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TooManyGames: Hands on BaraBariBall

Posted on by Mike Wall in PC, PC Previews | Leave a comment

“One of the goals was to make a Smash Brothers type game that is deterministic. It has no randomness to it,” said Noah Sasso, whose BaraBariBall plays like an 8-bit mash-up of Nintendo’s brawler and volleyball. BaraBariBall ditches the power-ups descending from on high and the jarring stage shifts in favor of a giant moon-shaped ball and some super-chunky graphics.

I played Sasso at his own game during the TooManyGames Expo, and while challenging the developer of a skill-based game went about as well as you could expect, the game was still immensely fun. Feverishly frenetic, but instantly accessible, it actually reminded me of how much fun Smash Brothers used to be before it was ruined by the garbage that constantly pollutes the screen. As the match begins, a ball drops from the sky. and the game becomes a frantic competition to grab the ball and chuck it off the opponent’s ledge into the water below. It’s the same theory as Smash Brothers except you’re throwing an object off the ledge to score instead of the enemy. That also means that you have to defend your own side of the map and make sure the ball doesn’t wind up in your side of the pond. It’s an ingenious twist that leads to insane back-and-forth brawls and heroic saves. Read more

Game Jam Sprouts out of Too Many Games Expo in Philly

Posted on by Dave Voyles in Features | Leave a comment

Philadelphia’s Too Many Games Expo, held at the Greater Philadelphia Expo Center about 30 minutes outside of the city’s limits, encompassed everything from a flea market for retro and rare games to an indie showcase for budding game developers. This year however, the International Game Developers Association (IGDA) incorporated a game jam within the event, where small teams had 48 hours to build the most creative work they could using a pre-defined theme.

This year’s theme was a picture of a down-ridden merry-go-round covered in rust and lost among a landscape of overgrown foliage. Upon exploring the two humid and sweaty rooms of developers teeming with creativity, I stepped over an individual passed out on the floor and covered in a sleeping bag before making my way over to team Gamma Gods. Comprised of programmers Alex Pizzini and Jason Morano in addition to artist Yanni Hajioannou, these recent Wilmington University graduates were already 24 hours underway before I came across them.

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