Async Corp.

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Async Corp.
App icon recreation, Async Corp.svg
App icon
Developer(s) Powerhead Games
Publisher(s) Powerhead Games
Director(s) Jason Schreiber
Producer(s)
  • Jason Schreiber
  • Jason Teirstein
Designer(s) Matt LoPresti
Programmer(s)
  • Randall Li
  • Ed Pereira
Artist(s) Chris Makris
Composer(s) Fearofdark
Engine UIKit
Platform(s) iOS
ReleaseJune 28, 2011
Genre(s) Puzzle
Mode(s) Single-player

Async Corp. is a 2011 puzzle game developed and published by the American indie studio Powerhead Games. In the game, the player must swap one square from two four-by-six boards that match a set of other squares that are the same color. While listening to "Star Guitar" by The Chemical Brothers, designer Matt LoPresti was inspired to play the game's prototype, previously meant for DSiWare, in landscape mode. The game's corporate theme, inspired by the modernity of the Wipeout series, was contrasted by bright visuals to add personality to the game.

Contents

Although the development team was laid off before the game's launch, it was released for iOS on June 28, 2011, and was praised for its gameplay, graphics, music, and corporate atmosphere but criticized for its lack of content. At the 2012 Independent Games Festival, it was nominated for an audience award and Best Mobile Game.

Gameplay

In Async Corp., the player must swap squares between boards to form bigger ones. Gameplay screenshot of Async Corp., 2011.jpg
In Async Corp., the player must swap squares between boards to form bigger ones.

Async Corp. is a puzzle game played from a top-down perspective. In control of two boards composed of 24 squares each, the player's aim is to take existing squares to make larger squares at least two-by-two in size. [1] [2] The player accomplishes this by swapping a square from each board, with a goal of creating larger squares (termed "packets") out of four matching squares; [3] [4] this can only be done if the squares complete a set of other squares of the same color. [5] [6] Once the player finishes swapping, the four smaller squares merge into a packet. [3] The player may continue to swap pieces that connect together to grow a packet's size; [7] assembling a packet of 24 squares will create an Async. [3] Tapping on a packet will make it disappear, [6] [8] rewarding the player with points; [5] [7] two packets created at the same time are called syncs, which award bonus points. [7] [9] The game will end if the player's quota bar in the center of the screen overflows. [10] At the end of each game, the player's productivity, or amount of points, will be graded. [3] The player will earn a promotion and a new theme after gaining enough experience points. [3] [11]

The game has four modes: Async, Freeplay, Quota, and Zoning. Async mode orders the player to create a full packet composed of all 24 squares for all three colors in order to advance to the next level. [4] [6] In Quota mode, the player must create packets to prevent a rising meter from reaching the top of the screen. [6] [12] Conversely, Zoning mode requires the player to create packets to fill a falling meter; [9] the player moves on to the next level when the meter reaches the top and downgrades when the meter hits the bottom. [4] The speed increases as the game mode progresses. [4] [6] Freeplay mode allows unlimited play. [2]

Development and release

Async Corp. was developed by the twelve-person and New York City-based indie studio Powerhead Games, who had previously produced Glow Artisan. [5] [13] [14] Over a period of four months, the game was developed with UIKit, and the visuals were made with Corel Image and Photoshop. However, the prototype, built by designer Matt LoPresti and programmer Ed Pereira, was made a year prior to the game's release and was designed for DSiWare, where gameplay would be split between screens. [13]

According to LoPresti, the gameplay was conceived when he listened to "Star Guitar" by The Chemical Brothers after hearing it in Lumines II . The song caused him to text a message to his wife while his iPhone was in landscape mode, inspiring him to play the prototype similarly. [13]

The game's corporate theme took inspiration from the "modern, commercial style" of the Wipeout series. LoPresti initially wanted each gameplay mode to be a product, while artist Chris Makris wanted players to cooperate to reach a goal; ultimately, the developers decided to cast the player as an employee working for a fictitious company. Its "cheery and sugary" atmosphere was meant to motivate players to work, with LoPresti concluding that "a happy worker is a productive worker." The team designed bright visuals to contrast the "cold and cynical" nature of the game's corporate theme. According to creative director and CEO Jason Schreiber, the squares were given faces, designed by Makris, to add personality to the game. [13]

The development team was laid off on June 17, 2011, [14] before Async Corp. was submitted to the App Store. [3] [15] [16] The game was released for iOS on June 28, 2011. [17]

Reception

On Metacritic, the game received a "generally favorable" rating based on six critics. [18] Async Corp. was nominated at the 2012 Independent Games Festival for Best Mobile Game and an audience award. [19] [20]

The gameplay of Async Corp. was commended. Some reviewers agreed the game was addictive and compelling. [lower-alpha 1] Kotaku compared the game to Tetris and workplace comedy, justifying the game's portrayal of manual labor and additionally praising how the modes in the game gave variety. [5] Although The A.V. Club stated that none of the gameplay modes were stressful, [8] Dave Flodine of AppSpy felt the game came up with its own original concept by "creating a unique world around it". [9] Additionally, Rich Stanton of Eurogamer commented how the game's modes varied on the main gameplay mechanic. [3] Gamezebo 's Mike Thompson praised that the game "never feels boring" and that the pace "never feels slow". [6] Although describing it as "charmingly devised" and worth buying, Mike Schramm of Engadget criticized the game's tutorial. [7]

Additionally, critics unanimously praised the game's minimalist graphics. Most agreed they were simple and colorful, [6] [9] [12] while 148Apps's Rob Rich thought they complemented the game's style and concept. [11] Noticing details, Chris Schilling of Pocket Gamer praised the packets' "cute" smiles, highlighting how they occasionally sneezed, [12] while Engadget's JC Fletcher appreciated the packets' "charming" personality. [4]

Reviewers praised the music in the game. Some critics felt the music was cheerful and catchy, [lower-alpha 2] while The A.V. Club described it as "badass". [8] However, Flodine stated that the song might get repetitive for some players. [9] Additionally, most lauded Async Corp.'s office-esque atmosphere; some compared the game to a job, [6] [11] or, more specifically, a postal delivery worker. [1] [11] Other critics noted the game's use of emails. [8] [12] Thompson likened the introduction videos to "corporate training segments". [6]

The lack of content in Async Corp. was criticized. Reviewers noticed the absence of multitasking, [2] [3] [11] with some saying that the game would have more content if the developers were given more time. [2] [9] Writing for TouchArcade , Nissa Campbell noted that the only reward the player gets after a promotion is a new skin, stating that the player has no goals to work towards. [2] Thompson felt that players could share their scores with each other if the game implemented an online service, [6] such as Game Center, [3] while Kotaku stated that the player should be able to skip to harder levels sooner. [5]

Notes

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References

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