Category Archives: games

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Pix’n Love – Rush

UNIVERSAL DECLARATION OF PIXEL RIGHTS
All pixel beings are born free and equal in dignity and rights. Universality, when we are in your thrall…

Thanks to the new-and-improved Pastagames Amusement Device, enjoy The Rush with never-before-seen playability!

Do you want the clearest, cleanest, shiniest pixels money can buy?
Choose Pastagames Amusement Device brand game consoles (any iOS powered device)! You get not one, not two, but three times the fun for the price of one.

Hurry to your local drugstore or the nearest app retailer and get yours while supplies last! Say Goodbye to a bland and boring life, and Hello to the laughter of children!

Warning: this game may contain residues of macadamia nuts and gluten.

 

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We were growing a bit weary of various work-for-food projects when a massive desire to build a dot-matrix driven display came up. We failed to resist the urge and dove head first into an extra-hours project. It was a great opportunity to release some pressure and give a task to a special kind of minion we host from time to time at Pastagames.

At least twice a year we have 9th graders who come eyes wide open to our studio for a week to get a first contact with the professional world. We want them to do more than just play-test our latest production for a week.
So we set up a computer with Game Maker and invite them to give it a try. A one page design document in hand and a folder full of graphical assets; welcome to the beautiful world of video game making!
Our goal is for them to leave the Studio with a game that is not just placeholder populated. We had just released 03: Pixel with Arkedo. In it were plenty of great sprites and animations to work with.

So we designed a minimalistic platform game design with a twist. Pix’n Love – Rush was thought of at first to give a chance to these kids to end their one week internship with something to take home and be proud of!

The simple design got refined at every new trainee. We ended up liking the gameplay cocktail we had shaken enough that we decided to make a prototype our way. Then we got excited…

The production was cool for all of us: code-wise, the game uses a real Dot-Matrix display, each pixel has its own physics (shaders without shaders!); art-wise, playing with an existing set of sprites and modifying the rendering for each combo and game mode; and gd-ld-wise, using notepad to create levels (C was the cat, # a wall) and working the WarioWare hectic rhythm was amazing!

We struggled a lot to propose “good” tactile controls. It was the biggest setback we suffered. Virtual buttons on a touchscreen are a no go. Period.
To get back on the right track, we devised 3 one-touch game modes and added them to the 1$ package! One love.

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Arkedo Series 03: PIXEL

 

We ganged up with Arkedo to make this game come to life.

1 from Pastagames
+ 1 from Arkedo
+ plenty of coffee

= The birth of Pixel  Pix the Cat!


Have you ever meowed under the pale moonlight with your feline posse?

All cats are not grey at night ‘cuz Pix glows in the dark.

The only way to reach the City is above the Giant Tree, through the Cave and deep into Space!

Can you get there before dawn? For the moon will not wait.
Got milk?

Maestro! Jump in Music - Pastagames

Maestro! Jump in Music

Meet Presto and get to know him through a colorful, decibel-filled journey.
Use the stylus to scrape, rub, tap and whirl to the rhythm of the level’s music.
Presto will jump or get off a platform, flying with his small wings to reach the music score.

Can you get him to defeat the evil Staccato and bring music back to life?
Will he save the world and sing his love to Bella once again? Go Maestro!

 

Maestro is Pastagames‘ first personal game.  It’s also our first (and probably last) boxed game.
Our friends at Neko Entertainement supported us from day one, they funded and published the game with us.

It was a blast to build this game together. Intricate collaboration between musicians, designers and developers got us to release this ear-eye-finger combo game.
Maestro received a very warm welcome by gamers and journalists but failed to be well-distributed enough to reach its audience. In other words, we lost all our precious savings on that one…

“Looks great but where can I buy the game?” was a running joke for a long time. *laughs awkwardly*

We secretly covet a wish to re-make this game, or a sequel, or a prequel, or a reboot, or a deboot, or anything if we have a shot at giving Presto and Staccato a fresh take!

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Baby Life

 

“This is my Baby. There are none other like it, and this one is mine.
My Baby is my best friend. It is my life. I shall love my Baby true.”

 

Second “Studio for Hire” project at Pastagames. We practiced and learned a lot on user interface, 3D rendering, camera management and a bit of behavior crafting.
We had philosophicalo-ethico-ego issues from head to toe on the Baby Creation module. We finally opted for including a Blue Baby in the bunch. Endless stormy arguments with our client lead to “The DiaperGate”. We prevailed and there is no apparent filth in the game. Yay! Long life to faeces-free games!

The Bathtub module was pretty cool. The Babies’ behaviors and the clockwork behind it proved very fun in the Garden and many Toys you could enjoy with your baby. Last but not least, the Diner Dash-like game where you take care of all the neighborhood babies was a great challenge for us back then (small screens, tiny 3D lowpoly display, stylus management and how it covers parts of the screen differently for lefties)…