Stop
  • Mattias Gerdt, Music For IGF Nominee Cobalt: Part 1 [Interview]

    Oxeye Game Studio’s action platformer Cobalt has received honorable mentions in the technical and visual arts categories for the 2011 Independent Games Festival. It is also a finalist for excellence in sound design. IGF’s judges had this to say about Cobalt: “The soundscape in Oxeye’s Cobalt was also praised for “giving it the amount of [...]

    Related Posts with Thumbnails
  • DIYGamer.com State of the Site + Updates

    Hello friends, fellow readers and indie game lovers. You may have noticed a distinct lack of content and updates from yours truly these past few months. Truth of the matter is that we’ve struggled to gain traction in a world dominated by up-to-the-minute news from mega blogs like Kotaku.com, Joystiq.com and, yes, even IndieGames.com/blog (for [...]

  • Same Ol’ Ball Game… Mount & Blade: With Fire and Sword [Preview]

    Earlier this year I had my first experience with a strategy series called Mount & Blade, and it’s successive sequel Mount & Blade: Warband. Despite being a huge strategy and RPG fan prior to playing these games I had, for whatever reason, completely passed them over when they were initially released. So, when I finally [...]

  • Nintendo Doesn’t Want “Garage” Developers, Who Don’t Need Nintendo

    Everybody wins! During this past GDC Nintendo of America President, Reggie Fils-Aime, told Gamasutra that the company wasn’t looking to “do business” with the garage developers of the world. Essentially, anybody who doesn’t consider themselves a full time game developer, either by choice or because they need another job to make money and support themselves. [...]

  • Have Many Laughs, Shoot Many Robots [GDC 2011]

    The Game Developers Conference is more than just showing off new technology for aspiring game developers and industry folk. In many ways, it’s a great place for developers to show off their work they’ve already completed to other developers and to people like us, the press (if we can so be called). So it was [...]

  • Mattias Gerdt, Music For IGF Nominee Cobalt: Part 1 [Interview]

    Oxeye Game Studio’s action platformer Cobalt has received honorable mentions in the technical and visual arts categories for the 2011 Independent Games Festival. It is also a finalist for excellence in sound design. IGF’s judges had this to say about Cobalt: “The soundscape in Oxeye’s Cobalt was also praised for “giving it the amount of [...]

    Related Posts with Thumbnails
  • DIYGamer.com State of the Site + Updates

    Hello friends, fellow readers and indie game lovers. You may have noticed a distinct lack of content and updates from yours truly these past few months. Truth of the matter is that we’ve struggled to gain traction in a world dominated by up-to-the-minute news from mega blogs like Kotaku.com, Joystiq.com and, yes, even IndieGames.com/blog (for [...]


  • bubblegirl Continuing with the occasionally lovely Action 52 Owns game jam entries, Guilherme Martins has contributed a lush, completely reenvisioned take on game #23, Bubblegum Rosy, adopting little but the theme — an action platformer about a girl who blows bubbles — and a few visual touches, and extrapolating that into a sturdy, whimsical game of his own creation.

    You play as a little girl with a double jump and fluttery hair that slows her descent. To defend yourself, you blow bubbles; different flavors of gum give you different bubble patterns. Your goal is to climb into a large bubble at the end of the level, and drift off to the next screen. For some reason you rescue young men along the way, who then appear on the title screen once you’ve collected them.

    There are five levels, littered with branching and rejoining paths, and two game modes. To the best I can tell, the main difference between the mode is that “Classic Mode” does away with the power-ups of “Normal Mode”. This makes for a less tactical, though somewhat easier game. “Classic Mode” also does without the HUD elements — hit points, timer, score — that you normally see.

    The game is fairly hard, particularly in “Normal Mode”, though it does provide unlimited lives and gently instructs at the start. The visuals are clean and flat-shaded. One problem is that often the instant-death spikes are a bit hard to see, as they blend in so well with the decor. Another is that the opulent particle effects can often obscure the action.

    The ethereal Sega Saturnish music by J.W. Hendricks and Annihilator Beta ties everything together and sets the appropriate tone.

    You can download Bubblegirl Rozy here

    Related Posts with Thumbnails

    Glad you liked it. Would you like to share?

    Sharing this page …

    Thanks! Close

    Add New Comment

    • Image

    Showing 0 comments

    Trackback URL
    blog comments powered by Disqus