I do all the art here at Social Loner Studios. In between working and commenting on important subjects, I also post weird things and complain about art programs.
Feel free to e-mail me at email@example.com if you have questions or comments about the art here at SLS! If you're lucky and I'm not lazy at the moment, I may actually get back to you!
Website URL: http://www.sociallonerstudios.com
Behold! The newest threat to America!
Seals with guns taped to their heads!
Oh and we have a YouTube video of our kickstarter campaign uploaded. Check it out yo!
Our Kickstarter funding has officially started! We want to port Bird Assassin over to the iOS so that everyone can enjoy our most successful game-to-date! Take a look on kickstarter by clicking on this link here:
Around mid 2010, Ubisoft released a tech demo for something called “From Dust”. The demo was amazing, showcasing a player building and shaping entire islands with earth, lava, water, and life. Needless to say, it generated a lot of buzz and people started to quietly demand the demo in the form of a game. Ubisoft heard the call and less than a year later came “From Dust” on major consoles.
“From Dust” represents the near ideal of ‘God’ games: being able to build your land as you see fit, making every detail yours to manipulate and control. Generating earth and fire from your fingertips, it seemed to make a solemn promise to players: “Hey, I’m going to be pretty awesome."
I didn’t get the imagined god game that I saw a year ago. Instead, I got a 3D lemmings game that crashed every 2 hours.
The game starts simple enough with managing piles of sand in an attempt to move small groups of people to various totems. Once all the totems are activated, a gateway opens for your lemmings. You herd them into the gateway in order to advance to the next level. The various challenges build up with erupting volcanoes, raging fires, and massive tsunamis as you move from one safe haven to another.
While at times it was fun, the game was still a lack luster game-play that didn’t do exactly what I wanted to do: build my perfect island and then eventually set it on fire. (Because I’m a cruel and angry god.)
“From dust” offers a bit of what it promised, but the lack of imagined functionality is a downer. But all of this pales in comparison to the massive stability issues I encountered. The first time it crashed was during the demo play through. I thought it was just a fluke and moved on and kept playing. Then it crashed again at level load. Then crashed in the middle of a level. Then crashed again on a different level load. Finally, it crashed on the very ending, preventing me from seeing what kind of culminated story the game may offer. I got so frustrated that I hunted down the game on the Xbox live marketplace to down rate it out of spite.
So should you buy “From Dust”? My heart is saying yes, but my head is screaming no. We should all reward developers when they try an exciting new approach that works well and creates an entertaining experience. But when they make something this broken? We should move on and look for more fertile fields.
Game design is an interesting process. A wonderful idea with great implementation is a rare thing, and trying to balance out all the factors and ideas is the greatest challenge for any studio.
Here is my personal process on game design when I submit my ideas to my other work buddies.
Hey everyone! We've made a new game!
Protect yourself from big black balls of death! Protect yourself from the STORM.
It's a cool 2D physics based shooter where you have to stop giant dark meteors from hitting your gun tower. Its a fun fast paced game that you can also play with your friends at the same time!
Go ahead and give it a shot - it's up on Xbox Live Indie Games right now!