"Legends of Phantastica: The Clockwork Tower" - turnbased dungeon crawler (developer)
Hi everyone,
I'm Cris and I'm posting for my studio, Variant. This week the game we're working on, Legends of Phantastica, went feature complete and so I thought I'd share it with you all. I've read the blog and lurked the forums for a long time, so I'm kind of geeked to participate for a change. =)

Our game is a dungeon crawler for all the iOS devices, in the vein of the classics like Rogue/Nethack, but we've tried to make them a little more accessible, akin to your Mysterious Dungeon and Shiren the Wanderer types.

The images I have today are from a couple months ago, as we come to the end of our alpha process, to show you what the game is and how it looks. We're now in the process of putting all the pieces together, polishing it, and running over everything with a fine-toothed comb.

Personally, I'm pretty proud of our artwork. We've got some great artists on the project, Ramon Rabang and Conrad Schmidt doing sprite artwork, Linda Smith on background and decorations (which will come in a future set of screenies) and Phil Manning on concept art and illustrations. These folks really exceeded what I thought to hope for.

As an iPhone game, we realized that people can't/won't sit and punch through a two hour game session, so we've done a lot to make each floor of the dungeon interesting but navigable. The result is each floor is randomly generated and made up of several unique rooms, which fit together like a Legend of Zelda dungeon, so that each room is an interesting experience, rather than one huge floor as a whole.
That way, players will be able to knock out a few rooms, enjoy, and then come back to it later and still have a robust experience.
Today in our development diary we revealed the full list of character classes that will be available in the game, and we're really excited to do so.

We're pretty confident that each character will add a lot to the game in terms of replay value, since each one will play in a uniquely different manner. There's one more side to this, that I wanted to talk about today but I realized we haven't even announced the feature on our own website so I guess I need to give it a little time first. =)
Regardless, we're pretty excited to share the game with folks, and we'll be putting out a lot more info in the runup to launch. I'll try to keep this thread updated, but I'd love it if you guys were to join us at our website, our facebook page or twitter.
Anyway if you made it this far down, thanks for reading! Looking forward to sharing more with you all soon!
I'm Cris and I'm posting for my studio, Variant. This week the game we're working on, Legends of Phantastica, went feature complete and so I thought I'd share it with you all. I've read the blog and lurked the forums for a long time, so I'm kind of geeked to participate for a change. =)

Our game is a dungeon crawler for all the iOS devices, in the vein of the classics like Rogue/Nethack, but we've tried to make them a little more accessible, akin to your Mysterious Dungeon and Shiren the Wanderer types.

The images I have today are from a couple months ago, as we come to the end of our alpha process, to show you what the game is and how it looks. We're now in the process of putting all the pieces together, polishing it, and running over everything with a fine-toothed comb.

Personally, I'm pretty proud of our artwork. We've got some great artists on the project, Ramon Rabang and Conrad Schmidt doing sprite artwork, Linda Smith on background and decorations (which will come in a future set of screenies) and Phil Manning on concept art and illustrations. These folks really exceeded what I thought to hope for.

As an iPhone game, we realized that people can't/won't sit and punch through a two hour game session, so we've done a lot to make each floor of the dungeon interesting but navigable. The result is each floor is randomly generated and made up of several unique rooms, which fit together like a Legend of Zelda dungeon, so that each room is an interesting experience, rather than one huge floor as a whole.
That way, players will be able to knock out a few rooms, enjoy, and then come back to it later and still have a robust experience.
Today in our development diary we revealed the full list of character classes that will be available in the game, and we're really excited to do so.

We're pretty confident that each character will add a lot to the game in terms of replay value, since each one will play in a uniquely different manner. There's one more side to this, that I wanted to talk about today but I realized we haven't even announced the feature on our own website so I guess I need to give it a little time first. =)
Regardless, we're pretty excited to share the game with folks, and we'll be putting out a lot more info in the runup to launch. I'll try to keep this thread updated, but I'd love it if you guys were to join us at our website, our facebook page or twitter.
Anyway if you made it this far down, thanks for reading! Looking forward to sharing more with you all soon!