Posts tagged super meat boy

Inspiration

As I continue pumping out design for Tim to breath to life, it helps to take moments to absorb all the beauty and wonder produced by the indie game community for quick hits of marvelous inspiration.

Here’s a fine example. Fez is a platformer currently in the home stretch of development by Polytron and featured prominently in the upcoming Indie Game: The Movie documentary (of which I am a Kickstarter supporter).

The game looks charming, evocative and just plain stunning. I’m a big fan of similar perspective shifts in Super Paper Mario, but this looks even more engaging and atmospheric.

Since Fez isn’t out yet, I was relieved to receive my copy of the Super Meat Boy Ultra Edition in the mail, signed by Edmund McMillen and Tommy Refenes. I bought a wired Xbox 360 controller just to enjoy playing in my office between stretches of Ramps tomfoolery. My last great 2-D platforming experience was New Super Mario Bros. on the Nintendo DS, so it’s been thrilling to routinely lose myself in such a merciless-yet-rewarding adventure.

If you’re a fan of Meat Boy, you’ll dig League of Evil for iPhone and iPod Touch. It’s the only virtual button platformer I’ve been able to play for any length of time. Seriously, how did Ravenous Games make the controls so responsive? A bargain at $1.99! Get it, play it, love it.

Speaking of touch platformers, I took 1-bit Ninja for a spin as well. I love the Game Boy aesthetic and the 3-D rotation feature. I applaud them for exploring a new and radical way to streamline touch controls without relying on the aforementioned virtual buttons. That said, I cannot seem to find my zen with the forward-only movement. Is it just my expectation of platformers in general that’s betraying my ability to control this game with confidence?

What games are inspiring you? (Besides Ramps, of course!)