APRIL 28TH, 2016
FEBRUARY 24TH, 2016
You have been offered the opportunity to take charge of the DIRAC mkII de-unfocusing vectorscope terminal. Keep your head cool as you progress through the increasingly challenging levels, untangling protons and keeping an eye out for the beneficial multiplier particle. Stay focused and don’t let the dizzying heights of fame distract as you rise from a lowly intern through the academic ranks. Can you reach the top?
DIRAC will be available as a premium game on Apple App Store and Google Play on March 10th.
Are you a games reviewer? We’d love for you to cover DIRAC!
Contact us at press(at)mediocre.se and we’ll send you a promo code!
DECEMBER 29TH, 2015
NOVEMBER 27TH, 2015
Glass breakers and crystal crashers!
It’s our pleasure to announce that an update has been released for Smash Hit, including two brand new game modes; Versus and Co-op. In Versus mode you play competitively against another player on the same device, with brand new obstacles and rooms to help you make life more difficult for your opponent. In Co-op you play together with a friend, trying to help each other get as far as possible. Both modes are available for free to customers who bought Smash Hit. Go check it out!
NOVEMBER 23RD, 2015
It’s time for the second installment in our series of posts about the prototyping work we’ve been doing here at Mediocre. This time we will take a look at a project not quite as refined as the Garbatron prototype. We present to you…
[Unnamed multi touch prototype]
This prototype was a quick experiment in multi touch gameplay. The idea was that the player touched objects on the screen, and held the finger on each object until a timer indicated that the finger should be lifted for the object to be removed. With different sizes of objects requiring a different amount of time to be removed an intriguing gameplay mechanic occured, not entirely unlike playing a musical instrument. Fingers often ended up in intricate interlaced patterns messing with the players ability to correctly identify which specific finger needed to be lifted at specific times.
One of the most obvious problems was that the fingers obscured what was happening on the screen. This was mitigated by the ability to move the fingers away from an object while still keeping that object activated, visualized by a line being drawn from the object to the corresponding finger. While this problem was kind of solved, another one was that the game more or less required the device to be placed on a table (or other appropriate surface) due to the heavy focus on 2+ finger multi touch. And in the end we decided to scrap the idea since it wasn’t that fun.
Below you can see a quick gameplay prototype I whipped up to test the mechanics.