Game Development Reference
In-Depth Information
intelligent investigation of the story, collecting items, and resolving puzzles. Overall,
the game experience is very rich because there are lots of different mechanics in-
volved. Proportions of action and adventure elements may differ from project to pro-
jects. There are projects with action and a bit of adventure, where players mainly
fight and sometimes get to solve some puzzles. Then there are projects with adven-
ture and some action, where players generally explore the world around them and
seldom face any enemies to fight with. A good illustration of an action-based adven-
ture game is Superbrothers: Sword & Sworcery EP from Capybara Games Inc. , fea-
turing very stylish pixel drawings:
A scene from Superbrothers - Sword & Sworcery EP
Escape the room
Escape the room (room escape) is a pretty young subgenre that was popularized
in the 2000s, mostly by various adventure games created in Adobe Flash and were
available online for a wider audience. The concept is simple; a player is situated in
a locked room and has to find a way to escape it by using various items that can
be found nearby. Its popularity among developers is pretty clear. Such a game re-
quires only one small location to work with, so it is much easy to create all the assets
and thinkup puzzles. Some of the notable examples were created by the Japanese
designer, Toshimitsu Takagi , who stands for popular titles such as Crimson room ,
Viridian room , Blue chamber , and White chamber . Among projects for iOS, the one
that can be specifically picked was called 100 Floors from Tobi Apps Limited ( ht-
tp://www.tobiapps.com/1_100_floors.html ) , where the connection between levels is
illustrated very naturally via the idea of an elevator in a high building. Another in-
teresting entry is Factory96 by Michael Eng ( http://www.factory96.com ), where real
photographs of abandoned industrial locations are used as decorations to create the
image of a mysterious factory full of different puzzles.
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