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David Fenn: All the movement in the game is synchronized to the music's beat in the same way it's presented in the trailer, which lets us do some fun and clever tricks with sound throughout the game. It's not a "rhythm game"—you can play it comfortably with the sound off—but everything just happens rhythmically, adding a cool extra layer to the game and letting you get into the groove.So this is a different perspective of play when compared to Titan Souls, with a far cuter aesthetic. But is it going to become comparably challenging, the deeper you get into it?
It's not quite as brutal as Titan Souls, and far more forgiving, but it can get quite challenging at some points. Some of the puzzles will require a lot of thought to beat, but overall the game should appeal to a broader variety of players than Titan Souls, which I would say is quite niche. We'll certainly still be impressed by anyone who manages to 100 percent the game, though.
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We love game jams, they're great for prototyping unusual ideas and sometimes they reveal hidden gems. That's what happened with Titan Souls and the same happened for Telepaint! too. The success of Titan Souls has directly enabled us to go back and give this old prototype a similar treatment, which is something we're super happy to have been able to do.
The original game was made for six giant buttons, which people had to stand on to activate portals in the game. We enjoyed the puzzle potential this presented, but it would never have worked elegantly with traditional controls. Being able to see the layout of each portal on screen and immediately tapping to activate without thinking removes a layer of obfuscation that traditional controls would present, and it's also a lot faster and more free than it would be to click them one by one with a mouse. It's important to match the control scheme with the platform, so in the same way that touchscreen virtual joypads would never be on par with a physical control pad, the reverse situation applies to Telepaint!.On Motherboard: How 'Dark Souls' Is Defeating DepressionYou mention twists—what sort of fiendish traps are our bucket-like heroes going to have to look out for?
Each world introduces a new mechanic, and we play with each one extensively to max out its potential. There are keys and locks, pushable blocks, multiple characters, gravity flipping, Thwomp-like characters called Smoochers that chase you around, and some other new things as you get deeper into the game, as well as gradually built-up combinations of all of these things. Anything that moves can be teleported too, so everything is fully interactive and malleable in the game world, creating some interesting possibilities.Telepaint! is out for iOS, as David says, "in a matter of weeks." Find Acid Nerve online here.Follow Mike on Twitter.