Hi folks, it’s been too long!
In the time since my last update and the release of Six O’Clock High, I’ve been working on some new projects. For my next project I’ll be working to help board game developer Wotan Games bring their new release, ‘Camelot – The Build’ to the digital world. Wotan got in touch with me a while back about developing a digital version. It’s a great little tile-based castle building puzzle game, with an emphasis on when and where you place your given tiles.
The cogs started turning on the project in Janurary, and I’ve been working on getting the game into a state that can be used as an early demonstration for their kickstarter campaign which went live literally just now!
It’s a competitive game where each player is assigned pieces of the castle. Players can place up to 3 pieces per turn, with each piece having an assigned value. Points are scored from adjacent tiles and if 3 pieces are laid end-to-end then the total score is doubled. The tiles continue to be dealt until all the pieces are placed, at which point the game ends and the player with the most points is crowned the winner. That’s it in a nutshell. An Arthurian nutshell.
The game will be able to support up to 4 players via local or online multiplayer, or you can just play against the AI, or mix n match those options to make up to 4. The board game itself has been getting very favourable reviews, so if this looks interesting to you I would definitely recommend giving them a visit and giving the tabletop version a try.
Right now we have a very early and rough but playable build. It’s coming along well, but there’s still a lot to do. The map is working, a lot of the UI features are working but need developing. There is no AI or multiplayer functionality as of yet either. But the good news in that I’ve found development to be very smooth, and I haven’t hit many problems.
In true multi-platform spirit, there’s also a greenlight campaign, so a thumbs up there would be greatly appreciated. We’re aiming for a release date of Q4 2014 with a release on iOS, Android & PC. Follow me or @WotanGames for updates.
Hello! I’m posting to announce that Six O’Clock High has finally been released! It costs around $1 or regional equivalent, and is available on a large range of platforms. Links below:
It’s been a funny project. This originally started as a very short project– intended to be completed in weeks, those weeks turned into months. The main reason is the multi-platform release, which I have never done simultaneously before. But what I have here is perhaps my most polished and best-looking release. It’s also the smallest and most accessible. Like ‘Sleigher’, it’s action-heavy, intended as something that’s easy to pick up and play.
I hope you enjoy. Here are some promotional codes for iOS:
Here are some for XBLIG:
I’ll be posting more promo codes on Facebook & twitter throughout the day (and the week most likely)!
Hi everybody. It’s been forever since my last update- but I can finally confirm the release date for ‘Six O’Clock High’ is September 23rd. It’s a multi-platform release on iOS, Android, Xbox Live Indie Games, Windows Phone and Flash.
The game has been ready for a little while now, but I’ve been busy working out a sponsorship deal for the flash version with gamepirate who will be the distributor of the free flash version. The extra time will also allow me to add even more polish to the mobile versions.
I’m also excited to properly give you lot some more info on my next project which will be the follow up to MegaCity. I plan to start keeping a video development log of this one. I hope you’ll enjoy that– more on that after the release of SOCH.
Good afternoon! I’ve been working hard to finish SOCH this last week. It’s practically complete on Xbox 360, Windows Phone and Flash, with the Android and iOS versions still left to do. So I’ve been thinking a lot about the release and pricing etc. The game’s going to cost about $1 on all platforms basically. The only undecided one being the PC download which will either be sold for $1 on a service like Desura, or just completely free (I haven’t decided).
Anyway, I hope this sounds good. I feel like it’s a good price as it was always designed as a small, simple but incredibly fun game and, although I’ve play tested it into the ground so I can’t really tell any more, I think I’ve achieved that. There was a period of time shortly after getting the basic mechanics working I couldn’t stop testing it just because it was a lot of fun to play! So I might blame the months delay on that, but more accurately it was a combination of misjudging the time it takes to do things a little and adding a few extra features.
But enough! Here’s the official trailer, I hope it whets your appetite:
If any of you reading this happen to be XBLIG developers, the game is currently in peer review right now. If you have something you need reviewed yourself, review SOCH and I’ll review your game in turn