;&#9734;&#9734;&nbsp;</p>
<p>&nbsp;</p>
<p><span style="text-decoration: underline;">Additional <em>Pixel</em> coverage:</span></p>
<p><a href="http://clearancebinreview.com/2012/09/24/indie-games-uprising-iii-review-pixel-it-will-test-you-and-your-patience/" target="_blank" class="broken_link">Review on Clearance Bin Review</a></p>
<p><a href="http://thexblig.com/2012/09/26/review-pixel/" target="_blank" class="broken_link">Review on theXBLIG.com</a></p>
<p><a href="http://indiegamerchick.com/2012/09/24/pixel/" target="_blank">Review on Indie Gamer Chick</a></p>
<p style='text-align:left'>&copy; 2012 &#8211; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
]]></content:encoded>
			<wfw:commentRss>http://theindiemine.com/pixel-review/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Gateways Review</title>
		<link>http://theindiemine.com/gateways-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=gateways-review</link>
		<comments>http://theindiemine.com/gateways-review/#comments</comments>
		<pubDate>Thu, 11 Oct 2012 10:34:06 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Gateways]]></category>
		<category><![CDATA[Indie Games Uprising]]></category>
		<category><![CDATA[Portal]]></category>
		<category><![CDATA[puzzle]]></category>
		<category><![CDATA[Smudged Cat Games]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[time travel]]></category>
		<category><![CDATA[XBLIG]]></category>
		<category><![CDATA[xbox live indie games]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=5880</guid>
		<description><![CDATA[Portal comparisons aside, Gateways is the new standard bearer for physics-based puzzle games.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/gateways-review/boxart_portrait/" rel="attachment wp-att-5938"><img class="alignleft size-medium wp-image-5938" title="Gateways by Smudged Cat Games" alt="Gateways by Smudged Cat Games" src="http://theindiemine.com/wp-content/uploads/2012/10/boxart_portrait-250x300.png" width="200" height="240" /></a>It would be easy to label puzzle/platformer game <em>Gateways</em> as a <em>Portal</em> clone from first impressions. The two-gate travel gun available to your character at the start works on pretty much the same principle as the gun from the Valve mega-hit. Developer <a title="Gateways interview with Smudged Cat Games" href="http://theindiemine.com/indie-games-uprising-iii-interview-smudged-cat-games/" target="_blank">Smudged Cat Games</a> doesn&#8217;t stop there though, and introduces new abilities and challenging puzzles at a steady pace. Just as you&#8217;ve mastered one type of gun, a new one appears to make you rethink how you&#8217;re going to get from one area to the next. Although the game&#8217;s puzzles can occasionally get difficult, the overall package certainly lives up to the high quality standards associated with the library of this veteran XBLIG developer.</p>
<p>By now much of the gaming world has experienced all of the wonder that the <em>Portal</em> series has brought to the industry. Developer David Johnson of Smudged Cat Games takes inspiration from those fun physics-based puzzles and quite literally turns them on their heads. <strong>SPOILER ALERT</strong>: Taking on the role of a scientist stuck trying to escape his own lab, players unlock additional guns that allow them to change their character&#8217;s size, repeatedly travel back and forth between time, and change the orientation of the game world. The first and last of those guns are fairly intuitive once experimented with a couple of times. On the flip side, the time travel gun really takes some getting used to. The same people who skip through EULAs and never read the fine print are the ones that are going to run into trouble.  With all of its nuances, time travel in <em>Gateways</em> is not the easiest concept to wrap one&#8217;s mind around. It took me reading the multi-page help menu explanation before it finally clicked. The application of this one gun alone probably make it worthy of its own game. When combined with the abilities of the other guns, there&#8217;s really an amazing amount of reality-bending power at the player&#8217;s disposal.</p>
<p>The game is structured in a Metroidvania style, with new powers and abilities helping the player open previously impassable doors. One of the niceties in <em>Gateways</em> is that shortcuts can be opened up within the lab that allow the player to quickly travel back to the earlier areas almost in a hub-like design. At times though, it&#8217;s easy to feel lost if you don&#8217;t know about the existence of the overworld map. I&#8217;d played through a good portion of the game before realizing it was there, which would have saved me a lot of time. Having that map at my disposal definitely changed my overall opinion of the game. Backtracking can get a little tedious, especially if you have to repeatedly perform the same series of death-defying feats to reach a particular room. But as long as players use the map to get a general feel for where to go next, they should easily avoid some of the headaches I ran into.</p>
<p>&nbsp;</p>
<p style="text-align: center;"><iframe src="http://www.youtube.com/embed/pE5Y3CgWqfQ" width="560" height="315" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p>&nbsp;</p>
<p>The difficulty of the puzzles later on can get a bit frustrating. Smudged Cat even released an update that allows players to select a &#8216;Normal&#8217; mode to tone things down a bit. I never got to the point where I threw down the controller in disgust, but there were times where I certainly recognized that saving the game, walking away, and coming back with a fresh mind was the way to go. One of the smart design choices was to only allow a single gun to be used in solving the first 90% or so of the puzzles. Otherwise, it would&#8217;ve been far too daunting a task to figure out which guns to whip out and in what order. However, late in the game the rules change such that you&#8217;re going to need to use multiple guns in sequence to solve getting through some of the doors. Most of these really tough puzzles can be solved with patience and determination, but even I had to eventually throw in the towel and either search for a solution online or purchase the answer using orbs collected in-game. Difficulty is always a subjective quality to judge, but I honestly feel like Smudged Cat was trying a bit too hard to boggle our minds. As a reviewer, it was a bit stressful trying to hurry towards a solution, but gamers taking on the challenge at a more casual pace will likely appreciate the pacing and challenge more. Overall I felt like the quality of the puzzles is not only great for an indie game, but puts it right on par with the best to be found in the entire video game industry. With only a few exceptions, they&#8217;re that good and that fun and certainly elicit that &#8216;a-ha!&#8217; moment when solved.</p>
<p><em>Gateways </em>is not all about the puzzles. There is a light amount of platforming, but a good portion of it takes place in between unlocking doors to new areas, rather than being central to the puzzles themselves. There are, of course, exceptions particularly when dodging one&#8217;s own clones in a time-travel solution or when changing the orientation of the lab. I thought this aspect of the game was very well done, especially with the feel of jumping. The right flightiness of jumping is not something that every XBLIG manages to nail, but the developer was successful here.</p>
<p>As with all of the other Smudged Cat titles I&#8217;ve played, there&#8217;s a high level of refinement in the presentation. Yes, the visual quality is, for better or worse, decidedly retro. However, the music is atmospheric, the menu system intuitive, and the help very&#8230; helpful. I mentioned before that there&#8217;s a great series of instructions in the help system for how each of the guns work, and I would consider it a must-read. The visual effects produced by opening the different gateways provide that same wonder first experienced with <em>Portal</em>. Though lower-res, I think it is even more awe-inspiring here when you can see clones of yourself running around in different stages of time traveling.  It&#8217;s easy to tell from the way the whole package is put together that Smudged Cat has been down this road before and learned a thing or two about how to assemble a finished product. That&#8217;s something that&#8217;s usually lacking on the XBLIG service.</p>
<div id="attachment_5942" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/gateways-review/screen4-4/" rel="attachment wp-att-5942"><img class="size-full wp-image-5942" title="Gateways by Smudged Cat Games" alt="Gateways by Smudged Cat Games" src="http://theindiemine.com/wp-content/uploads/2012/10/screen4.jpg" width="600" height="267" /></a><p class="wp-caption-text">The effects seen by approaching open gateways provide a cool, visual treat</p></div>
<p><em>Gateways</em> not a perfect game, but it really raises the bar for what puzzle games on XBLIG should aim for. I lost count of how many times I thought to myself &#8220;What a wonderfully crafted puzzle, you tricky bastard.&#8221; A lot of people are going to draw the obvious comparisons between <em>Gateways</em> and <em>Portal </em> including me in this very article. In its own indie way <em>Gateways</em> goes on to do so much more. Perhaps the best praise I can heap upon this title is to say that it wouldn&#8217;t surprise me to start seeing <em>Gateways</em>-inspired titles start to pop up in the near future. Despite some gripes about the difficulty, I can say with full confidence that I consider it a polished gem, and I believe most players will agree.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9733;&nbsp;</p>
<p><em>Note: This review was conducted using version 1.11 of the game.</em></p>
<p>Additional Gateways coverage:</p>
<p><a href="http://thexblig.com/2012/09/16/review-gateways/" target="_blank" class="broken_link">Review on theXBLIG.com</a></p>
<p><a href="http://indiegamerchick.com/2012/09/15/gateways/" target="_blank">Review on Indie Gamer Chick</a></p>
<p><a href="http://clearancebinreview.com/2012/09/16/indie-games-uprising-iii-review-gateways-for-science/" target="_blank" class="broken_link">Review on Clearance Bin Review</a><br />
<a class="rafl" id="rc-6cec7b3" href="http://www.rafflecopter.com/rafl/display/6cec7b3/" rel="nofollow">a Rafflecopter giveaway</a><br />
<script type="text/javascript" src="//d12vno17mo87cx.cloudfront.net/embed/rafl/cptr.js"></script></p>
<p style='text-align:left'>&copy; 2012 &#8211; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
]]></content:encoded>
			<wfw:commentRss>http://theindiemine.com/gateways-review/feed/</wfw:commentRss>
		<slash:comments>23</slash:comments>
		</item>
		<item>
		<title>Indie Games Uprising III interview with Autotivity Entertainment</title>
		<link>http://theindiemine.com/indie-games-uprising-iii-interview-autotivity-entertainment/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=indie-games-uprising-iii-interview-autotivity-entertainment</link>
		<comments>http://theindiemine.com/indie-games-uprising-iii-interview-autotivity-entertainment/#comments</comments>
		<pubDate>Thu, 23 Aug 2012 10:17:38 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming Interviews]]></category>
		<category><![CDATA[Autotivity]]></category>
		<category><![CDATA[Autotivity Entertainment]]></category>
		<category><![CDATA[Entropy]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Indie Games Uprising]]></category>
		<category><![CDATA[Portal]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[XBLIG]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[xbox live indie games]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=5124</guid>
		<description><![CDATA[Autotivity discusses physics-based puzzle game Entropy.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/indie-games-uprising-iii-interview-autotivity-entertainment/autotivityxbliguprising3logo/" rel="attachment wp-att-5346"><img class="aligncenter size-full wp-image-5346" title="Indie Games Uprising interview with Autotivity Entertainment" alt="Indie Games Uprising interview with Autotivity Entertainment" src="http://theindiemine.com/wp-content/uploads/2012/08/AutotivityXBLIGUprising3Logo.jpg" width="600" height="277" /></a></p>
<p>&nbsp;</p>
<p>Our parade of interviews with Indie Games Uprising developers continues. In this installment we talk with Alex from <a title="Autotivity on Twitter" href="http://twitter.com/Autotivity" target="_blank" class="broken_link">Autotivity Entertainment</a>. Autotivity has developed <em>Entropy</em>, a game sure to entertain fans of <em></em>physics-based puzzle games. Check out the interview below for information on <em>Entropy</em> and development advice direct from Aristotle.</p>
<p>&nbsp;</p>
<p><strong>Alex you are here representing Autotivity, the developers behind the XBLIG game <em>Entropy</em>. Can you tell us a bit about your studio in terms of how you got started and where you are now? Your staff more than doubled in size during development.</strong></p>
<p>Autotivity is a name we picked because DBP demanded a team name so we have no glorious history to share tales on. In the beginning there were two of us (programmers both), but later on we were joined by five very motivated people who helped us finish <em>Entropy</em> for the Uprising (turned out you actually need artists for proper game graphics, having 3d graphics and physics programmers alone is not sufficient.)</p>
<p>&nbsp;</p>
<p><strong>You were accepted into <a title="Dream Build Play" href="https://www.dreambuildplay.com/Main/GalleryDetail.aspx?EntryID=344" target="_blank" class="broken_link">Dream.Build.Play</a>, and now you&#8217;ve been asked to participate in the Indie Games Uprising. What&#8217;s been the reaction from the staff? Is everyone stressed out by meeting deadlines, or is everyone really excited?</strong></p>
<p>My co-workers and I had a lot of pressure in the last weeks as this is not the only project we&#8217;re involved with and even though rapidly approaching deadlines are good for actually finishing stuff, the pressure on our real-life has been high. I don&#8217;t think there will be much excitement until we have the game released.</p>
<p>&nbsp;</p>
<p><strong>Let&#8217;s dig into discussing <em>Entropy</em>. I&#8217;m a big fan of physics-based puzzle games and I know there are thousands, maybe millions, of other people out there who feel the same. Can you tell us what <em>Entropy</em> is all about?</strong></p>
<p>It&#8217;s about physical interactions between different kinds of matter, set within a mystery world with lots of hidden stuff to discover. Roughly speaking, the world we built for the XBLIG community is a cave garden that happens to be populated by lava, acid, heavy stone balls, electric conductors &#8211; and you have to combine all these components to get forward. The interesting part is that most puzzles must be solved indirectly (obviously, all this stuff is really dangerous!). Be careful, you&#8217;re not alone down there!In one of the first levels, our first-person player (who initially doesn&#8217;t know who he is) gets a &#8220;weapon&#8221; that produces gravity bubbles, which stay alive for a while and push all movable matter within their range towards their center. The later levels are based on tilting entire chambers.</p>
<p>There&#8217;s some 3D platforming involved as well.</p>
<p>It&#8217;s really difficult to explain how this all comes together, you should check out our release trailer (<a href="http://www.youtube.com/watch?v=V8CMSrfBBaU" target="_blank">http://www.youtube.com/watch?v=V8CMSrfBBaU</a>) to get a feeling for what to expect.</p>
<p>&nbsp;</p>
<div id="attachment_5350" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/indie-games-uprising-iii-interview-autotivity-entertainment/entropy3/" rel="attachment wp-att-5350"><img class="size-full wp-image-5350" title="Entropy by Autotivity Entertainment" alt="Entropy by Autotivity Entertainment" src="http://theindiemine.com/wp-content/uploads/2012/08/entropy3.jpg" width="600" height="338" /></a><p class="wp-caption-text">The elements factor heavily into <em>Entropy</em>&#8216;s puzzles</p></div>
<p>&nbsp;</p>
<p><strong>What games, if any, inspired <em>Entropy</em>?</strong></p>
<p><em>Portal</em>. In the beginning we were scared about being a fake <em>Portal</em> ripoff because everybody whom we talked to about the game concept would mention the &#8216;P&#8217; word somewhere. Now that the game is finished we can safely say that <em>Entropy</em> is totally, absolutely different than <em>Portal</em> &#8211; still <em>Portal</em>&#8216;s puzzle design somehow inspired the game and even though you don&#8217;t carry a gun in <em>Entropy</em> the gravity device you use bears some very vague resemblance to the Portal Gun.</p>
<p>Rumors are there is even cake in the game.</p>
<p>(<em>Braid</em>, even though it too has the time shift feature, was not an inspiration, none of us had played it.)</p>
<p>&nbsp;</p>
<p><strong>What games in general have inspired you to become a developer?</strong></p>
<p>On this question I can only speak for myself. I don&#8217;t think computer games ever inspired me to become a software developer (there&#8217;s so much out there that is more or at least as fascinating than games), but they inspired me to delve into 3D graphics programming. Noteworthy titles include <em>Half Life 2</em> and, later, <em>Crysis</em>.</p>
<p>&nbsp;</p>
<p><strong>What do you consider your favorite part or element of <em>Entropy</em>? Is there anything that&#8217;s not going to make the cut that you wish would?</strong></p>
<p>In <em>Entropy</em> you can always go back in time. Time shift is easily accessible on the left trigger so it integrates smoothly into the gameplay.</p>
<p>I really LOVE this feature. It&#8217;s so fun to be able to burn half the scene (for fun &#8230; or by accident) and to watch it play back in real-time.</p>
<p>&nbsp;</p>
<p><strong>Earlier you mentioned the need to bring in artists to help on the project. What&#8217;s been the most difficult part of the game development process for you and your team?</strong></p>
<p>Organizing the whole thing. <em>Entropy</em> is a medium-sized software project running on two platforms doing non-trivial stuff and being developed on by multiple developers. This alone is a nightmare to manage. Add the need to communicate with artists and to schedule their work, too, to the pot and it gets even worse.</p>
<p>I think the most difficult aspect on game development is that you not only need to get a software project done, but you also need to do well on non-quantifyable scales such as artistic aspects or plain &#8220;fun&#8221;.</p>
<p>&nbsp;</p>
<div id="attachment_5351" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/indie-games-uprising-iii-interview-autotivity-entertainment/entropy2/" rel="attachment wp-att-5351"><img class="size-full wp-image-5351" title="Entropy by Autotivity Entertainment" alt="Entropy by Autotivity Entertainment" src="http://theindiemine.com/wp-content/uploads/2012/08/entropy2.png" width="600" height="338" /></a><p class="wp-caption-text">This way to physics-based fun</p></div>
<p>&nbsp;</p>
<p><strong>What do you feel is the best part about being an indie developer?</strong></p>
<p>It&#8217;s difficult for me to respond to this &#8211; we&#8217;re Indie developers by accident and we don&#8217;t need to earn our living with it. In fact we don&#8217;t need money at all (even though we&#8217;d be glad to get our development costs back).</p>
<p>So in our case, we were just writing the game we would like to play ourselves, with no pressure and full freedom to do what we had in mind.</p>
<p>I doubt the experience remains as pleasant as soon as you need to get something in return.</p>
<p>&nbsp;</p>
<p><strong>Are there any aspirations to do this kind of development full-time?</strong></p>
<p>No to Indie development as a fulltime job. But I can definitely imagine it as a hobby.</p>
<p><strong><br />
</strong></p>
<p><strong>What advice would you give to other developers out there just starting out?</strong></p>
<p>I&#8217;ll go with Aristotle and say that to begin  is more important than everything else. You&#8217;ll probably do 100 of the 10000 things you have in your mind to achieve in your life &#8211; or zero (as in zero) if you don&#8217;t start. So go ahead and start doing something. Sticking to it is the next obstacle, but to start comes first.</p>
<p><strong><br />
</strong></p>
<p><strong>Before we go, let&#8217;s get back to <a title="Entropy website" href="http://www.entropy-thegame.com/" target="_blank" class="broken_link"><em>Entropy</em></a> for just a moment.  Can you tell our readers what kind of experience they can expect playing your game, and why they should give it a try?</strong></p>
<p>You will be exploring a very fascinating and beautiful 3D world in which there is lots to discover. You will be solving puzzles that are not overly difficult but totally different to all 3D puzzlers you&#8217;ve seen before. Did I mention you can play with fire in the game? <img src="http://theindiemine.com/wp-includes/images/smilies/icon_smile.gif" alt=":-)" class="wp-smiley" /> </p>
<p>&nbsp;</p>
<p style="text-align: center;"><iframe src="http://www.youtube.com/embed/zZCGNATjlwo?rel=0" width="480" height="270" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p style="text-align: left;"><strong>Additional coverage of <em>Entropy</em>:</strong></p>
<p style="text-align: left;"><a title="Entropy preview on theXBLIG.com" href="http://thexblig.com/2012/09/01/prelude-to-the-uprising-entropy/" target="_blank" class="broken_link">Prelude to the Uprising: Entropy on theXBLIG.com</a></p>
<p style='text-align:left'>&copy; 2012 &#8211; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
]]></content:encoded>
			<wfw:commentRss>http://theindiemine.com/indie-games-uprising-iii-interview-autotivity-entertainment/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Indie Games Uprising III interview with Smudged Cat Games</title>
		<link>http://theindiemine.com/indie-games-uprising-iii-interview-smudged-cat-games/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=indie-games-uprising-iii-interview-smudged-cat-games</link>
		<comments>http://theindiemine.com/indie-games-uprising-iii-interview-smudged-cat-games/#comments</comments>
		<pubDate>Mon, 13 Aug 2012 04:50:55 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming Interviews]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Gateways]]></category>
		<category><![CDATA[Growing Pains]]></category>
		<category><![CDATA[Indie Games Uprising]]></category>
		<category><![CDATA[Portal]]></category>
		<category><![CDATA[Smudged Cat Games]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[XBLIG]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[xbox live indie games]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=5010</guid>
		<description><![CDATA[David Johnston of Smudged Cat Games discusses Gateways and XBLIG.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/?attachment_id=" rel="attachment wp-att-5014"><img class="aligncenter size-full wp-image-5014" title="Smudged Cat Games interview for XBLIG Uprising 3" alt="Smudged Cat Games interview for XBLIG Uprising 3" src="http://theindiemine.com/wp-content/uploads/2012/08/SmudgedCatXBLIGUprising.jpg" width="600" height="265" /></a></p>
<p>A veteran XBLIG and PC developer with a handful of titles to his name, David Johnston is the man behind <a title="Smudged Cat Games website" href="http://www.smudgedcat.com/" target="_blank">Smudged Cat Games</a>. Smudged Cat&#8217;s puzzle platformer <em>Gateways</em> is one of this year&#8217;s entries selected for the Indie Games Uprising. In this interview, David talks to us about his latest title, developing for XBLIG, and the lessons that all new developers must learn.<strong></strong></p>
<p>&nbsp;</p>
<p><strong>David, congratulations on being selected for this year&#8217;s XBLIG Uprising event. How familiar were you with the previous incarnations, and were you surprised to be chosen?</strong></p>
<p>Thanks!  I was certainly aware of the previous Uprisings and always really wanted to be a part of one but my previous games were never due to be released around the right time.  I’m really happy that people have seen the potential in <em>Gateways</em> and it was picked for the Uprising from the many great releases coming out.  I’ve always thought <em>Gateways</em> was quite a unique game that could fit well into an Uprising.</p>
<p>&nbsp;</p>
<p><strong>Your latest game, <em>Gateways</em>, was chosen after being released </strong><strong>earlier this year on PC. What made you decide to port it to Xbox Live Indie Games?</strong></p>
<p>It’s a bit of a no-brainer really.  The game has been written using XNA so porting it between the PC and XBox is fairly straightforward.  I’ve actually been developing the PC and Xbox versions in tandem as I’ve been going along as I was always planning to release for both platforms.  I’m interested to see how the game fares on XBLIG as it’s the first large scale game I’ve released on the platform.  My other games like <em>A Bomb’s Way</em>, <em>Time Slip</em> and <em>Growing Pains</em> have all been quite small bite-sized games.</p>
<p>&nbsp;</p>
<p><strong>I know some comparisons have been drawn between this title and <em>Portal</em>. Can you expand on that a bit by telling our readers what <em>Gateways</em> is all about?</strong></p>
<p>I’m guilty myself of comparing the game to <em>Portal</em> because it’s the quickest way to get the general gist of the game across.  It goes well beyond <em>Portal</em> though by adding different types of guns that give you powers beyond just travelling from one place to another.  You find a gateway gun that lets you put down 2 different sized gateways.  By traveling through the small one you emerge out of the large one at twice your normal size and going the other way shrinks you down.  Another gateway gun lets you adjust gravity and the final one lets you travel back in time.</p>
<p>The structure of the game is very different as well.  <em>Gateways</em> takes place in a single large map which you gain access to parts of by acquiring the different types of gateway guns and other power ups.  There are no loading screens between areas of the map, the whole thing is one giant level that you are free to roam around in.  I’ve also implemented a help system so that if you get completely stuck at any part of the game you can actually buy a solution using the in-game currency.</p>
<div id="attachment_5045" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/indie-games-uprising-iii-interview-smudged-cat-games/screen09/" rel="attachment wp-att-5045"><img class="size-large wp-image-5045" title="Gateways by Smudged Cat Games" alt="Gateways by Smudged Cat Games" src="http://theindiemine.com/wp-content/uploads/2012/08/screen09-1024x576.png" width="600" height="375" /></a><p class="wp-caption-text">No, that&#8217;s not a glitch. <em>Gateways</em> is all about mind-bending puzzles.</p></div>
<p>&nbsp;</p>
<p><strong>Sounds like you&#8217;ve got a bit of Metroidvania going there. The large-scale map also sounds reminiscent of <em>Growing Pains</em> which was actually the first Smudged Cat title I&#8217;d played. I really enjoyed how that level design was presented to the player, the growing mechanic, and the online leaderboards. It&#8217;s been awhile since that title was released, so you&#8217;ve probably had some time to reflect. In what ways do you consider it a success?</strong></p>
<p><a title="Growing Pains review on The Indie Mine" href="http://theindiemine.com/growing-pains-review/" target="_blank"><em>Growing Pains</em></a> was actually a bit of a diversion while I was working on <em>Gateways</em>. I’d been playing with <em>Gateways</em> for so long that I really wanted to work on something different for a bit of a change. I had the idea of a continually growing character and decided to put together a prototype. I really liked the way it worked so decided to make a few levels and release it as a game. It’s the only game I haven’t worked with an artist on, all the graphics are vector based and generated in-game. I needed something a bit different anyway because of the way the map scales so I used fractals for rendering the walls which produces a nice effect when zooming out. I’m really happy with the way the whole game worked out.</p>
<p>&nbsp;</p>
<p><strong>I know that we, like other sites that cover XBLIG, would consider you an XBLIG veteran due to the fact that you&#8217;ve released a variety of titles on the platform. Most of these have met with critical, if not always commercial success. What is it that keeps you developing for the platform and how/why did you get started on it?</strong></p>
<p>I started using XNA (the framework used for XBLIG games) before it was actually possible to release games for the Xbox with it. I could see that at some point Microsoft were going to allow indie developers to release games for the Xbox and thought it would be a really great opportunity. I was right about being able to release games for the Xbox but perhaps not so right about it being a great opportunity. I know some games have done really well but I haven’t really had the kind of response I was hoping for from the platform. I’m not sure if I’ll be using XNA for my next project.</p>
<p>&nbsp;</p>
<p><strong>What are some of the lessons you&#8217;ve learned about indie development through the process of creating all of these titles?</strong></p>
<p>I’ve really learned the importance of trying to promote your game as much as possible. It’s no good just releasing a game and hoping for the best. It doesn’t matter how good your game is, if people don’t hear about it then no-one is going to play it. There are plenty of technical things I’ve learned as I’ve gone along as well. With every new game you learn from past mistakes and get more and more refined in how you implement games. It’s not the sort of thing you can really teach people, it just comes with practice and, like everything else in life, you get better over time.</p>
<p>&nbsp;</p>
<p><strong>I know <em>Gateways</em> isn&#8217;t out yet, but have you started thinking about what your next project will be? Is it time for some time off, or is there something you&#8217;re already planning and are willing to talk about?</strong></p>
<p>I honestly don’t have another project in mind yet.  I recently released <a title="The Adventures of Shuggy" href="http://smudgedcat.com/shuggy.htm" target="_blank"><em>The Adventures of Shuggy</em></a> on PC and have been thinking about making some new levels for that.  I’m going to concentrate on supporting <a title="The Adventures of Shuggy review on The Indie Mine" href="http://theindiemine.com/adventures-shuggy-review/" target="_blank"><em>Adventures of Shuggy</em></a> and <em>Gateways</em> and perhaps think about porting them to other platforms before starting something new.  It’s always tempting to jump into a new project when a new idea excites you but I want to make sure I provide proper support for <em>Gateways</em> and make the most of it before moving on.</p>
<p>&nbsp;</p>
<div id="attachment_4675" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/adventures-shuggy-review/shuggy-2011-09-24-16-15-43-55/" rel="attachment wp-att-4675"><img class="size-large wp-image-4675" title="The Adventures of Shuggy" alt="The Adventures of Shuggy" src="http://theindiemine.com/wp-content/uploads/2012/07/Shuggy-2011-09-24-16-15-43-55-1024x576.png" width="600" height="337" /></a><p class="wp-caption-text"><em>The Adventures of Shuggy</em> has made its way onto both the Xbox and Steam</p></div>
<p>&nbsp;</p>
<p><strong>Are there other games on the XBLIG platform you&#8217;ve either enjoyed or been inspired by?</strong></p>
<p>I really enjoyed <em>Clover</em> when it came out but that was a while ago now.  The most recent game I bought was <em>P-3 Biotic</em> which was a fun twin stick shooter.  To be honest I’ve not had much time to play any kind of game recently, whether it’s AAA, XBLA or XBLIG.  Once <em>Gateways</em> is out there and things die down a bit I’ll try and catch up with the games that I’ve missed recently.</p>
<p>&nbsp;</p>
<p><strong>Before we go, let&#8217;s hear your pitch for <em>Gateways</em>. Who do you think will enjoy the game, and why should everyone give it a try?</strong></p>
<p>I think <em>Gateways</em> will appeal to people looking for some great puzzles rather than fast-paced action.  You can take as long as you like in <em>Gateways</em> to explore the map and uncover areas you previously missed, there’s no time limit or anything pressuring you to finish.  It’s been designed to be played at a leisurely pace allowing you to sit back and contemplate the power that’s been given to you with the different <em>Gateways </em>guns.  It’s the type of game that I enjoy playing so I hope it’s the type of game that other people will enjoy playing as well.</p>
<p>&nbsp;</p>
<iframe src="http://www.youtube.com/embed/1w6_o8EpZPw" width="560" height="315" marginwidth="0" marginheight="0" frameborder="0"></iframe>
<p>&nbsp;</p>
<p>Additional press coverage:</p>
<p><a href="http://clearancebinreview.com/2012/08/24/smudged-cat-games-takes-portal-and-turns-its-upside-sideways-in-gateways/" class="broken_link">Clearance Bin Review &#8211; XBLIG Uprising Preview: &#8220;Portal&#8221; turned upside-sideways = &#8220;Gateways&#8221;</a></p>
<p style='text-align:left'>&copy; 2012 &#8211; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
]]></content:encoded>
			<wfw:commentRss>http://theindiemine.com/indie-games-uprising-iii-interview-smudged-cat-games/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Gateways Released on PC</title>
		<link>http://theindiemine.com/gateways-released-pc/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=gateways-released-pc</link>
		<comments>http://theindiemine.com/gateways-released-pc/#comments</comments>
		<pubDate>Fri, 22 Jun 2012 22:54:50 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Gateways]]></category>
		<category><![CDATA[platformer]]></category>
		<category><![CDATA[Portal]]></category>
		<category><![CDATA[release]]></category>
		<category><![CDATA[Smudged Cat Games]]></category>
		<category><![CDATA[spotlight]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=4468</guid>
		<description><![CDATA[Smudged Cat Games' Portal-esque Gateways makes its debut.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/gateways-released-pc/logo-4/" rel="attachment wp-att-4472"><img class="aligncenter size-full wp-image-4472" title="Gateways from Smudged Cat Games" alt="Gateways from Smudged Cat Games" src="http://theindiemine.com/wp-content/uploads/2012/06/logo.png" width="600" height="150" /></a></p>
<p>Smudged Cat Games&#8217; quirky spin on Portal has finally released. <em>Gateways</em> has wrapped up the beta process and flown the coop. There&#8217;s an updated demo available, and if it tickles your brain the right away you can purchase the full game for just $10 through the official <a title="Gateways official website" href="http://www.smudgedcat.com/gateways.htm" target="_blank">website</a>. Gamers waiting for <em>Gateways</em> on XBLIG are going to have to wait a bit as the developers have announced that version won&#8217;t be coming until later this year.</p>
<p>Check out the trailer and full press release below for more details on <em>Gateways</em>.</p>
<p>&nbsp;</p>
<p><center><iframe src="http://www.youtube.com/embed/1w6_o8EpZPw?rel=0" height="315" width="560" frameborder="0"></iframe></center>&nbsp;</p>
<div class="woo-sc-quote"><p>
Gateways is a 2D, Portal-inspired platformer set in the lab of an inventor called Ed. Alongside the traditional platform elements such as jumping on enemies heads, spikes and moving platforms are the gateway guns.<br />
The gateway guns allow you to place two gateways on the walls, floors and ceilings of the lab so that when you pass through one you emerge out of the other. As progress is made through the game different types of gateway gun are introduced with different effects. After the basic gun, you acquire a gun that creates two gateways of different sizes, passing through one way shrinks Ed to half his size and the other way makes Ed grow to twice his size. Then you find a gun where one gateway doesn&#8217;t just connect to the others location but also its time, allowing Ed to travel back in time and encounter earlier versions of himself. Finally, the last gun manipulates gravity so passing through allows Ed to walk along walls and on ceilings.<br />
Gateways takes place on a single sprawling map rammed with puzzles and challenges. As power ups are acquired more and more of the map opens up containing more power ups and secrets. In addition to the gateway guns Ed will also find a torch letting him light up the darker areas of the map and a mirror which can be used to deflect lasers.<br />
A sophisticated help system helps Ed along throughout the game. Every puzzle has a help point next to it where Ed can use power orbs to find out if the puzzle can be solved using his current power ups and abilities. If it can be solved and you&#8217;re still stumped then spending more power orbs will provide you with the solution.<br />
-Smudged Cat Games<br />
</p></div>
<p style='text-align:left'>&copy; 2012 &#8211; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
]]></content:encoded>
			<wfw:commentRss>http://theindiemine.com/gateways-released-pc/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Reflexio Review</title>
		<link>http://theindiemine.com/reflexio-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=reflexio-review</link>
		<comments>http://theindiemine.com/reflexio-review/#comments</comments>
		<pubDate>Wed, 23 May 2012 10:49:57 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Box Jellyfish]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[platformer]]></category>
		<category><![CDATA[Portal]]></category>
		<category><![CDATA[puzzle]]></category>
		<category><![CDATA[reflect]]></category>
		<category><![CDATA[Reflexio]]></category>
		<category><![CDATA[spotlight]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=3766</guid>
		<description><![CDATA[Reflexio is a puzzle-platformer hybrid likely to tickle minds of all ages.]]></description>
				<content:encoded><![CDATA[<p><em><a href="http://theindiemine.com/reflexio-review/screenshot1/" rel="attachment wp-att-3801"><img class="alignleft size-medium wp-image-3801" title="Reflexio by Box Jellyfish Studios" alt="Reflexio by Box Jellyfish Studios" src="http://theindiemine.com/wp-content/uploads/2012/05/screenshot1-300x300.png" width="300" height="300" /></a>Reflexio</em> is a puzzle-platformer hybrid from Box Jellyfish Studios, an indie team comprised of five Cornell University students. It won the Judge&#8217;s Choice and Gamer&#8217;s Choice awards at the <a title="GDIAC Showcase" href="http://gdiac.cis.cornell.edu/" target="_blank">GDIAC Showcase</a>. It also features a diapered koala with a magical umbrella that can shift the world. With that kind of pedigree and premise, gamers might ask themselves how <em>Reflexio</em> can possibly go wrong. Except for a few frustrating moments, it doesn&#8217;t.</p>
<p>The objective is in <em>Reflexio</em> is fairly simple. Playing as Joey the koala, the goal is to collect the zippers scattered around each stage that will open a door to the next level. The hook to the game is the aforementioned ability to manipulate the world. Certain points along the edge of the board indicate axes over which players can reflect most elements on the stage. Joey stays in place while zippers, the exit, and blocks or spikes are flipped across the chosen axis. The player can also move Joey around the stage with simple left, right, and jump controls. Timing jumps so that the player performs a reflection in mid-air and lands on a platform that wasn&#8217;t there when the jump was started is perhaps the gameplay element where the most fun can be found. It can also take the longest to get used to.</p>
<p>The game does a great job with scaling the difficulty level and gameplay twists introduced. The early stages act as a kind of tutorial introducing one new element a time. Vertical, horizontal, and diagonal axes become standard across most stages. Then the player is introduced to blocks that are immune to the reflective mechanic. A moveable box and the ability to open up new axes through puzzle elements are eventually introduced later on. For about 2/3 of the game, there are a number of moments I found myself saying something to the effect of &#8220;Ooh, that was clever&#8221; and giving the developers a virtual high-five. These moments would compare favorably to those experienced while playing <em>Portal</em> and other titles that include puzzles combining platforming, timing, and creative solutions.</p>
<div id="attachment_3805" style="width: 310px" class="wp-caption aligncenter"><a href="http://theindiemine.com/reflexio-review/screenshot3/" rel="attachment wp-att-3805"><img class="size-medium wp-image-3805" title="Reflexio by Box Jellyfish Studios" alt="Reflexio by Box Jellyfish Studios" src="http://theindiemine.com/wp-content/uploads/2012/05/screenshot3-300x300.png" width="300" height="300" /></a><p class="wp-caption-text">Reflexio starts inauspiciously and gradually ramps up the difficulty on players</p></div>
<p>Some of the later stages I found a little too tedious in that it becomes necessary to meticulously count blocks and spacing in anticipation of not getting crushed when performing the next reflection. Some stages require a couple dozen of these situations and should the player mess up once, he/she will have to start completely over. It&#8217;s not expected for the player to make it through all stages in one or even half a dozen tries. In fact, the built-in achievement system includes a few goals related to how many times and ways you fail. It never gets to the point where the player is likely to exit the game in frustration, but it can damper the experience just a bit.</p>
<p>The presentation of the game is something of a quandary. It&#8217;s definitely family-friendly in its backgrounds, character design, and music. It has the potential to be a little off-putting for older gamers, but after a few stages it&#8217;s unlikely players will even notice it anymore. It&#8217;s certainly no reason to not play a game that has the kind of puzzles that will tickle brains of all ages.</p>
<div id="attachment_3804" style="width: 310px" class="wp-caption aligncenter"><a href="http://theindiemine.com/reflexio-review/screenshot4/" rel="attachment wp-att-3804"><img class="size-medium wp-image-3804" title="Reflexio by Box Jellyfish Studios" alt="Reflexio by Box Jellyfish Studios" src="http://theindiemine.com/wp-content/uploads/2012/05/screenshot4-300x300.png" width="300" height="300" /></a><p class="wp-caption-text">Timing and planning are key in solving Reflexio&#8217;s multi-dimensional puzzles</p></div>
<p><em>Reflexio</em> is a great example of a simple premise combined with solid execution. Its looks may be sugar-coated but the foundation is likely to please all gamers that enjoy exercising their mind. While the experience won&#8217;t last for more than a few hours for the saavy puzzler, I wholeheartedly recommend it. There&#8217;s a <a title="Reflexio demo on Sourceforge" href="http://sourceforge.net/projects/reflexio/?source=directory" target="_blank" class="broken_link">demo</a> available for download, and should players wish to purchase the game, it&#8217;s selling through the studio&#8217;s <a title="Reflexio" href="https://sites.fastspring.com/reflexiogame/instant/reflexio" target="_blank">website</a>, <a title="Reflexio on Desura" href="http://www.desura.com/games/reflexio" target="_blank">Desura</a>, and <a title="Reflexio on IndieCity" href="http://store.indiecity.com/game/Reflexio" target="_blank" class="broken_link">IndieCity</a>.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9734;&nbsp;</p>
<p><em>This game was reviewed using a copy provided by the developer for that purpose.</em></p>
<p>&nbsp;</p>
<p><center><iframe src="http://www.youtube.com/embed/6gh9FuSmI-s?rel=0" height="360" width="480" frameborder="0"></iframe></center></p>
<p style='text-align:left'>&copy; 2012 &#8211; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
]]></content:encoded>
			<wfw:commentRss>http://theindiemine.com/reflexio-review/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

<!-- Performance optimized by W3 Total Cache. Learn more: http://www.w3-edge.com/wordpress-plugins/

 Served from: theindiemine.com @ 2026-04-11 23:14:14 by W3 Total Cache -->