Blek | |
---|---|
Developer(s) | Kunabi Brother |
Publisher(s) | Kunabi Brother |
Engine | Unity |
Platform(s) | iOS, Android, Wii U |
Release | December 2013 |
Genre(s) | Puzzle |
Mode(s) | Single-player |
Blek is a 2013 puzzle video game for iOS and Android by Kunabi Brother, a team of brothers Denis and Davor Mikan. The player draws a snakelike black line that recurs in pattern and velocity across the screen to remove colored dots and avoid black dots. It is minimalist in design, features excerpts of Erin Gee, and takes inspiration from Golan Levin, the Bauhaus, and Japanese calligraphy. The brothers designed the game as a touchscreen adaptation of the Snake concept and worked on the game for over six months. It was released in December 2013 for iPad, and was later released for other iOS devices and Android.
The game received positive reviews, and critics praised the game's degree of unrestricted play. The game reached the top of the Apple App Store charts several months after its release. It received a 2014 Apple Design Award, and has sold over one million copies.
Blek is a puzzle game in which the player draws a "snake-like" black line on the screen that is recorded and played back like a pattern, recurring repeatedly across the screen. [1] The object is to draw a line such that it will remove colored dot targets when it repeats across the screen without hitting a black dot. [1] Lines that travel off the top or bottom of the screen reset the level, while lines that travel off the left or right of the screen reflect back towards the dots. Aside from repeating the player's drawn pattern, the stroke mimics the player's pace in drawing the stroke. [2]
The game begins with no prompt or tutorial other than to use a finger on the screen and experiment. The first puzzles are "on open, white canvasses" where the player can solve the simple puzzles "by accident". [1] The 80 levels [2] [3] progress in difficulty and require more complex solutions. Added elements include a "chain reaction" dot that launches other dots when struck. Its sound consists of a "whoosh" that accompanies the traveling stroke, a "chime" when colored dots are hit, and a human "disappointed grumble" when black dots are hit, resetting the level. [1]
The game is depicted in flat, plain colors, with no pause feature and no option menu other than Game Center achievements. Players navigate between puzzles using three small onscreen icons. [4] There are no in-app purchases or in-game advertisements. [5]
Blek was built for iOS by brothers Denis and Davor Mikan. While both had coding experience, neither were game developers by trade. This was their first game together as Kunabi Brother. Denis had published short stories and a novel, and Davor released music on independent media label Crónica Electrónica. Davor previously made Flash games and developed the idea for Blek from this experience. He approached Denis about converting the video game Snake for touchscreens, and Denis returned with the idea of "a line representing an idea that springs to life after it has been drawn". [5] This thought was likely inspired by the calligraphy and ink drawings in a book by Japanese poet Matsuo Bashō that Denis was reading. They had several prototypes by mid-2013, when Davor joined a Parisian artist in residence program, where he felt he was treated differently when he introduced himself as a game developer instead of as a musician. This experience invigorated his interest in the game medium and led to the brothers' push to finish the game over the next six months. [5]
The Austrian [6] brothers' main influences were Golan Levin's 1998 interactive Yellowtail and Wassily Kandinsky's Point and Line to Plane book, from his time teaching at the Bauhaus. [5] The sound design uses excerpts from Erin Gee's "Yamaguchi Mouthpiece I", [5] [7] and their game design influences include Thatgamecompany and Patrick Smith of Vectorpark and Windosill , though they felt that other games did not singularly influence Blek's design. They were interested in video games as toys and "as meaningful experiences". [5] The game was written in the Unity game engine and tested by the developers' friends. Since the core game mechanics were set, their feedback pertained to the level design. As their primary interests were in a "unification of art, craft, and technology", the game had no public relations or marketing campaign and its creators expressed little interest in the app's business and marketing, though they did share the game directly with media outlets. [5]
Blek was released for iPad in December 2013, and an iPhone and iPod Touch version followed on January 7, 2014. [8] Four months after the release, they reinvested their earnings from the game into marketing. After a few YouTube campaigns, Blek was listed in Apple's App Store lists. [6] An Android version was released in July. [9] Kunabi Brother are not planning a sequel, though they intend to further "experiment with touchscreens". [5]
Blek+ was released on Apple Arcade in April 2021 as a "Timeless Classic", a set of re-released games made available through the service. [10]
Aggregator | Score |
---|---|
Metacritic | iOS: 78/100 [11] WIIU: 75/100 [12] |
Publication | Score |
---|---|
Edge | 8/10 [1] |
Eurogamer | 8/10 [2] |
TouchArcade | iOS: 4/5 [4] |
Blek received "generally favorable reviews", according to video game review score aggregator Metacritic. [11] Though the game first released in December 2013 to little fanfare, critics "widely praised" the game, [5] and it became popular in April 2014. [13] It appeared in the top ten paid App Store games chart in April, [14] [15] reached the top by May, [16] [17] [18] and was listed into June. [19] [20] Blek received a 2014 Apple Design Award [21] and was featured in their Indie Game Showcase. [22] While it had sold 30,000 copies by February 2014, [5] upon being featured in the App Store, it sold 500,000 copies by May, [6] and over a million copies by June. [23] Edge compared its aesthetic to iOS puzzle game Hundreds . [1] Reviewers praised the game for the amount of freedom it affords its players. [2] [4]
Edge called Blek "a thing of elegant, intuitive beauty". [1] They compared it to a "modernist, freeform, touchscreen" Snake , albeit much calmer, and described Blek as less a puzzle game than "pure intuition" and "an act of freeform creation" that privileged the process of experimentation over the goal of solving puzzles. [1] The magazine wrote that the trial and error, muddling process of refining one's stroke led to delightful discoveries that turned "maddening" complex prospects into "natural" solutions. [1] In a piece for Polygon, Rod Green compared Blek to Tetris and Threes! as a "simple premise, beautifully executed" that lends towards imitation, and added that the game would be harder to "clone" than the others due to its handmade levels. [18] [lower-alpha 1] Kotaku's Mike Fahey called it "the most brilliant iPad game" he played in 2013. [27]
Christian Donlan of Eurogamer wrote that the game is personal. He compared its core mechanics to handwriting and doodling, noting that the recurring stroke also captures the player's "speed and hesitancy". [2] Donlan wrote that the game is "lots of kinds of puzzle games" as the player may read negative spacing or try to predict the motion of a reflected stroke, and compared the later stages to mazes or minefields. [2] Shaun Musgrave of TouchArcade noted that the game's difficulty increases around level 20, where player precision is required, and considered this part a low point. He felt that the small margin of error in later levels lent towards frustration. [4] Jared Nelson of the same website wrote that the game was uniquely suited for the touchscreen. [13]
Media related to Blek at Wikimedia Commons
Command & Conquer: Red Alert is a 2.5D real-time strategy video game developed and published by Electronic Arts for iOS. It was released in October 2009 in the App Store.
Real Racing 2 and 2 HD for the iPad release, is a 2010 racing game, developed and published by Firemint for iOS, Android, OS X Lion and Windows Phone 8. It was released on December 16, 2010 for iPhone and iPod Touch, powered by Firemint's own Mint3D engine. A separate iPad version was released on March 11, 2011. On January 11, 2012 Real Racing 2 was confirmed as one of twenty-seven titles to be released on Windows Phone as part of a partnership between Electronic Arts and Nokia. The game is the sequel to 2009's Real Racing, and the download requires a one-time payment. It was a critical and commercial success, and a further freemium sequel, Real Racing 3, was released in 2013.
The 7th Guest: Infection is a 2011 abstract strategy mobile game which originally appeared as the microscope puzzle in the 1993 computer game The 7th Guest. It is based on the Ataxx family of board games, whose lineage began with a 1988 computer game called Infection.
Dead Space (also referred to as Dead Space: Sabotage or Dead Space (mobile)) is a 2011 survival horror mobile game developed by Australian company IronMonkey Studios and published by Electronic Arts for iOS and Android-compatible devices. A spin-off within the Dead Space series, the game is set after the events of original Dead Space and prior to the events of Dead Space 2 and shows how the Necromorph outbreak began and spread through the Titan Sprawl. Gameplay features protagonist Vandal navigating through chapter-based environments, fighting Necromorphs.
10000000 is a hybrid puzzle-role-playing game developed by Luca Redwood under the company name EightyEightGames, released initially for iOS in August 2012, and later for Microsoft Windows and Mac OS X via Steam in January 2013, and to Android and Linux systems in March 2013.
The Room is a puzzle video game developed by Fireproof Games. The game was originally developed for the iOS platform and released in 12 September 2012. The Android version debuted as part of a Humble Bundle in March 2013 and was subsequently released on Google Play. A free expansion for the title was released in August 2013. An enhanced version of the game was released for Microsoft Windows in July 2014, and for the Nintendo Switch in October 2018.
Ridiculous Fishing is a fishing video game developed and published by Vlambeer. In the game, players use motion and touch controls to catch fish and subsequently shoot them out of the sky for cash. The game was released for iOS on March 13, 2013, then later that year for Android.
Simogo is a Swedish independent video game developer based in Malmö. The company was founded in 2010 and is best known for creating games for mobile devices, including Year Walk and Device 6. Its name comes from the name of its founders Simon (SIM), and Gordon (GO); the 'O' from the Swedish word "och" meaning "and".
Monument Valley is a puzzle and indie game by Ustwo Games. The player leads the princess Ida through mazes of optical illusions and impossible objects while manipulating the world around her to reach various platforms. Monument Valley was developed over ten months beginning in early 2013 based on concept drawings by company artist Ken Wong. Its visual style was inspired by Japanese prints, minimalist sculpture, and indie games Windosill, Fez, and Sword & Sworcery, and was compared by critics to M. C. Escher drawings and Echochrome. The art was designed such that each frame would be worthy of public display.
Slender Rising is a 2012 horror and indie game by Michael Hegemann. It is based on the creepypasta called Slender Man, a tall, faceless man who hunts people down. The first-person game tasks players with collecting notes across various maps whilst trying to avoid the Slender Man.
Threes is a puzzle video game by Sirvo, an independent development team consisting of game designer Asher Vollmer, illustrator Greg Wohlwend, and composer Jimmy Hinson. The game was released on February 6, 2014, for iOS devices and later ported to Android, Xbox One, Windows Phone, and Windows. In Threes, the player slides numbered tiles on a grid to combine addends and multiples of three. The game ends when there are no moves left on the grid and the tiles are counted for a final score.
Greg Wohlwend is an American independent video game developer and artist whose games include Threes! and Ridiculous Fishing. He originally formed Intuition Games with Iowa State University classmate Mike Boxleiter in 2007 where they worked on Dinowaurs and other small Adobe Flash games. Trained as an artist, Wohlwend worked mainly on the visual assets. As Mikengreg, they released Solipskier, whose success let the two take a more experimental approach with Gasketball, which did not fare as well. At the same time, Wohlwend collaborated with Asher Vollmer to make Puzzlejuice, and with Adam Saltsman to make Hundreds based on Wohlwend's first game design. He later released Threes! with Vollmer in 2014 to critical acclaim. His later games TouchTone and TumbleSeed were also the products of collaborations. Wohlwend was named among Forbes' 2014 "30 under 30" in the games industry.
Asher Vollmer is an American indie video game developer. He created Puzzlejuice and Threes. Vollmer also worked on Guildlings and Beast Breaker.
Windosill is a 2009 puzzle video game by Vectorpark for Microsoft Windows, OS X, Linux, web browsers, and iOS. The player advances through eleven different rooms by interacting with each level's environmental objects. It was developed by Patrick Smith, an artist who taught himself to animate and program the game in Adobe Flash. He was inspired by a variety of painters and artists. The game was first released for Windows, OS X, and web browsers in 2009, and was later ported to the iPad in 2011, with several added features.
TouchArcade is a mobile games journalism website. It was launched in 2008 as a sister site of MacRumors by its founder Arnold Kim and Blake Patterson. TouchArcade also hosts a forum and a weekly podcast.
Hitman: Sniper is a 2015 mobile shooting gallery video game in the Hitman series by Square Enix Montréal. As the series' mainstay protagonist Agent 47, the player looks through a first-person sniper scope vision on their touchscreen device to assassinate several powerful figures who have assembled at a lakeside compound without alerting their associates. The player uses the environment to find creative ways to kill these targets, sometimes prompted by secondary objectives. Through mission progression, the player unlocks more powerful weapons and new weapon abilities.
Godville is a mobile and desktop browser zero-player role-playing video game developed by Mikhail Platov and Dmitry Kosinov. It was released as a Russian website in 2007 and as a mobile game in English on July 18, 2010. In the game, the player controls a character known as the god, who interacts with a character called the hero. The hero progresses in the video game without interaction with the player's god character. Reception to the game was positive, with the focus on its gameplay.
Survivalcraft is a 2011 open sandbox video game developed by Marcin Igor Kalicinski under the brand Candy Rufus Games. Following early test versions, it was released on 16 November 2011 for the Windows Phone, and is also available for Android, iOS, and Microsoft Windows. The game is set on a deserted island in an open world, where the player collects resources and items that can be made into survival tools. The game has six different game modes: Survival, Challenging, Cruel, Harmless, Adventure, and Creative. The first four involve the player gathering necessary resources to stay alive. The Creative mode gives the player unlimited items and health, and the Adventure mode is used for quest and parkour maps.
Tomb of the Mask is a indie game released in 2016 for iOS, June 18, 2018 for Android, and October 27, 2021, for Nintendo Switch. A version for Apple Arcade, Tomb of the Mask+, was released in June 2024. It is an arcade-style puzzle game, divided into levels. The player moves the masked character through the obstacle-strewn areas to the exit, collecting coins along the way.