Wildhollow Reviews and Warez

December 7th, 2009

My latest adventure/pet raising game Wildhollow is released and things are progressing fairly well. Many seem to like it, and thanks to Pätr a game-stopping bug was found in time. It could have been immensely embarrasing otherwise…

For the ones curious what Wildhollow is all about, here are two reviews:

http://jayisgames.com/archives/2009/11/wildhollow.php

http://www.gamertell.com/gaming/comment/gamertell-review-wildhollow-for-pc-and-mac/

Also, I’m constantly googling “Wildhollow” to see what people are saying about the game. One thing I noted this weekend is that a cracked version of Wildhollow has popped up on various file networks. Trembling with fury and sorrow and trepidation and other things I downloaded one of these files to see if it was a bona fide copy of the game. Were people downloading my precious little game and playing it for free? Were people ignoring my hard work for a moment’s instant gratification?

It turns out that the answer is no.

If anyone feels tempted to download the “Wildhollow RIP” that’s circulating on warez sites you should be aware that it’s technically cracked but you won’t be able to play further than Steinheim Keep. You see, for the trial version I made two modifications: I added a time limit of 60 minutes, and I content-limited the game so that nothing from beyond that point is included. The warez version available only removes the time limit but – obviously – cannot add the missing content.

I guess that it’s just a matter of time before a real version pops up, but I feel pretty happy that for now loads of people are going to play the game an hour or two until they realize that they’re playing a trial version after all!



Get Ready for Adventure! KarjaSoft Releases Wildhollow

November 27th, 2009

FOR IMMEDIATE RELEASE

Get Ready for Adventure! KarjaSoft Releases Wildhollow

Sweden, November 27, 2009 — Independent game developer KarjaSoft proudly announces the release of tongue-in-cheek adventure/pet raising game Wildhollow for Windows and Mac.

Wildhollow introduces the story of a young boy or girl returning home to find his or her parents missing under mysterious circumstances. The player is tasked with solving quests and ultimately discovering the fate of his/her missing parents, while also restoring the titular Wildhollow ranch to full glory. The game features an original mix of dialogue driven adventure gameplay and pet simulation elements in which animals can be raised and crossbred. A wide variety of breeds can be discovered, and varied food gathering minigames spice things up even further.

The game world is filled with colorful characters and humorous dialogue, and provides many hours of open-ended entertainment. The player encounters inept adventurers, cowardly dragons, greedy merchants, dwarf lords in love and much more as the story progresses.

“If you enjoy funny dialogue, adorable pets to raise and clever jabs at common fantasy cliches you’re going to love Wildhollow,” says Miro Karjalainen, owner of KarjaSoft, not at all deterred by the fact that his opinion might be slightly biased.

Wildhollow is available for Windows and Mac at the price of $19.99. More information, screenshots and trial downloads can be found on the official webpage:

http://www.wildhollow.com

Features:

- Loads of wacky characters to interact with
- Adorable animals to breed
- Tongue-in-cheek humor poking fun at fantasy cliches
- A colorful fantasy world to explore
- Hours of adventurous quests
- And much more…

System requirements:

1 GHz CPU, 512 MB RAM. Windows 2000 or higher, or Mac OS X 10.3.9 or higher.

About KarjaSoft

Founded by Miro Karjalainen in 2006, KarjaSoft has previously released the fluffy arcade game Sheeplings in 2007 followed by superhero puzzle/RPG Spandex Force in 2008. KarjaSoft focuses on developing casual indie games with a twist, including lots of humor and genre blending. Visit KarjaSoft online at http://www.karjasoft.com

Contact:

Miro Karjalainen
www.karjasoft.com
info@karjasoft.com

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:D



Wildhollow Release Tomorrow

November 26th, 2009

“Karja, you lazy sod! Why haven’t you blogged for several weeks now,” I hear you cry. Well, SOME of us have a full time job while we also try to fit in a wedding (not my own!), beer with friends, TV-series (I love House M. D.!) and casual adventure game development. The latter is what’s been occupying most of my spare time these last couple of weeks.

The adventure/simulation game Wildhollow is about to be released November 27, and I’m trying my best to arrange everything for tomorrow. Full version and trial builds for Windows and Mac, press release, webpage touch-ups, ordering system setup, and on and on and on… The time is now 10 PM and I’m starting to question how much sleep I’ll get tonight.

Stay tuned for a press release posting tomorrow…



Wildhollow Trial Modifications

October 18th, 2009

I have a suspicion that I’ll be releasing a beta trial of my adventure/management game Wildhollow v0.4 later today or tomorrow, if all goes well. I thought v0.3 was relatively solid, but there were still a number of things to improve for v0.4. For example:

  • More eye candy for the minigames
  • More eye candy when tending animals
  • Additional dialogues and items of interest in most locations
  • Click a button to check for new versions – and if so, download the upgrade
  • Trial version limitations and nag screens

The upgrade feature is a simple version checker plus redirection to the Wildhollow webpage where some PHP scripts will run. It may be simple but it will be a major time saver when I release updates! If you’re running a trial version, it will redirect you to the updated trial download; if you’re running a full version you’ll have to enter your e-mail address and it’ll authenticate the e-mail with the purchaser database before sending the upgrade.

The last item is trail version limitations.

So far I haven’t bothered with having a trial/full version but from now on the trial versions I release will be limited to 60 minutes, have a nagging screen, and be content limited. There are three reasons why I have content limitation as well as a time limit:

  1. The download will be smaller
  2. Games are always cracked, and with missing content I’ll ensure that it’s slightly harder to get a full version of the game. You can’t just run a patch to remove the trial limitations
  3. Related to the second item, I chose to have a really trivial method to determine trial vs full version. I assume that the game will be cracked swiftly either way so I’m taking the least problematic route for me. Thus I really need to have content limitations – otherwise I’m guaranteeing instant warezing of the game. As it is now a pirate will have to get hold of the full version first, at least

All good reasons, I think.



Wildhollow Teaser Trailer 1

October 15th, 2009

My first attempt at video editing turned out…pretty okay! I gathered a few clips from my upcoming adventure/management game Wildhollow and bunched them together in a suitably epic way. Have a looksie:

I received some good feedback on how to improve the trailer, so I’ve gathered a few things to look into:

  • Better source clips that show interesting scenes and more variation
  • Mess around with the music – switch between a few different music clips
  • Probably keep the sound FX from the game
  • Experiment more with zoom/rotation/transitions to get dynamics

Things are moving fast… Wildhollow is ready for release soon, and I want to have a nice and exciting trailer for the game before that date!



Wildhollow Flash Game Part 2 – Simple Scoring

September 20th, 2009

As a side project to my adventure/management game Wildhollow I’m working on a simple Flash game for the website – a Wildhollow teaser, so to speak. I’m aiming for a game where you learn what animals like what types of food; something that’s useful to know in the real game too.

Flash development is something that’s completely new to me, so this is a fun opportunity to learn more about how to make web games. This is as far as I’ve gotten right now:

In this version you can drag food items and drag them to the bovine animal. Feeding it something it likes results in a big boost of the score, but feeding it something it dislikes results in negative points. You can see that bovine beasts don’t like fish or meat, for example.

Right now there’s just one animal, but – as the “Stage 1″ text in the beginning hints at – I’m planning on having several stages with different animal types.

Still not very impressive. But from the last time I’ve refactored a lot of the code, learned how to use external Actionscript files, learned about creating MovieClips and applying filters through the code, and learned that it’s very easy to extend a MovieClip with needed variables. For example, each food item (and the animal) have a value assigned to it to identify what type it is.

Still a lot of things missing, though:

  • More animals
  • Maybe animations for the animals
  • Logic to determine when a game is lost/won
  • Decide how a game stage should work
  • Possibly, an online highscore table
  • Investigate if there can be smoother scrolling for the foodstuffs
  • Sound
  • Loading screen
  • Title screen
  • One-screen tutorial

We’ll see how far I get next week!



Wildhollow v0.3 Released…Kinda

September 8th, 2009

“Say, Karja, whatever happened to the game you were developing? What was it called? Woodhollow or something? Did you forget about it?”

Why, not at all! Wildhollow has been delayed due to work, personal issues and a long frigging trip to China among other things, but at long last I’m on track again. I’m planning an autumn release, and judging from the v0.3 that I finished today things are looking good.

Here are some screenshots to tease you with:

But you’re not getting a download just yet. I need to have a quick sanity check: some people need to test it before I can make a public release. Just in case I’ve left some horrible bug or other issue that makes the game unplayable and/or unenjoyable.



Totem Tribe Review

February 5th, 2009

This year has been full of good games so far. Not only did I get caught playing Eternal Eden; on a whim I decided to try out Totem Tribe by Enkord as well. And boy do I regret that. Not because the game is bad, but because it’s too darn addictive!

After reading the description I didn’t have very high expectations on the game:

“High adventure, real time strategy and hidden object gameplay come together for the first time in Totem Tribe.”

Hidden object gameplay. Meh.

Still, eager to broaden my horizon, I decided to give the game a go – and I was pleasantly surprised. The game is divided into different islands on which you have to perform various tasks ranging from finding objects strewn all over the island, to building your village and defeating various kinds of enemies á la classical real-time strategy games. It’s easy to suspect that a casual real-time strategy game would fall into a single type of RTS. Tower defense style, or build-stuff-and-overwhelm-your-opponent style, for example. The beauty of Totem Tribe is that both these gameplay styles are included – and many more as well, as there’s great variety between the tasks given.

The RTS part is in general fairly simple but surprisingly fun despite that. There are lots of units, lots of different tasks, and lots of things to see and do. And most importantly – for a game I play as a diversion, for relaxation – it’s hard to lose. Not impossible, though. So don’t get too cocky, thinking that you’ll breeze through every single island of the game. Especially not the last stage of the game. Sweet mercy, the difficulty ramps up incredibly for that one!

In fact, that’s one of the game’s negative sides. I dislike backtracking or redoing things in casual games – I want to see steady progress. I really hated having to restart an island in Totem Tribe, the few times it happened. It’s hard to balance loss/gain/challenge/boredom but I have a suspicion that it could have been done a bit better.

Another annoying thing is the hidden object parts. Trust me, I was pleasantly surprised by those too, but I still found myself grinding my teeth now and then as I found myself missing an orange, or a single bleeding turtle shell that was nowhere to be found. I really really really hated the fact that I didn’t even have a hint button, or some way to purchase (maybe with some in-game currency) hints, or anything at all to guide me toward the missing items.

On a final note I have to mention that the game is gorgeous and sounds very nice indeed, and that I’m very pleased with my gaming experience – despite a few irritating moments.

Graphics

Good graphics, nice sprites. Really, there’s nothing that I feel that I have to complain about.

4/5

Sound

To be honest I can’t recall the music at the time of this writing…but I think that it serves as evidence that it is integrated properly and works quite well.

3/5

Gameplay

Build stuff! Explore! Battle! Find hidden things! There’s a lot to do here, and I like it.

4/5

Addictiveness

I was seriously debating with myself what grade this game should get. It’s very addictive, but also annoying at times. Either way, the game is highly recommended.

4/5

Technical notes

The only annoyance was the usual problem with dual displays and fullscreen mode. Running the game in fullscreen messes up the display on the other screen. One of these days I’m going to have to look into the reason for that – many games I try display the same behaviour.



Wildhollow Endgame Screenshots

January 28th, 2009

Wildhollow, the quirky indie adventure game featuring weird humor and bizarre animals to take care of, is slowly starting to come together at long last. The minigames are still not up to par but at least the game is now possible to complete. I still have a few side quests to wrap up, but the main storyline is written and playtested. Up to, and including, the endgame that twists and turns a little but in the end settles into a nice and cozy happy ending.

Here are some tiny screenshots from the late stages of the game. If you’re really sensitive toward spoilers you might want to avert your eyes now. Nothing critical is revealed – I’m just offering a friendly warning in case you really want everything to be a surprise.


Yeah, let’s get it oooon!


I think I smell some fightin’ comin’ up!


Breaking the fourth wall? Guilty as charged!


I went for a very basic credits screen. I think it works, though.

Now, as soon as the minigames are functioning properly and the animal tending sub-game is in order I think the game is just about ready for release. I still wonder how it will be received, and if it will be appropriate for portals. Time will tell I guess.

Stay tuned for more information!



Eternal Eden Review

January 8th, 2009

The new year is upon us, and despite the fact that it’s been a pretty awful year so far there have been a few good points too. A few glimpses of light to brighten this dark and dreary January. One of those lights is an excellent CRPG by Blossomsoft, called Eternal Eden. “What’s a CRPG,” I hear you wonder. It’s short for Console Role-Playing Game, and essentially means “kinda like the good ol’ RPG games you played on 16-bit systems like the SNES.” You can also call this JRPG if you wish. I don’t care.

In this game you assume the role of young Noah, an inhabitant in the eternal land of Eden. Together with your friend Downey and other assorted heroic types you roam the obligatory two dimensions (there’s always a light world and a dark world isn’t there?) and try to set things straight after someone messed things up by eating the forbidden fruits whom the enigmatic Father explicitly told everyone to leave well alone. The game is obviously quite inspired by Christian mythology and the Bible, and as an atheist fascinated with these things, that is exactly what drew me to the game in the first place.

Unfortunately Eternal Eden doesn’t follow up on the promise of religious interpretation very well; I was let down a bit by the common, secular storyline that emerged from this extremely promising beginning. Maybe I’m simply missing some of the more religious points, but it feels that Blossomsoft missed out on an opportunity to create something deeper and more thought-provoking. Still, what the game delivers is a well-designed and interesting RPG experience that lasted some 15-16 hours. Much of it was filled with battles and the usual leveling up, but there was surprisingly little forced level grinding – not a single time did I have to backtrack and fight stuff in order to become stronger.

One of the reason for this is that there are no random battles. Hallelujah! Praise the lawd and all that jazz. All the enemies are clearly visible and avoidable if one chooses. Much appreciated move. What this means is that the game is more streamlined, more simple in a way since the designer placed enough enemies so that you’ll always be prepared for what comes next as long as you fight your alloted fights. But it also means that you always see how many fights you have ahead of you – at least in the current area. This may not seem like a big deal but to me it felt like an enormous relief to be able to plan how many of the sodding sasquatches I had to slay before I got to where I wanted.

There are other neat things about the game. The graphics are good (although fairly simple compared to games like FF IV, FF V, FF VI, etc), the sound is good (but nothing special), and there are a few interesting minigames like bounty hunting and turtle hunting. Yes, turtle hunting. You go around an island looking for turtles. It sounds insane, but it really is fun! I never found all those stealth turtles though…

The most important thing about the game is that it has that elusive addictive quality, though. The areas never become too big or long-winded, and there is always more to see just around the corner. The scope of the game is much smaller than FF IV or FF V or FF VI (yes yes, I use them as examples again), but I most definitely think that that’s one of its major strengths as well. Because of its limited length this is a game I wanted to buy and finish, unlike most RPGs I’ve played lately. The relative shortness of the game might even be why it felt so addictive – it wasn’t stuffed with too much filler content. Kudos to you for that, Blossomsoft.

Graphics

Good graphics and special FX. Even though the resolution is higher than that of SNES RPGs, the latter win in comparison by virtue of better animation, design and variation.

3/5

Sound

Decent music, although a bit synthetic. The sound effects were okay. In the end I chose to not have the audio on throughout the whole game.

2/5

Gameplay

If you like the standard JRPG/CRPG deal you’ll definitely like this.

4/5

Addictiveness

Could it be? Could this be the first game I review to get a full score in addictiveness? Indeed it is! I couldn’t put the game down. I rarely buy games, but this was well worth the dough.

5/5

Technical notes

Eternal Eden was made with Game Maker or RPG Maker or some other kind of engine like that, but it’s not very noticeable – it performed well and felt like a solid game. One annoyance is that I’d like a larger window, more resolution choices or a scalable window – I want to play windowed, but the default resolution is just too small on my laptop! Also, when I alt-tab the game is paused (good!) but that music just keeps on playing (bad!)



Copyright © 2009 KarjaSoft