Greg Wohlwend | |
---|---|
Alma mater | Iowa State University |
Occupation(s) | Video game artist and developer |
Known for | Threes! Ridiculous Fishing TumbleSeed Hundreds Gasketball Puzzlejuice Solipskier |
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 (2010, iOS), 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.
Wohlwend studied graphic design at Iowa State University and graduated in 2008. [1] He has described his aesthetic as "simple and elegant", [2] and has said about his practice that he is not good at character design and that he prefers to work with vector file formats in Adobe Illustrator so that the images can work at all resolutions. [3] Wohlwend also feels that creativity is a skill that is cultivated and not inborn. [4] He has been influenced by his lifelong experience playing video games, [1] and his favorite game is Baldur's Gate II: Shadows of Amn . [5] His writings on the lifestyle required for indie development have been noted by games journalists. [6] Wohlwend was named among Forbes' 2014 "30 under 30" in the games industry. [7]
Wohlwend met Mike Boxleiter in an experimental video game development class they took together at Iowa State University. [4] [8] Wohlwend had attempted to help Boxleiter with a project, but quit after drawing a few aliens. [4] They met again as coworkers at the university's Virtual Reality Application Center during Boxleiter's final year of college. Upon discovering their close interests, they began to work on an Adobe Flash game named Dinowaurs while they completed college. So as to make money while they worked on the game, [1] they founded Intuition Games at the university's Research Park [8] around May 2007. [9] They decided to stay in Ames, Iowa due to its financial feasibility and local connections, [1] but two other team members (friends from Iowa State) lived farther away. [9] They saw Flash games as an easy entry point into full-time self-employment, but planned to eventually work on console platforms such as WiiWare. [9]
In their development process, Boxleiter and Wohlwend both proposed and worked on each other's ideas, and would drop the ideas they found unexciting. [1] Wohlwend said they often argued over aspects of their games, which he found normal and natural. [4] Their labor as a team was divided in that Wohlwend always did the art and Boxleiter the programming, as reflective of their skills at the time. [4] The pair agreed to an assessment of their partnership as "left-brain right-brain", and saw the majority of their joint work as "editing". [4] Aside from the business aspects, they were grateful to have the "creative freedom" to do their own work. [1] Wohlwend appreciated the benefits of not doing contract work, but struggled with the relative "isolation" of having few colleagues, a low salary, and job instability. [1] He disagreed with the "cinematic action games" he saw to be popular at the time and hoped to contribute more compelling ideas to the young industry. [1] They thought of themselves as artists and of their work as experimental. [1] Boxleiter and Wohlwend worked long hours when making the Flash games, which they found exciting and unsustainable. [10] At Intuition, they worked on games such as Dinowaurs, Gray, Fig. 8, and Lifecraft and participated in at least six game jams. [4] As of April 2010, they had created 10 games together. [1]
Intuition's first game, Dinowaurs, is a Flash-based strategy and action game where two players compete as dinosaurs to seize the most cavemen settlements so as to upgrade their own capacity and eventually kill the other dinosaur. [8] It features online matchmaking. [11] The concept came from one of Boxleiter's unfinished projects and another Intuition member's drawing of a stegosaurus with a jetpack. The team was funded then-new Flash site Kongregate by November 2007 as one of the first five games for Kongregate platform. [12] It was finished in two years for a 2009 release. [1] IndieGames.com reported mixed reviews from players. [11]
Their later games would only take a few months each, in comparison. [1] They abandoned the use of design documents after Dinowaurs, and instead chose to refine and experiment in process. [4] Intuition released Effing Hail and Gray around April 2009. [13] [14] Players in action game Effing Hail control hail and wind to destroy the most buildings and midair objects within a time limit. The game was published through Kongregate. [13] In Gray, players control a single character and try to end a riot by influencing other individuals in the crowd. [14] The game was featured at IndieCade in 2009. [1] In the case of Fig. 8., Wohlwend thought of the idea based on a college art project. In the project, Wohlwend followed a bike trail in the snow, metaphorically related it to the tribulations of romantic relationship, and made an art installation involving a bike spray-painted black with two errant red and blue tracks painted on the floor. The concept went unused on their whiteboard for four months until they needed an idea, whereupon Boxleiter added game mechanics to the visuals. [4] In their next game, Liferaft, the player-character is a young woman set to escape "a post-apocalyptic sci-fi ... test chamber", with core gameplay that revolves around a " Bionic Commando -style grappling hook". [15] Wohlwend used a 16-bit era graphics style. [15] They sought crowdfunding from Kickstarter, but later canceled and put the project on hiatus in October 2009. [16]
In March 2010, and under the moniker Mikengreg, Boxleiter and Wohlwend's 4fourths was selected for Kokoromi's Gamma IV showcase. Based on the showcase's "one button game" theme, four players control two spaceships using one button apiece to cooperatively destroy enemy ships. [17] It was Michael Rose of IndieGame.com's favorite game of the Gamma IV selections, [17] was later displayed at the 2010 Game Developers Conference [18] and in Brandon Boyer's 2011 Wild Rumpus event. [19]
Mikengreg announced Liferaft: Zero and Solipskier in November 2010. The former is a "prequel teaser" to Liferaft: a game of trial-based challenges with wall-jumping and grappling [20] wherein girl clones attempt to swing and jump around test chambers to reach and ring a bell. [21] Wohlwend and Boxleiter made the shorter version to limit the scope creep of the overall project. [20] IndieGames.com named the Flash game their third best browser platformer of the year. [22] Their other game, 4fourths, was put on hiatus for lack of resources. [20] They were interested in making games outside the Flash market. [10]
Their first game as Mikengreg was the sport-inspired Solipskier, [23] where the player's finger draws the ground for the on-screen skier to pass through a level filled with gates, tunnels, and walls. [24] It was designed as a Flash game, which set the limitations for its mechanics. The game concept came from a brainstorming session about parallax scrolling, and was revised in fits of creativity. They paired the parallax scrolling with speed and began to prototype. [10] Wohlwend saved the skier's character design for last since he felt it was his weakest area. [3] Mikengreg then decided to develop for iOS in addition to Flash, and to release both versions simultaneously. [10] It was released simultaneously for Kongregate (Flash) and iOS [10] on August 29, 2010. [24] Solipskier became their first game to receive public appreciation. The iOS version made around $70,000 in its first two months (as compared to $15,000 from the Flash release), which gave them enough stability to branch out into non-Flash platforms. [10]
Riding the earnings from Solipskier, Mikengreg continued to pay themselves their same salary but now had the means to try new ideas. [10] Wohlwend estimated that they discarded about six "fairly polished prototypes" over the development of their next game, Gasketball. [10] They were able to live on $20–25,000 a year each in Iowa for the next two years while working on the new game. [23] Wohlwend made somewhat more income due to other collaborations, such as Puzzlejuice with Asher Vollmer, but shared his income with Boxleiter. [23] Even though Solipskier was successful, the duo did not have a following comparable to indie developers like Team Meat and thus felt like their external pressure was low. Instead, their pressure was internal. [10] Wohlwend said he worked 100-hour weeks with no weekends or vacations while living off of the Solipskier funds. [23] In making Gasketball, Boxleiter and Wohlwend felt that their game quality had improved continually, but found the idea of a million-person audience "daunting". [10] Wohlwend questioned whether he could even recreate Solipskier's success. [10] When they ran out of money, Boxleiter borrowed money from his parents, and eventually they both went homeless, living off of the couches of friends. [23]
Gasketball was released for iPad on August 9, 2012. [25] They had decided to release the game as an ethically non-coercive free-to-play game, with a free base game and in-app purchases for the extended content. Not as many players paid for the content as expected. [23] This was due, in part, to the players' difficulty in finding the purchase function. [23] [26] The game had been downloaded 200,000 times in its August 2012 launch week and was briefly ranked near the top of an iTunes top downloads ranking, though it did not break the top 200 grossing chart. [23]
Wohlwend began to collaborate with Asher Vollmer when Vollmer reached out to Wohlwend for aesthetic advice on a game he was designing, Puzzlejuice. [27] The game has been compared to a cross between Boggle , Tetris , and tile-matching, where tetromino blocks fall from the top of the screen that players turn into letters and rearrange into words. [28] Wohlwend and Vollmer communicated nonverbally through the entire development process via a 365-message email chain. [27] Vollmer served as the game's programmer, Wohlwend as the artist, and Jimmy Hinson as the composer. [29] Puzzlejuice was selected for the PAX 10, a spotlighted group of indie games, in July 2012. [30] It was released as a universal app for iPhone and iPad [31] on January 19, 2012. [32]
Upon finishing his role as artist on Solipskier, Wohlwend wanted to experiment with game programming by designing his own game. [lower-alpha 1] He developed Hundreds from an idea he had while staring at a ceiling, where he imagined a circle growing without overlapping another when growing. He found this to be a good core game concept and based the game around "patience and persistence". [2] The game's style inadvertently borrowed from his first year in art school, where Wohlwend composed in black, white, and red so as to focus on composition rather than color. [33] While Wohlwend's design style is "simple and elegant", the game's minimalism was also functional due to his inexperience with programming. [2] The code was "brute forced" and written in a single file. [2] He finished Hundreds as a Flash game in 2010, [2] but when Flash sites were not interested in purchasing it, [34] Wohlwend chose to open source the code (partly with the intent to spur "non-coders" to try coding, as he had). [2] This version is available online at Newgrounds. [2]
At a lull in-between projects, [34] programmer Eric Johnson of Semi Secret Software found the open source code and ported the game to iPad in a weekend before notifying Wohlwend. [2] At the time, Wohlwend did not have an iOS device to test the port, and had to purchase an iPad. [34] Johnson's iPad version spurred Wohlwend to consider how Hundreds would work with multitouch and cooperative play, [2] and Semi Secret's Adam Saltsman to consider a Hundreds collaborative iOS release. The project was intended to be a quick level expansion, but quickly surpassed its several month estimate. [34] Wohlwend and Saltsman extended the game's mechanics with new circles and puzzles, and many of their implemented ideas were later removed. Wohlwend was happy with the final result and credited the game's "emergent interaction" qualities to Saltsman. [2] They built on each other's level designs, though Wohlwend said that Saltsman made "basically all the levels". [34] The new team enjoyed working with each other. [34]
In Hundreds, players touch circles to make them grow without overlapping. [35] There are 100 puzzles that increase in complexity. [36] The Flash version was much simpler in design, and added circles onscreen as the game progressed. [37] The iOS version added a new gameplay mode and a narrative element based on ciphers and codes, [34] [lower-alpha 2] and was released on January 7, 2013 for iPhone and iPad, [35] and later for Android. [38] It was nominated for several Independent Games Festival awards, [39] [40] and The Atlantic critic Ian Bogost wrote that the game functioned like a design object, a feat unique for the video game medium. [41]
Wohlwend produced the art for Vlambeer's Ridiculous Fishing . [42] The four-person team—Vlambeer designer Jan Willem Nijman and marketer Rami Ismail alongside iOS developer Zach Gage [42] —was described by games journalists as an "indie supergroup" [43] and a "dream team". [44] [45] In Ridiculous Fishing, the player uses motion and touch controls to catch fish and consequently shoot them out of the sky for cash. [46] The game is known for its developers' battle against a cloned version of their game released by another company. [42] [43] The team worked separately and sporadically with little progress as disheartened by their cloned game predicament, until an August 2012 road trip home across the United States from Penny Arcade Expo in Seattle to New York City convinced the team to set a deadline. [42] [47] They scrapped "90 percent" of their work, [47] and Wohlwend moved to New York City to live with Gage and work 14-hour days during the final weeks. [42]
The last parts of Ridiculous Fishing assembled smoothly [42] and it was released March 14, 2013, for iOS [47] and later that year for Android. [48] It was well received at launch with "near-universal perfect scores" [42] and won both a 2013 Apple Design Award [49] and Apple's iPhone game of the year. [50] While IGN's Justin Davis thought the game's levels could have been more differentiated in theme and art style, he found the "almost cubist design ... absolutely gorgeous". [46] Welsh of Eurogamer agreed that Wohlwend's art was "achingly cool" and reflected a "retro and minimalist" indie gaming trend without overpowering the gameplay. [44]
Wohlwend, Vollmer, and Hinson of Puzzlejuice collaborated again on Threes! , [29] [51] a game where the player slides numbered tiles on a four-by-four grid [52] to combine addends and multiples of three. [53] Its development began before Ridiculous Fishing's March 2013 release. [54] Vollmer presented an idea similar to the final product in its simplicity: pair tiles as multiples of three. [52] The first prototype was written in a single night. [53] Vollmer and Wohlwend spent at least half a year of the game's 14-month development iterating on this main idea. [55] Early Threes designs had no inclination towards minimalism: [52] the pair felt that the game needed to appear more complex so as to interest players. [55] Wohlwend sent Vollmer designs with themes such as sushi, chess, [52] broccoli and cheese soup, and hydrogen atoms, [56] which confused their test audiences. [52] They received a "wake-up call" from fellow game designer Zach Gage, who encouraged them to return from their foray into complexity. [52] The final game returned to its original theme of numbers. [54] Speaking in retrospect, Wohlwend said the game "always wanted to be simple". [52] He noted that players "think math" upon seeing the game's numbers, though the game is more about "spatial relationships" and just happens to have a "number theme". [56]
When returning to the fundamental and original game concept—pairing tiles as multiples of three—the developers felt their experiments informed their final game development decisions. [52] The theme of individual tile personalities extended to the final version, as tiles have faces and express emotions when paired. For example, the 384 tile has a pirate personality with a large tooth and a pirate eyepatch. [52] Of the development process, Wohlwend called it "tough and frustrating and sometimes hard to see if it was worth it". [56] It was released for iOS on February 6, 2014 [57] and later ported to Android, [38] with an Xbox One version announced as in development. [58] The game received what video game review score aggregator Metacritic described as "universal acclaim". [59] Eurogamer [60] and TouchArcade awarded the game perfect scores, with the latter calling Threes "about as close as it gets to a perfect mobile game". [61] Re/code reported that it "dominated" the chart in the following weeks and became one of the 25 highest grossing apps on the App Store. [55] It later won a 2014 Apple Design Award. [62]
After Gasketball's 2012 release, Boxleiter and Wohlwend planned a celebratory road trip to a game jam in Victoria, British Columbia. The game did not fare as expected, so Boxleiter used the two-day jam to create the core mirror reflection mechanics of what would become TouchTone, though it would take two years of sporadic work to finalize the remainder of the game. [63] In TouchTone, the player monitors phone calls as part of a government surveillance program to find public threats. The story is told through a series of reflection puzzles wherein the player swipes the screen to reflect a beam around a room to its intended destination. [64]
Mikengreg felt that their first theme of light, prisms, and audio signal too closely mimicked "a hacking minigame from a bigger AAA game like BioShock or System Shock ", but eventually paired the concept with a satirical Edward Snowden theme following the mid-2013 global surveillance disclosures. [63] Their original efforts were jocular, but their concept became more serious as the story and "political message" grew deeper. [63] Boxleiter wrote most of the script, and together with Wohlwend, would conference after each chapter for coherency. [63] Mikengreg decided against including an option to skip puzzles, which they felt would spoil the game and the player's capacity to adapt to increasing difficulty. They called this philosophy the "Derek Yu (of Spelunky ) school of game design". [65] TouchTone was released on March 19, 2015 for iOS. [66] Review aggregator Metacritic characterized its reviews as generally favorable. [67]
Wohlwend's friend Benedict Fritz developed a prototype of a mechanical arcade game from a bar that they frequented in Chicago. When Wohlwend saw the video of Ice Cold Beer online, they began work on an open world, dungeon crawl version of the game, which became TumbleSeed . They also worked through a Cards Against Humanity game incubation program in 2015, [68] and several other indie developers based in Chicago joined the production. [69] Based on the project's loose, collaboratory nature, Metro called the game's pedigree "as indie as indie gaming gets". [70] With the announcement of the Nintendo Switch, the development team sought to become a "flagship" demonstration of the console's HD Rumble feature, [69] in which the player proprioceptively "feels" in-game textures through the controller's fine-tuned vibrations. [71] They cold-called Nintendo and began work together in June 2016, prior to the Switch's announcement. [72] [69] TumbleSeed was released on May 2, 2017, on Nintendo Switch, macOS, PlayStation 4, and Windows platforms. [73] The developers credited the game's tepid critical reception and associated stigma of intense difficulty for the game's slow sales. While Wohlwend hoped that a post-release patch would resolve some of these issues, he did not expect the game to recoup its costs, though the team was proud of their product. [74]
Vlambeer is a Dutch independent video game developer based in Utrecht. Founded in 2010, the studio was composed of Rami Ismail and Jan Willem Nijman. The studio is known for the games Super Crate Box (2010), Serious Sam: The Random Encounter (2011), Ridiculous Fishing (2013), Luftrausers (2014), and Nuclear Throne (2015), as well as for their stand against video game cloning.
Canabalt is a one-button endless runner designed by Adam Saltsman for the Experimental Gameplay Project in 2009. The 2D side-scrolling video game was originally written as a Flash game, then ported to iOS, Android, PlayStation Portable, Ouya, and HTML5. An authorized version for the Commodore 64 was released on cartridge. Canabalt has been credited with popularizing the endless runner subgenre.
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.
Luftrausers is a shoot 'em up video game developed by Netherlands-based indie developer studio Vlambeer and published by Devolver Digital for Microsoft Windows, OS X, Linux, PlayStation 3 and PlayStation Vita. It was released in March 2014 and ported to Android by General Arcade on May 28, 2015. A demake of the game, titled LuftrauserZ, was developed by Paul Koller for Commodore 64, Commodore 128 and Commodore 64 Games System, and released by RGCD and Vlambeer on December 8, 2017.
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.
Adam Saltsman, also known as Adam Atomic, is an American indie video game designer best known for creating the endless runner Canabalt. He is a founder of Semi Secret Software and Finji video game studios.
Gasketball is a basketball-themed puzzle video game for the iPad by Mikengreg, an independent development team of Michael Boxleiter and Greg Wohlwend. Players flick basketballs through 2D physics puzzles into the hoop in single-player, local multiplayer, and asynchronous HORSE-style online multiplayer modes. The game is free-to-play with in-app purchases. Development began in mid 2011 following Mikengreg's successful Solipskier. They were able to live from the earnings for Gasketball's two year development at their previous salary, which afforded them the stability to try new avenues and reject prototypes, though they worked 100-hour weeks. Towards the end of their development, they ran out of money and lived on the couches of friends. It was released on August 9, 2012, and the game did not reach their desired conversion rate at the time of launch.
Solipskier is a sports video game for Adobe Flash, iOS, and Android developed and published by Mikengreg, the two-person team of Michael Boxleiter and Greg Wohlwend. In Solipskier, the player draws the snowy slope for an on-screen skier to pass through slalom gates and tunnels. The character accelerates with downhill sections and can launch into the air to perform tricks and earn a higher score. The idea came from a brainstorming session about parallax scrolling with speedy action in the foreground and the ability for the player to "paint" the terrain. It was Boxleiter and Wohlwend's first game to receive public appreciation. It was released August 29, 2010 to generally favorable reviews and was a runner-up in the 2011 Game Developers Conference Independent Games Festival's Best Mobile Game category.
Hundreds is a puzzle video game where players touch circles to make them grow without overlapping. In the game's 100 levels, the player interacts with different types of circles to bring a counter to the number 100. The game was developed and published by Semi Secret Software in collaboration with Greg Wohlwend and was released for iOS on January 7, 2013, and on Android later that year.
Puzzlejuice is a 2012 indie puzzle video game for iOS produced and developed by video game company Sirvo. The game is a combination of Tetris, tile-matching, and Boggle: players rearrange falling tetromino blocks into rows of similar colors, which turn into letters that are cleared from the board by forming words. The fast-paced game also includes challenges and power-ups. The development team consisted of three people; programmer Asher Vollmer initially developed the game alone, before reaching out to artist Greg Wohlwend for advice on the aesthetics. Composer Jimmy Hinson produced the game's music.
Asher Vollmer is an American indie video game developer. He created Puzzlejuice and Threes. Vollmer also worked on Guildlings and Beast Breaker.
Mikengreg is an independent video game development team of Mike Boxleiter and Greg Wohlwend. Their games include Solipskier, Gasketball, and TouchTone. The two met in a game development class at Iowa State University and later began to collaborate on the Adobe Flash game Dinowaurs. When the project was funded, they founded Intuition Games with other college friends in Ames, Iowa, where they worked on small Flash games such as Gray, Liferaft, and Fig. 8 for Flash game sites such as Kongregate. Dinowaurs was one of the first games signed for the Kongregate platform. Their other games involved controlling the weather, influencing individuals in a riot, and riding a bicycle. Boxleiter and Wohlwend worked on several additional games that were put on hiatus.
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.
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.
SpellTower is a 2011 word puzzle game developed by Zach Gage. In the game, the player must clear the screen before it overflows by creating words from assorted letter tiles. The game has several game modes and a multiplayer battle mode. The impetus for the game—the concept of combining elements from Tetris and Boggle in what was a prototype of the puzzle video game Puzzlejuice—inspired Gage to create SpellTower. The game was released for iOS in November 2011 to generally favorable reviews. Versions for OS X and Android followed over the next two years. In 2017 SpellTower Minutes was released. This browser-based Flash game created special "blitz" like modes not found in the mobile releases. A new iOS version released in 2017 swapped out the unnamed dictionary and began using Merriam-Webster's Third New International Dictionary, Unabridged. French and Dutch language specific versions were also released. A 2020 release, SpellTower+, added new game modes, cleaner visuals, and a jazz soundtrack.
TouchTone is a 2015 puzzle video game developed and published by Mikengreg, a two-person indie game development team made up of Mike Boxleiter and Greg Wohlwend. The player monitors phone calls as part of a government surveillance program to find public threats. They unlock chains of emails by completing a series of puzzles in which a beam is reflected around a room to a set destination. TouchTone's core concept grew from a two-day game jam immediately following their 2012 release of Gasketball but only found its hacker theme following the mid-2013 global surveillance disclosures of Edward Snowden. The tone of TouchTone's story grew from satirical to serious over the course of the game's development.
Overland is a turn-based tactics video game by Finji. It was released in September 2019 for iOS and macOS through Apple Arcade, Linux, Nintendo Switch, PlayStation 4, Windows, and Xbox One, and in December 2022 for PlayStation 5.
Zach Gage is an independent video game programmer and designer based in New York City. He is known for his iOS games, including SpellTower.
TumbleSeed is an indie action video game, created by developer Benedict Fritz and designer Greg Wohlwend, in which the player balances a rolling seed on an ascending, horizontally slanted vine past procedurally generated obstacles to reach the top of a mountain. It is based on the mechanical arcade game Ice Cold Beer and built partially through the Cards Against Humanity game incubation program. TumbleSeed was released in May 2017 to generally favorable reviews on MacOS, Nintendo Switch, PlayStation 4, and Windows platforms. Critics, in particular, appreciated their haptic sense of the rolling seed from the Nintendo Switch's sensitive HD Rumble. Many reviewers noted TumbleSeed's intense and sometimes uneven difficulty, which the developers hoped to address in a post-release update. They credited this stigma and a tepid critical reception for the game's slow sales, but were proud of their work.
Impossible Road is a minimalist action video game developed and published by Wonderful Lasers. It was released for iOS in 2013, and later for Android. A follow-up published by Rogue Games, Super Impossible Road, was released for Windows on May 11, 2016, as one of the launch titles for Apple Arcade on September 19, 2019, for Nintendo Switch on December 9, 2021, and for PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S on June 8, 2022. A true sequel, Impossible Road 2, was announced to be in development for Windows in December 2023.
Media related to Greg Wohlwend at Wikimedia Commons