Adding to the Formula

It’s no secret that Time Tangle is a spiritual successor of sorts to my last game, Indiana Stone. They’re both fast-paced, high-energy action games where skilled players are rewarded by being able to blast forward at top speed and bust through oncoming obstacles.

So what kind of changes have been made to the formula?

Well, I could get into the random quest system that constantly switches up your objectives. Or the quasi-roguelike-inspired gear that you can earn and equip to compliment your play style. Or the large number of familiar Adventure Time friends you can rescue and use as power-ups, as well as the familiar Adventure Time baddies that show up as epic bosses.

With any luck I’ll get to some of these topics in due time!

But if I were to pick the characteristic that best distinguishes this game from Indiana Stone, it would be the way that Finn interacts with the environment by punching stuff. We spent a lot of time tuning the feel and follow-through of Finn’s jabs and power punches, the feel of collision, and the way that pieces of the environment bust apart and explode.

In my next post I’ll go into more detail regarding the challenges we faced making it feel awesome to punch things in the face, and the solutions we came up with.

In the meantime, be sure to check out the game’s reveal trailer if you missed it. It’ll give you a good sample of some content!

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Adventure Time: Time Tangle

Of course, the big news is that we’ve been hard at work on an amazingly cool game featuring everyone’s favorite human and stretchy dog! Click the icon to the right over there to get on over to the game’s development blog.

On April 11 we’ll be releasing more details. Starting then, the development blog will be the best place to get all sorts of juicy insight until it eventually comes out. Stay tuned!

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New Site Layout

It was time for some spring cleaning here on the TwinSky Games site. Things are a bit sparse right now, but in the near future you can look forward to external blogs that chronicle the development of upcoming games, retrospectives of previous projects, plenty of ramblings regarding design theory, unusual reviews of games that I’ve played, and a goatload of extras.

Have fun, and don’t forget to play quality video games for at least 24 hours a day.

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I’m Tim Winsky; designing wacky & unique games is how I roll. Game development is always a lot of work, but it’s worth it as long as you can have fun during the process.