Hi Rob, I've got a couple of questions if you've got the time... 1) Will the iPhone version feature the same levels as the PC version? or include any extra features/content? 2) It's probably a bit early, but is it possible for you to comment on how much of a hit the graphics will take on a less powerful platform? Thanks!
My man you and your coworkers are AMAZING, never have I seen a puzzle game of that caliber... I do have one suggestion. For the Iphone version, dont skip out on the graphics. Have different contraptions, maybe a wheel or something that produces light and even a fountain. Dont revolve it all around the one simple flying mechanic. Diversify like I stated before. A panel should open up when the mechanic is ready for flight, like a gate of some sort and light would just flush in. Please take account of all the neccesities and Iphone game needs, read a bit through different games or make a survey so you know what to put in from the get go. Please make many levels, nothing is worse than actually finishing a great puzzle game. So do you think these could be implemented? And if not, what are you planning to make it different?
This is probably why some devs shy away from TA at first, they're afraid JanB's gonna swoop in and lay down the groundrules
It looks like it will be a direct port and not change too much from the PC version. http://www.lazy8studios.com/download_cogs_now
Im like a vulture man, whenever an app is weak and pathetic I swoop in and steal its dreams! Muhahahaha
Wow, I had no idea it was so few people who made the game. I figured there was a big team of people working on it, being so awesome and all. Ya know. So, sorry about only thinking you were a smaller part of a big group - I'm amazed at all you guys have done.
Hey Owl, thanks for bringing this to our attention, I just bought the PC version and needless to say it's amazing. Simple puzzle gaming but with some of the most inventive design twists I've ever seen. I'd go as far as to say it borders on genius, and I'm not sure how much it's selling currently, but whatever it is, it deserves to be even more successful. At the very least this game should serve as a blueprint for how creative puzzle games could be if you just think outside the box a little, or as in Cogs... on the other side of the box.
Yeah - I am thinking I am getting this for the PC -too bad it is not on a console - I have my consoles with big screen TV, and comfortable chairs to sit on...
Reviews for the PC version http://www.gamerankings.com/pc/959456-cogs/index.html Steam Achievements Complete each condition to get the allotted achievements. Unlockable How to Unlock Aeronaut Earn triple-gold on all flying levels Apprentice Complete 10 levels in Inventor Mode Aptitude Earn your first triple-gold award Aurifex Earn 10 triple-gold awards Chronomancer Complete all 50 Time Challenges Chronometrist Complete 10 Time Challenges Cogsmith Complete all 50 levels in Inventor Mode Composer Earn at least bronze Time and Move awards on all music levels Full Speed Ahead Finish a level in Inventor Mode in 5 seconds or less Gadgeteer Earn 400 stars Keymaster Unlock every level in Inventor Mode Maestro Earn triple-gold on all music levels Master Precisionist Complete all 50 Move Challenges Pilot Earn at least bronze Time and Move awards on all flying levels Precisionist Complete 10 Move Challenges Sprocketeer Earn 800 stars Tinkerer Earn 100 stars Widgeteer Earn 200 stars
Thanks Dave - So my suggestion to the Cogs guys after reading the IGN article - gotta have a way to get through the puzzles - it they are hard, and there is no way through - everyone loses - people lose interest. People like to get the unlockables - but you gotta make it so people can get there, however you need to do it... hints, start over at last correct position - take off the timer, or move counter - whatever - don't make it so we can't get through...
Thanks I kindof have to say that it was pure luck that I found it. I was bored on vacation, so I looked through the demos on steam, and Cogs was one of them. I watched the video and (kindof) played the game. I then thought it'd be perfect for the iPhone... And sure enough, it was already happening. Yay. :3 I really. Really. Want to get home. My gaming computer is sitting at home, waiting for me to install Cogs on it. D: Why can't I just... Not have a fifteen hour drive to get home? x.x
I'd never even heard of "Cogs" before I saw this thread (thanks Owl), but i'm glad I know about it now. I love these types of games, and I can't wait for the iDevice version. BTW, that trailer was ridiculously awesome. It was for the PC version, correct?
Let's see if I can address everyone's questions in one post: Puzzle Designs: I'll start with the same puzzles in the PC version, but if I find that some of those puzzles don't adapt well to the iPhone interface, then I'll do some new designs for the iPhone. I'm committed to keeping at least 50 puzzles for hours of unique gameplay. Timing: Sometime this year? I hope so. I'll try to keep the fans posted. If you want to stay informed, you can subscribe to the extremely low-volume Lazy 8 Studios mailing list: http://www.lazy8studios.com/mailingList/join Difficulty: It's true, Cogs is a challenging game. It's one of the things the reviewers don't care for and the fans are crazy about. But the unlock system is designed so that even if you can't finish a puzzle, you can still move on to the next one. You can earn a total of 16 stars for each puzzle (10 in Inventor Mode and 6 more in Challenge Mode), while you only need, on average, 5 stars to unlock each new puzzle. Graphics: I'm crazy about shiny, beautiful graphics. How much do I love computer graphics? Enough to get a Ph.D. in it. So I really want Cogs to be beautiful on the iPhone. That being said, the graphics capabilities are limited, so It probably won't be quite as polished as the PC version. New Designs (This one's for you, JanB): From the very beginning, I designed cogs with mod support built in. So if you have crazy new puzzle ideas, there's nothing stopping you from designing your own. Custom designs probably won't be supported on the iPhone, but the PC community is already turning out some very cool new stuff. Here's the place to get started: http://www.lazy8studios.com/wiki/index.php?title=Main_Page Thanks for all the feedback! - Rob Founder, Lazy 8 Studios
Is that just your sly way of hinting that you're also interested in being a beta tester? ...cause this is mine.