Archive for the ‘Miegakure’ Category

Technical Excellence

Tuesday, January 4th, 2011

IGF

Miegakure is finalist at the Independent Games Festival 2011 in the “Technical Excellence” category. Combine this with last year’s nomination in the “Excellence in Design” Category, and I think that’s enough awards for now.

Here’s what the jury had to say:

Jurists also praised Marc ten Bosch’s fourth-dimension exploring puzzler Miegakure for using game mechanics to “provide a space for the exploration of a technically complex and fascinating concept,” and generally serving “as a demonstration of why games are unique among other technical mediums, able to illuminate ideas through interaction in a way that nothing else can.”

While I’m on the subject of awards, I never wrote a blog post about the award the game received at Indiecade this past October in Culver City. It was the “Amazing” award, which was originally the “Technical” award, but was renamed since, I am told, rewarding the game’s technical prowess didn’t seem to be enough.

Indiecade Awards

Photograph by the lovely .tiff. On the left is Steph Thirion (Sublime Experience Award), of Ellis and Faraway fame, another French speaking indie game developer. In the middle is Tim Schafer (Trailblazer Award), of The Secret of Monkey Island fame, and founder of Double Fine.

Progress on the game has been steady. I focused a lot of my attention on refining the start of the game: smoothing out on the difficulty ramp, making sure each important concept is introduced in its own level. I’m quite satisfied with the results, and I’ll need to talk about that in a blog post eventually. The graphics have also improved quite a bit, and I’m looking forward to sharing that with you soon as well. This is actually very much related. Especially in this game, graphics are more than “sizzle on the steak,” as players use (subconsciously and not) all available visual and auditory cues to learn how to navigate the game’s space.

An Interview with Stephen Totilo from Kotaku

Tuesday, July 13th, 2010

An Interview with Stephen Totilo from Kotaku.

Marc ten Bosch is the only man I have ever treated as if he had a super-power. Not super-strength. Not heat vision. Something better.

Hello xkcd people.

Wednesday, March 31st, 2010

Flatland

The game is currently in development and the goal is to release it in downloadable form for consoles and PC/Mac/Linux. There is no announced date and platform yet.

There is no publicly released demo at this point. There will be one when the game is released though, so please be patient 🙂 Thanks.

Press + See you at GDC

Saturday, March 6th, 2010

I’ve been preparing a few surprises for GDC. See you there!

Many journalists have access to a current build by virtue of being IGF judges, here’s what they said:

Meagan VanBurkleo from Game Informer said: “It takes some time to grasp the concept employed in Miegakure, but once that moment of clarity crests, the effort is well worth it. ”

Stephen Totilo from Kotaku said: “You know you want to try it and see if you can comprehend it. The game was nominated for Excellence In Design at the Independent Games Festival. It gave me a headache, but I’m blaming my brain, not the game.”

Leigh Alexander from Gamasutra said: “just looking at it prompts pondering the creator’s unusual thought process.”

Brandon Boyer from Boing Boing said: “every time I press the ‘B’ button, the game instantly reminds me that it’s infinitely smarter than I am and that it’s hopeless to try and out-think it. ”

James Murff from Big Download said: “Miegakure will twist your brain in ways you thought impossible, thanks to its almost entirely accurate representation of the fourth Euclidean dimension.”