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	<title>Piron Games Insider &#187; Misc</title>
	<atom:link href="http://www.pirongames.com/blog/category/misc/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.pirongames.com/blog</link>
	<description>The unusual (casual) blog</description>
	<lastBuildDate>Wed, 25 Jan 2012 00:23:57 +0000</lastBuildDate>
	<language>en</language>
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		<title>Against SOPA</title>
		<link>http://www.pirongames.com/blog/2012/01/against-sopa/</link>
		<comments>http://www.pirongames.com/blog/2012/01/against-sopa/#comments</comments>
		<pubDate>Wed, 18 Jan 2012 09:19:32 +0000</pubDate>
		<dc:creator>Karg</dc:creator>
				<category><![CDATA[Misc]]></category>

		<guid isPermaLink="false">http://www.pirongames.com/blog/?p=355</guid>
		<description><![CDATA[Apparently, shit just got real and the anti-SOPA protest/blackout is happening. Which is great. So if you&#8217;re one of the few americans that browse around, off you go&#8230;do something about it. Just think how many memes like the one below you&#8217;ll be thrown toward you if this one passes &#160; &#160; &#160;]]></description>
			<content:encoded><![CDATA[<p>Apparently, shit just got real and the anti-SOPA protest/blackout is happening. Which is great. So if you&#8217;re one of the few americans that browse around, off you go&#8230;<a href="http://www.reddit.com/help/faqs/sopa">do something about it</a>. Just think how many memes like the one below you&#8217;ll be thrown toward you if this one passes <img src='http://www.pirongames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><img class="aligncenter" title="Americans" src="http://pirongames.com/blog/wp-content/uploads/2012/01/americans.jpg" alt="" width="400" height="349" /></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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		<slash:comments>0</slash:comments>
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		<title>The Ghost Protocol Dilemma</title>
		<link>http://www.pirongames.com/blog/2012/01/the-ghost-protocol-dilemma/</link>
		<comments>http://www.pirongames.com/blog/2012/01/the-ghost-protocol-dilemma/#comments</comments>
		<pubDate>Sun, 08 Jan 2012 11:18:22 +0000</pubDate>
		<dc:creator>Karg</dc:creator>
				<category><![CDATA[Misc]]></category>

		<guid isPermaLink="false">http://www.pirongames.com/blog/?p=352</guid>
		<description><![CDATA[So they have retinal scanner with real-time face recognition, sticky gloves able to hold the user on any surface, face sculpting tech, last BMW ultra-tech prototype car&#8230;yet the hand-cuffs can be still opened with a metal paperclip?]]></description>
			<content:encoded><![CDATA[<p>So they have retinal scanner with real-time face recognition, sticky gloves able to hold the user on any surface, face sculpting tech, last BMW ultra-tech prototype car&#8230;yet the hand-cuffs can be still opened with a metal paperclip? <img src='http://www.pirongames.com/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>The Help Conundrum</title>
		<link>http://www.pirongames.com/blog/2011/11/the-help-conundrum/</link>
		<comments>http://www.pirongames.com/blog/2011/11/the-help-conundrum/#comments</comments>
		<pubDate>Mon, 28 Nov 2011 19:59:11 +0000</pubDate>
		<dc:creator>Karg</dc:creator>
				<category><![CDATA[Misc]]></category>

		<guid isPermaLink="false">http://www.pirongames.com/blog/?p=349</guid>
		<description><![CDATA[I don&#8217;t read ingame help, but I complain when it lacks]]></description>
			<content:encoded><![CDATA[<p>I don&#8217;t read ingame help, but I complain when it lacks <img src='http://www.pirongames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>FlodXM ported to HaXe</title>
		<link>http://www.pirongames.com/blog/2011/10/flodxm-ported-to-haxe/</link>
		<comments>http://www.pirongames.com/blog/2011/10/flodxm-ported-to-haxe/#comments</comments>
		<pubDate>Thu, 20 Oct 2011 03:39:55 +0000</pubDate>
		<dc:creator>Karg</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[Misc]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://www.pirongames.com/blog/?p=344</guid>
		<description><![CDATA[Recently, I have investigated the opportunity of using Amiga-like tracker music in my games. I really want to make an &#8220;anniversary&#8221; version of Orbital Decay (woohoo&#8230;3 years!) and one of the features is a nice and engaging soundtrack, without bloating the file size. And, apparently, if things go nice and well, Loose Cannon will also [...]]]></description>
			<content:encoded><![CDATA[<p>Recently, I have investigated the opportunity of using Amiga-like tracker music in my games. I really want to make an &#8220;anniversary&#8221; version of <a href="http://www.pirongames.com/index.php/arcade/play/1">Orbital Decay</a> (woohoo&#8230;3 years!) and one of the features is a nice and engaging soundtrack, without bloating the file size. And, apparently, if things go nice and well, <a href="http://www.pirongames.com/blog/2011/09/play-like-a-pirate/">Loose Cannon</a> will also have such a soundtrack.</p>
<p>So, I&#8217;ve ported the aforementioned library to HaXe. <a href="https://github.com/photonstorm/FlodXM/tree/master/haXe%20Version">Grab it from the here</a>.</p>
<p>There are  a couple of small bug fixes and there is a speed optimization for the mixing, by using the flash.Memory class (<a href="http://ncannasse.fr/blog/virtual_memory_api">Alchemy bytecodes</a>, bla-bla-bla). The processor load, using the standalone debug Flash player, as seen in <a href="http://technet.microsoft.com/en-us/sysinternals/bb896653">Process Explorer</a> tool, is 4%, compared to the AS3 version which does 8% (the machine is an AMD 3200XP with 2Gb RAM running WinXp).</p>
<p>Apparently, NeoArt, the guys that made Flod stuff, will release Flod 4.0 (soon?). Porting, again, will be such a funny task <img src='http://www.pirongames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><strong>Update</strong>: apparently, <a href="http://ncannasse.fr/blog/adobe_make_some_alchemy" target="_blank">according to Nicolas Cannasse</a>, Adobe removed Alchemy opcodes from the latest Flash player (11.2), so if you compile for this target, you have to revert to using Vectors instead of the flash.Memory API.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>3.5 Years Later&#8230;</title>
		<link>http://www.pirongames.com/blog/2011/10/3-5-years-later/</link>
		<comments>http://www.pirongames.com/blog/2011/10/3-5-years-later/#comments</comments>
		<pubDate>Wed, 19 Oct 2011 00:59:18 +0000</pubDate>
		<dc:creator>Karg</dc:creator>
				<category><![CDATA[Misc]]></category>

		<guid isPermaLink="false">http://www.pirongames.com/blog/?p=340</guid>
		<description><![CDATA[I&#8217;ve finally managed to learn how to make games that I like to play. Now, if I&#8217;d only learn to make games all the other people like to play&#8230;]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve finally managed to learn how to make games that I like to play.</p>
<p>Now, if I&#8217;d only learn to make games all the other people like to play&#8230;</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<title>Breakfast at Post-Apocalyptic Tiffany&#8217;s</title>
		<link>http://www.pirongames.com/blog/2011/07/breakfast-at-post-apocalyptic-tiffanys/</link>
		<comments>http://www.pirongames.com/blog/2011/07/breakfast-at-post-apocalyptic-tiffanys/#comments</comments>
		<pubDate>Tue, 05 Jul 2011 21:31:17 +0000</pubDate>
		<dc:creator>Karg</dc:creator>
				<category><![CDATA[Misc]]></category>

		<guid isPermaLink="false">http://www.pirongames.com/blog/?p=313</guid>
		<description><![CDATA[From Fallout 3, played long time ago. And bonus, the pyjamas one-man assault squad]]></description>
			<content:encoded><![CDATA[<p>From Fallout 3, played long time ago.</p>
<p style="text-align: center;"><a href="http://www.pirongames.com/blog/wp-content/uploads/2011/07/fallout3_001.jpg" rel="lightbox[313]"><img class="aligncenter" title="Fallout3" src="http://www.pirongames.com/blog/wp-content/uploads/2011/07/fallout3_001.jpg" alt="" width="368" height="277" /></a></p>
<p style="text-align: center;"><a href="http://www.pirongames.com/blog/wp-content/uploads/2011/07/fallout3_002.jpg" rel="lightbox[313]"><img class="aligncenter" title="Fallout 3" src="http://www.pirongames.com/blog/wp-content/uploads/2011/07/fallout3_002.jpg" alt="" width="368" height="277" /></a><a href="http://www.pirongames.com/blog/wp-content/uploads/2011/07/fallout3_003.jpg" rel="lightbox[313]"></a></p>
<p style="text-align: center;"><a href="http://www.pirongames.com/blog/wp-content/uploads/2011/07/fallout3_003.jpg" rel="lightbox[313]"><img class="aligncenter" title="Fallout3" src="http://www.pirongames.com/blog/wp-content/uploads/2011/07/fallout3_003.jpg" alt="" width="368" height="277" /></a></p>
<p style="text-align: left;">And bonus, the pyjamas one-man assault squad <img src='http://www.pirongames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p style="text-align: center;"><a href="http://www.pirongames.com/blog/wp-content/uploads/2011/07/fallout3_004.jpg" rel="lightbox[313]"><img class="aligncenter" title="Fallout3 Pyjamas Party" src="http://www.pirongames.com/blog/wp-content/uploads/2011/07/fallout3_004.jpg" alt="" width="368" height="277" /></a></p>
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		<slash:comments>0</slash:comments>
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		<title>&#8220;Experience working in agile environments&#8221;</title>
		<link>http://www.pirongames.com/blog/2011/04/experience-working-in-agile-environments/</link>
		<comments>http://www.pirongames.com/blog/2011/04/experience-working-in-agile-environments/#comments</comments>
		<pubDate>Wed, 20 Apr 2011 15:16:02 +0000</pubDate>
		<dc:creator>Karg</dc:creator>
				<category><![CDATA[Misc]]></category>

		<guid isPermaLink="false">http://www.pirongames.com/blog/?p=291</guid>
		<description><![CDATA[== our management is so incompetent that will often set unrealistic milestones that require lots of over-time, will change goals many times half-way through project, will only issue very loose requirements and will gang-rape you for not meeting them?]]></description>
			<content:encoded><![CDATA[<p>== our management is so incompetent that will often set unrealistic milestones that require lots of over-time, will change goals many times half-way through project, will only issue very loose requirements and will gang-rape you for not meeting them? <img src='http://www.pirongames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>(not so)Fans #2</title>
		<link>http://www.pirongames.com/blog/2011/04/not-sofans-2/</link>
		<comments>http://www.pirongames.com/blog/2011/04/not-sofans-2/#comments</comments>
		<pubDate>Wed, 06 Apr 2011 12:09:04 +0000</pubDate>
		<dc:creator>Karg</dc:creator>
				<category><![CDATA[Misc]]></category>
		<category><![CDATA[Orbital Decay]]></category>

		<guid isPermaLink="false">http://www.pirongames.com/blog/?p=287</guid>
		<description><![CDATA[Originally posted in the Kongregate forums here. I find it intriguing that someone would spend so much time writing about a piece of shit game (Orbital Decay) he so much hated. Oh well. Internet is a curious place This is my first of what might be a regular thing. I’m not sure anyone cares what [...]]]></description>
			<content:encoded><![CDATA[<p>Originally posted in the Kongregate forums <a href="http://www.kongregate.com/forums/3/topics/40510" target="_self">here</a>. I find it intriguing that someone would spend so much time writing about a piece of shit game (<a href="http://www.pirongames.com/index.php/arcade/play/1" target="_self">Orbital Decay</a>) he so much hated. Oh well. Internet is a curious place <img src='http://www.pirongames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
<span id="more-287"></span></p>
<p><em>This is my first of what might be a regular thing.  I’m not sure  anyone cares what I have to say about games, but I don’t think that’s  likely to stop me.  My general gaming perspective is that I’ve been  playing games for many years (computer and board games), and am  generally a cynical misanthrope who would be quite content if all life  on the planet died out and the Earth was left a barren rock.</em></p>
<p><!--more--></p>
<div>
<p><em>With that in mind, here is my review of Orbital Decay.  Also, there will be spoilers.</em></p>
<p><em>Orbital Decay begins with you having no clue where you are or why  you’re there.  This is fitting, because about five minutes later you  will be wondering why you’re still playing (it’s probably because of  badges).  The first thing that is likely to leap out at you when you  start is the size of your ship—it’s a great big huge thing that soaks up  any errant bullet that is evenly vaguely aimed at you, and it comes  with a great big gun positioned on the ship in a fashion that suggests  the builders were compensating for something.  Unfortunately,  performance of this particular piece of equipment is lacking, which is a  major point of frustration in the game.  The bullets travel at walking  speed, which means that at long ranges you’re required to lead targets  by an incredible distance, and changes in your aim have a multiple  second delay before the new shots reach the end of the playing field.   Hitting any enemy that isn’t on a purely predictable course is a matter  of aiming in its general vicinity and hoping it wanders into your  bullets.  This applies even when the enemy in question is huge.  You can  hit the broad side of a barn, but only if that barn isn’t dodging.   Worse, your gun starts out only slightly more effective than shouting  harsh language at the enemies.  Tiny little ships take three shots to  kill.  With larger ships, you generally get the feeling that you ought  to have packed a lunch.  You can upgrade your cannon to be more damaging  and to fire faster, but the issue with how fast the bullets travel  never gets any better.  This is annoying enough that it makes one wonder  if the designer playtested the game at all.  It seems like the sort of  thing they should notice.  The game area is also a bit of a problem.  As  mentioned, it’s wide enough that you have to scroll to see it all, and  your shots take a long time to travel across it.  Worse, it also extends  quite a bit above and below your view vertically, and enemies (and your  fighters) will often wander off the screen to maneuver in areas where  they are very difficult to adequately aim at.  These positions are  indicated with arrows that let you know where you would need to hit the  thing now, but with the slow speed your shots travel at, this is not  enough.  As you can’t see the enemy maneuvering, you can’t lead it at  all.  Another massively frustrating game element that should have been  purged.</em></p>
<p><em>The upgrade system is nice.  I liked the general modular feel of the  ship, and actually would have liked to see more options in terms of what  I can buy (for instance, rather than just fighters, being able to buy  different types of defending ships would have been nice).  Further, what  choices there are rapidly vanish once you realize that the flak cannons  and rockets are complete and utter trash.  The rockets in particular  made me outright laugh at how badly they functioned.  A fired rocket  will pursue targets, but not effectively enough to actually hit them.   As such, the rocket looks like it’s tagging along behind the thing it’s  trying to kill.  When I was trying out rocket launchers, they never  caught up with any target smaller than a capital ship before it got  destroyed by lasers, fighters, or the main gun.  Again, desperately in  need of more playtesting.  Once you scratch that out, you basically end  up with the ability to upgrade your main gun, buy/upgrade fighters,  build/upgrade lasers, and upgrade your repair systems.  Still not too  shabby, all in all.  I’m willing to give credit where it’s due, and I  kind of liked the general idea of how the ship functioned vis a vis the  upgrade system.</em></p>
<p><em>Now, a lot of the people in the game comments loved the plot.  I hold  this up as a general example of mankind’s failures.  The plot in this  game is lackluster.  I’d say that it gets points for having a plot (over  a game like Amorphous+ which is quite openly plotless), but it doesn’t  work that way.  Once you make plot a major feature in the game, you have  some responsibility to make sure it’s decent, and that it doesn’t get  in the way of the gameplay.  The game starts out in a plot sequence that  you can’t skip or speed up, which is greatly irritating as you are  likely going to have to restart several times if you are trying for the  hard badge.  Each restart means being stuck watching this bit of plot  again that you have already seen and likely weren’t particularly  impressed with the first time.  After that, for the most part you can  ignore it, and likely will, as a lot of the plot-related messages come  up on the bottom of the screen during firefights (as the game is almost  entirely one long firefight).  When you force the player to choose  between reading your plot and shooting the enemies, they’ll generally  pick the latter, especially when the enemies are back.  But, if you pay  attention to everything, you will notice that the designer appeared to  have something planned…  and then decided to phone it in for the grand  finale.  The plot starts out with you not sure where you are but trying  to resume an old mission.  Your ship is beaten up, and you’re under  attack.  So far, so good.  Later, you discover that the locals seem to  have legends about a ghost ship tearing through their civilization, and  that this was probably you during a time when your controlling AIs were  offline and the ship was cruising around with the automated defences  running.  Cool, now we know why they’re so ticked off.  And then the  grand finale drops…  turns out when you got damaged your repair drones  built another of you, which has had 15000 years to improve itself, while  you spent that time flying around getting shot up.  They decide to kill  you for some random reason (as opposed to just saying, “Hey, here’s the  information you’re looking for.  Best of luck, alternate us!”)  Likely,  this is so that you can prove once and for all that you are completely  incompetent by demonstrating that given 15000 years to improve your  ship, you will manage to make it less effective than a beat-up original.   So, big thumb’s down on that.</em></p>
<p><em>The game balance is also a bit screwy, which you’ll notice if you go  for the hard badge.  And before the inevitable wash of people going “You  just suck”, I’ll point out that I got said hard badge.  But, getting  that badge requires making exactly the right expenditures from the  beginning of the game.  There is no room to correct for a mistake (you  can sell turrets and the like, but the margins on cash are so tight that  that kills your chances).  This is one place where the uselessness of  the flak/rocket turrets really can be a kick in the genitals, as any  strategy you try that includes them is going to fail horribly.  Worse,  it takes about three chapters to evaluate whether or not your strategy  is one that allows you to complete the game—if you can defeat the trio  of capital ships at the end of chapter three, you can probably beat the  game with your strategy.  If you can’t (and usually this is the case),  you will be brutally crushed by those three ships.  You’ll probably be  tempted to try “return to last checkpoint” to give you another shot at  beating them, but this is just there to waste your time, as you will  have to restart to redo your buying decisions from the start.  A further  factor here is that your ship has oodles of hit points, but it gets  worn down fast if there are a lot of ships around.  Worse is that until  you get your repair systems well-upgraded, it repairs terribly slowly,  so for the first few levels your hit points are decreasing slowly, and  if you don’t start chapter three with enough hit points, you’re not  going to be able to finish it.  Now, a game being tough isn’t a bad  thing, but in this case the game doesn’t feel “fair” as it’s tough.  You  get to chapter three, and usually it doesn’t matter how much skill you  have at operating your little gun, you are going to lose.  Further,  you’re going to lose while being annoyed at how little damage the gun is  doing, and how useless it is against most of the enemies that are  whittling down your hit points.  This is not a recipe for fun.   Amusingly, once you have a setup that works to get you past chapter  three, much of the game will probably be a snoozefest, even on hard.   There’s a couple other points that might give you a challenge, but  you’ll likely have upgraded enough as the game goes along that you just  sail through the opposition in a hail of fire.  A transition from  impossible to simple is not really ideal.</em></p>
<p><em>All in all, this game felt like a good start—that there was a good  idea and the framework of a good game, but that it was released way too  early and without enough playtesting.  It feels like a game in alpha,  before the bugs are entirely hammered out, before some of the crazy plot  ideas have been amended to be a little more reasonable, and before  things that the game designers thought were great ideas but annoy an  actual gamer have been fixed.  It’s not the worst game I’ve ever played,  but it’s definitely not one I’ll be going back to after I get the  badge.  Two stars.  I’d have given it one for the actual experience, but  I have to be a bit more charitable because there is something there  that could be retrofitted into a much better game.</em></p>
<p><em>If you’ve enjoyed this review and want to see more, toss suggestions  for games to review next below.  I can’t promise I’ll listen to or care  what you think, but it may be useful.</em></div>
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		<slash:comments>2</slash:comments>
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		<title>Time Travelling is Just Too Dangerous</title>
		<link>http://www.pirongames.com/blog/2011/03/time-travelling-is-just-too-dangerous/</link>
		<comments>http://www.pirongames.com/blog/2011/03/time-travelling-is-just-too-dangerous/#comments</comments>
		<pubDate>Fri, 11 Mar 2011 17:01:59 +0000</pubDate>
		<dc:creator>Karg</dc:creator>
				<category><![CDATA[Misc]]></category>

		<guid isPermaLink="false">http://www.pirongames.com/blog/?p=285</guid>
		<description><![CDATA[20 years ago&#8230;Sinclair Basic 18 years ago&#8230;Pascal 14 years ago&#8230;C++ 8 years ago&#8230;Java 3 years ago&#8230;Haxe]]></description>
			<content:encoded><![CDATA[<p>20 years ago&#8230;Sinclair Basic<br />
18 years ago&#8230;Pascal<br />
14 years ago&#8230;C++<br />
8 years ago&#8230;Java<br />
3 years ago&#8230;Haxe</p>
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		<slash:comments>0</slash:comments>
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		<title>Know Your Audience</title>
		<link>http://www.pirongames.com/blog/2011/03/know-your-audience/</link>
		<comments>http://www.pirongames.com/blog/2011/03/know-your-audience/#comments</comments>
		<pubDate>Thu, 03 Mar 2011 21:18:34 +0000</pubDate>
		<dc:creator>Karg</dc:creator>
				<category><![CDATA[Misc]]></category>

		<guid isPermaLink="false">http://www.pirongames.com/blog/?p=280</guid>
		<description><![CDATA[Here&#8217;s this little puzzle game, Robo Riot by UrbanSquall. Just see the screenshot below, it&#8217;s cute. Crisp pixel-art like, special effects, all in all, great production value. But, at the same time, there&#8217;s something so wrong with it. The puzzle mechanic is, essentially, designed for a casual audience, you know how marketing defines that: women [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s this little puzzle game, <a href="http://www.pirongames.com/index.php/arcade/play/60" target="_self">Robo Riot</a> by UrbanSquall. Just see the screenshot below, it&#8217;s cute. Crisp pixel-art like, special effects, all in all, great production value. But, at the same time, there&#8217;s something so wrong with it.</p>
<p>The puzzle mechanic is, essentially, designed for a casual audience, you know how marketing defines that: women over 35. Game&#8217;s mouse operated, one-button and relies on detecting forms/color rectangular patterns. Nice and easy.</p>
<p>The theme, however, is from Mars. Sci-fi setting, robots, explosions, hard-rock music. It&#8217;s cool with a kids audience.</p>
<p>Problem is, these two settings don&#8217;t overlap (or they do, on a very small slice). Diamonds? The woman&#8217;s best friend! Marbles? Fantastic! Aztec setting? That would have been outstanding!</p>
<p>Hope the game did well for urbansquall, though.</p>
<p style="text-align: center;"><a href="http://www.pirongames.com/blog/wp-content/uploads/2011/03/roboriot_ss.jpg" rel="lightbox[280]"><img class="aligncenter" title="Robo Riot" src="http://www.pirongames.com/blog/wp-content/uploads/2011/03/roboriot_ss.jpg" alt="" width="448" height="336" /></a></p>
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