Entries by Sirlin (333)

Friday
Jan212011

Yomi: Game of the Year

Tom Vasel of The Dice Tower did his top 10 games of 2010. Puzzle Strike made #8 and Yomi took the #1 spot! Game of the Year, wow!

Here's the list in html form and
Here's the audio for the podcast. (Puzzle Strike mentioned at 29:30; Yomi at 53:00)

Thanks to all the players at sirlin.net for getting the balance in such good shape, to the artists for kicking ass, and to Thelo for making the online client. Note to Tom Vasel though: Yomi actually didn't ship until January so I guess it will have to be the best game on your 2011 list, too. ;) haha

My inventory is running out a lot faster than I expected, but it's still available here. Sorry to sound like an ad all the time these days, but I just haven't had the time write more design articles, and there keeps being more awesome Yomi / Puzzle Strike news, I can barely keep up!

Friday
Jan072011

Yomi and Puzzle Strike, Finally Shipping

Both Yomi and the new second printing of Puzzle Strike are finally shipping! They started shipping yesterday, and will continue to ship today, monday, and tuesday. They are going out by earliest orders first, and I think all orders will be shipped by the end of tuesday, as far as I know. Or maybe wednesday if it gets hectic.

Also, Ken B. over at FortressAT.com gave Puzzle Strike his award for Game of the Year 2010. Wow!

And as mentioned before, Tom Vasel gave Yomi a 10 out of 10. (He gave Puzzle Strike an 8, btw.)

I hope you guys enjoy the games! If you ordered one or both, get your friends ready to play soon!

Tuesday
Dec282010

Tom Vasel Video Review of Yomi

Tom Vasel did a video review of Yomi. As I said before, he's one of the most respected board game reviewers out there, so it's a real honor to see his glowing review.

Monday
Dec202010

Tom Vasel Reviews Yomi

Tom Vasel reviewd Yomi on his podcast episode 192 (starting at 31:25).
I don't see the review on Tom's main site yet, The Dice Tower, but I found it here, for reference.  

Some highlights from Tom:

"I love this game! I haven't loved a game this much in a long time."

"It's in my top 100 games of all time...maybe even the top 10."

"I'm currently ranking it 10 out of 10."

This is really a high honor because Tom Vasel is one of the most respected board game reviewers around. I encourage you to check out his reviews in general on boardgamegeek.com and on his own site, The Dice Tower. I've followed them for years, and he's always been helpful in explaining how games works, what is good or bad about them, and how they relate to other games.

I'm glad you liked it Tom!

Yomi and the second printing of Puzzle Strike are en route as we speak, on a freight train somewhere. They'll ship in January and you can get your order in here (Yomi) and here (Puzzle Strike).

Sunday
Dec122010

Infinity Blade: Game Design Review

Infinity Blade was the #1 paid app in the App Store a few days, and deservedly so. As a player, I have to give it a grade of A because it's entertained me more than most games do these days, including games costing literally ten times as much. I'd rather give you opinion as a game designer than a player though, and from that standpoint, I rate it even higher. What's most notable is how much the designers did with so little. A simple combat mechanic and a small map go a long way.

Infinity Blade is "Punch-Out with swords, combined with stat optimization and a hidden object game." Skip the next couple sections if you already know how it works.

Description of Combat

The basic mechanic of slashing with your sword has a good visceral feel on the iPad's touch screen. The combat itself is kind of like Punch-Out. You can dodge the enemy's attacks and after you dodge a big one, you have a chance to hit back. You can also sneak in other hits before dodging the big one, but they do less damage. You can block so that no timing of dodge is needed, but the number of blocks is limited by how strong your shield is. You get an XP bonus if you don't break your shield, so it seems best not to use it. Parrying is more fun than dodging or blocking, and it caries higher risk and a bit higher reward. To parry, you must slash at the right time and angle to match the enemy's attack. Very cool.

You also have two meters, kind of like super meters in a fighting game (simply touch them to activate when they are full). The one in the upper left always stuns the enemy, letting you hit them a few times for free. The one in the upper right lets you do a magic attack (based on which ring you have equipped) that requires you to do a gesture to cast.

Description of Stat-Game

As usual, you defeat enemies to get money and items, which make you stronger, which let you beat more enemies. The not-usual part is that the items themselves are what level up, and your character's XP only goes up as the items gain XP. Once an item has its max XP, it no longer contributes to your character's XP when you defeat enemies. The dynamic that results from that mechanic is that you want to constantly swap your items around, making sure you have decent stats, and also a decent XP gain rate. This might sound annoying on paper, but giving you something to manage between fights is, I think, a big reason why the game doesn't get monotonous nearly as quickly as you'd expect. You get to go back and forth between combat and stat-optimization often, and each gives you a break from the other.

Movement

This is really one of the main ponts I want to make. You cannot walk around freely in Infinity Blade, you can only click on the note you want to go next, and a canned animation takes you there. On paper, this sounds bad. Really though, I think it was a very smart decision. Part of the reason they did this,

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