Official Xbox Live Arcade Thread

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Fret Nice Hands-on

http://xboxlive.ign.com/articles/102/1029139p1.html

September 28, 2009 - The small, inexpensive nature of downloadable games has made them a haven for experimental game design. One of the more original titles on the way is Tecmo's Fret Nice, a platformer that is designed to be played with a Guitar Hero or Rock Band guitar controller. Add in a slick and stylish visual approach and you've got one of the more intriguing titles to look forward to for XBLA and PSN.

It takes a little while to wrap your head around Fret Nice -- playing a platfomer with a guitar controller isn't the most intuitive of setups. The green button on the neck is used for moving to the left while the red goes right. The middle button, colored yellow, is used for jumping. The strum bar is hit to climb up or down ropes. You'll have to play a level or two before this becomes intuitive, but soon enough you'll find your fingers less entangled.

Stylish.
At first glance, it might seem like the guitar controller is a bit unnecessary. That's before you get into the combat portion of Fret Nice. As you work through each level, various goofy looking creatures will get in the way. Some will have one or more eyes, mouths, hair follicles or band-aids. The number and type of facial features is the key to destroying these monsters. One eye means that you should jump in the air, then play a single note of your choice. Two eyes mean that you should play that note twice. Two eyes and a mouth indicates that the enemy can be killed by first playing a note twice, and then playing a different note once. The music you play matches with the background music, so you'll find that each time you jump to attack an enemy, you're adding to the music with a new riff.

If you don't have a guitar controller -- or simply don't want to use one -- Fret Nice can be played with a standard controller. The general platforming is a bit easier with a normal control set up, but some of the novelty is lost and dishing out combo note attacks isn't quite as elegant.

Rocking out with a friend is always more fun.
Adding to the interesting design is the co-operative setup. Two players can team up in Fret Nice to rock through the various stages, but they'll do so while tethered together by a guitar patch cord. If one gets too far ahead, they'll get dragged back to other. On the flip side, it is possible to drag your co-op partner past a tricky section that they can't get through on their own. We played with one player on a guitar and the other using a standard controller. The result was a tag team in which one of us could tackle the tricky platforming using a regular controller while the other rocked out on guitar to knock out the enemies.

Fret Nice is due out in early 2010 for Xbox Live Arcade and PlayStation Network, courtesy of Tecmo.
 
Bust-a-Move Live seems to be based off Bust-a-Move 2 with a few changes, I haven't played much of it but the first several levels I played in 1P seemed just like the ones from that version.
 
Is bust a move broken online?

I keep getting games where I see the balls below the other guys line, but they are still shooting. I don't get it. Is this like a feature in this one?
 
ThatCrazyGuy said:
Is bust a move broken online?

I keep getting games where I see the balls below the other guys line, but they are still shooting. I don't get it. Is this like a feature in this one?

Yeah, this is a major bug happens around 50% of the time during online games. I thought at first it was a cheap way of getting victories, so I sent angry messages...turns out that on the other player side, I was the one with the screen filled with bubbles, and the other guy was still playing normally. Can't believe Taito fucked up the online part so much.
 
Mr YuYu said:
Were can i find the list?
Microsoft appear to have gotten the message - people want Xbox Live Arcade games in their Deals of The Week. After a month with 4 games at cut prices, October plans to continue the trend with 3 more.

Buku Sudoku will be on sale next week starting on October 5th. This Sudoku game is pretty much all you'll need in terms of console Sudoku, heck it has online multiplayer Sudoku. The game will drop from 800MSP to 400MSP for this week.

Jewel Quest was the 18th game made available for Xbox Live Arcade, way back in March 2006. On October 19th the game will drop from 800MSP to 400MSP. It's a different take on the Match-3 game style, but be warned - the game has certainly not aged well in terms of XBLA games, it looks rough just in terms of overall presentation, but it's still a decent puzzle game.

Finally on October 26th, Golf: Tee It Up will drop from 800MSP to 400MSP for that week. It's a solid Golf game created by Indie darlings Housemarque. I just wish they kept adding more courses, or did the smart thing of making Avatars playable.

Alongside the XBLA releases the Prince of Persia Epilogue DLC will be on sale for the week of October 12th, and will cost 560MSP instead of 800MSP, further showing publishers complete reluctance to drop anything not XBLA to the magical 50% mark.
http://www.gamerbytes.com/2009/09/xbla_deals_of_the_week_for_oct.php
 
'Matt Hazard: Blood Bath and Beyond' (PS3/X360) Announced -

Matt Hazard: Blood Bath and Beyond is a flood of carnage that the classic 8-bit side-scroller era didn’t want gamers to see. Recreated today with next-gen 3D graphics, it’s nonstop run-and-gun action at its finest. Take a suspenseful ride in single player or co-op through a pirate hideout, an ancient Japanese castle, the Old West, Siberian ice mines, and even the moon

Matt Hazard is going back in time to protect what matters most - his own 8-bit self.

Matt Hazard, the star of renowned videogames like Conflict of the Deities and Haz-Matt Carts,has been a videogame icon for more than two decades. Matt lived on top of the videogame charts for many years until an abrupt retirement brought him down. Now fresh from an epic battle with Wallace Wellesley and the revitalization of his career, Matt has a chip on his shoulder and is ready to tear down General Neutronov and a back catalog of timeless and ageless videogame foes.

General Neutronov, one of Matt’s nemeses has reactivated all of Hazard’s greatest enemies from classics like Matt’s original adventure, The Adventures of Matt in Hazard Land and Chest of the Pirate Queen in an attempt to destroy Matt’s former self in the past and end his present. Matt has no time for a leisurely stroll down memory lane in Blood Bath and Beyond as he chases Neutronov through the games of the past in order to save his future.

Matt Hazard: Blood Bath and Beyond is a flood of carnage that the classic 8-bit side-scroller era didn’t want gamers to see. Recreated today with next-gen 3D graphics, it’s nonstop run-and-gun action at its finest. Take a suspenseful ride in single player or co-op through a pirate hideout, an ancient Japanese castle, the Old West, Siberian ice mines, and even the moon and relive some of the most classic and violent moments in Matt Hazard’s videogame history.

Developed by Vicious Cycle, Matt Hazard: Blood Bath and Beyond, rated “M” for Mature, is scheduled for release on Xbox Live Arcade and PlayStation Network.
 
Sad_Panda said:
Yeah, this is a major bug happens around 50% of the time during online games. I thought at first it was a cheap way of getting victories, so I sent angry messages...turns out that on the other player side, I was the one with the screen filled with bubbles, and the other guy was still playing normally. Can't believe Taito fucked up the online part so much.

Damn, that sucks. This is kinda ruining my online experience right now. Game doesn't seem to be tallying my online wins correctly either. I am going to send Taito an email right now....
 
Man I follow this thread religeously and somehow I completely missed the fact that Puzzle Bobble AKA Bust A Move was getting a live release...

Damn you XBLA! I gotta say I love these random Taito releases. Taito is raping my wallet. Now I just have to decide if I want to bobble puzzles or bubbles. Hmmm, decisions decisions...
 
McBacon said:
Oh, I gotta ask. My copy of Sonic the Hedgehog is all fucked up. It keeps saying its a trial, and I dunno how to fix it. This is online, and my licenses are probably transfered... maybe. Anyway, its the only game that is stuck in trial stasis, any ideas?

This is some wierd ass glitch.

There is a way around it. Go to unlock retail game, hit download again (which takes two seconds). Now, do not press "play now". Instead, just press B button and back out to the game menu. It will now be the full version.

Annoying, but it works. I thought it had something to do with DRM, but all my licenses have been transfered over to this new machine, yet Streets of Rage 2 occasionally does this (when online. Works offline. How retarded is that ?).
 
Rlan said:
Yeah, they're not actually XBLA, same with the Mappy video they've got up there. They're from the Namco Virtual Arcade disc, which has some 20 extra games not on XBLA.


Huh, kind of an odd mistake for GT to make.
 
So Im going through my XBLA games list and fuck me if I havent bought-started-forgotten about shit loads of Arcade games!

One little gem that pops out at me is Price of Persia. "Hey, a platformer!" I thought. So I go to the memory blade and delete the data so I can start fresh (I vaguely remembered that I had done maybe 2 levels).

That was 3 hours ago.

WHAT THE FUCK IS WRONG WITH THE PEOPLE WHO MADE THIS GAME?
 
Rlan said:
It's problem is that it was originally made in 1989 for the Apple II :P

Yeah but SOMEONE clearly went to the trouble of making look decent for XBLA.

FIX THE EFFIN CONTROLS YOU FUCKS!

:lol Unbelievable!
 
CitizenCope said:
:lol
Never played Serious Sam. Is it always complete mayhem?
Oh yes. Gloriously so :) Some of the most fun multiplayer I've ever had was doing 4-player coop, running around a seemingly quiet corner, and watching the apocolypse unfold before my eyes. Getting this working on a LAN was always a hassle, so this is an easy Day 1.

And as lukewarm as everyone is to this months XBLA deals, I'm actually quite fond of Golf: Tee it Up. It's easily worth $5 imo.
 
ThatCrazyGuy said:
Is bust a move broken online?

I keep getting games where I see the balls below the other guys line, but they are still shooting. I don't get it. Is this like a feature in this one?

Yeah, I've gotten a few hate-messages in regards to the online... I really just want to get that 5 player match wins and then just play with friends.
 
Lucidity & South Park. The previously revealed "Deal of the week" (Buku Sudoku) was an error. That was Japan's DOTW for last week, since they did not get the Guitar Hero DLC.

David Edery, formally the Worldwide manager at Xbox Live, spoke last week at the Digital Distribution Summit about how Xbox Live Arcade, PlayStation Network and WiiWare works, and what developers should be wary of when they decide to publish games onto those services.

There's a full 50 minute video here, I highly recommend everyone check it out.

http://www.gamerbytes.com/2009/10/david_edery_speaks_about_the_d.php
 
http://worthplaying.com/article/2009/10/5/news/69057/

Magicka is an action/adventure in which the player takes on the role of a wizard of a decadent ancient order, utilizing a complex game mechanic to let players, in real-time, dynamically combine different elements to create spells or the even more powerful Magicks to exploit the weaknesses of their foes.

Magicka is an action/adventure game currently under development by Arrowhead Game Studios. The concept of Magicka first came to life in 2008 as a submission to the Swedish Game Awards, Sweden's largest game development competition. The game was first visualized in 2D but has since been remade in 3D and uses much more advanced technology. ”The decision was necessary to make development run smoother and also to be able to implement the features we deem important for the game to truly become what we envisioned from the beginning.” says CEO Johan Pilestedt.

CFO Robin Cederholm comments on distribution; ”Digital distribution is the way to go these days and we're primarily looking at Xbox Live Arcade as our main distribution platform, so you can expect easy access when the game is out.”

In Magicka, the player takes on the role of a wizard of a decadent ancient order, utilizing a complex game mechanic to let players, in real-time, dynamically combine different elements to create spells or the even more powerful Magicks to exploit the weaknesses of their foes. The game will feature 15 different levels in 9 different environments, giving the players a huge replayability with unlockable magicks, weapons and challenge levels not found the first time around. Another important aspect of the game is the co-op mode, Johan points out. “Games are about being social, gather a couple of friends and hit the couch. You'll sure to have a blast as you either hurl them off a cliff with a misplaced earth-projectile or successfully bring down a huge mountain troll due to flawless teamplay!” All game modes will be available with up to 4 player co-op.
 
Rlan said:
Lucidity & South Park. The previously revealed "Deal of the week" (Buku Sudoku) was an error. That was Japan's DOTW for last week, since they did not get the Guitar Hero DLC.

David Edery, formally the Worldwide manager at Xbox Live, spoke last week at the Digital Distribution Summit about how Xbox Live Arcade, PlayStation Network and WiiWare works, and what developers should be wary of when they decide to publish games onto those services.

There's a full 50 minute video here, I highly recommend everyone check it out.

http://www.gamerbytes.com/2009/10/david_edery_speaks_about_the_d.php

just finished watching this and its definitely worth seeing
the guy explains exactly what u need to do to make it on xbla/psn/wiiware and succeed
 
Tower Bloxx Deluxe Preview

http://xboxlive.ign.com/articles/103/1031478p1.html

October 5, 2009 - Tower Bloxx has been around for almost four years on mobile phones and the web and the Deluxe version arrived earlier this year on iPhone. The casual skyscraper builder is making its way to Xbox Live Arcade later this month and bringing a few new features with it. Tower Bloxx is essentially a timing game where you build condominiums by dropping floors on top of one another. Both your tower and the next floor being brought in by crane sway to and fro, and the challenge comes from needing to drop the floor at just the right time in order to land on the tower. Drop it perfectly and you'll start a combo, but miss completely and you'll lose a life.

You can start a quick game where your goal will simply be to build the tallest tower possible. Or, Time Attack gives you a limited amount of time to build while each perfect drop adds a second to the clock and there are checkpoints that will award additional time. In this mode you aren't penalized for missing drops. Then there is Build City mode where you develop four districts and try to attract the biggest population possible. This is a more in-depth mode which makes up the meat of the game. You'll have to unlock progressively taller towers by meeting population milestones. There is an element of strategy to where you choose to place your towers, as certain colors (heights) must be placed adjacent to one another. A "city view" screen gives you an overview of how your city is developing and lets you compare your score to your friends.' From this menu you can send a challenge to someone on your friends list, daring them to beat your score.

Residents fly in Mary Poppins-style as you build your towers.
Three multiplayer modes are available: Time Attack, Battle, and Co-op. Time Attack uses the same rules as single-player but lets four players compete to see who can build the fastest. In Battle, the host sets a milestone to be achieved and the first player to reach it wins. Offensive and defensive power-ups will appear, such as an earthquake that will vigorously shake an opponent's tower and maybe knock off a few floors or "vertigo," which spins a player's camera, disorienting them. Finally, co-op lets two players work together to build the highest tower they can before time runs out. One player drops floors while the other nudges them into place and roles change every 25 drops.

This XBLA version includes Avatar support during the single-player game and multiplayer battles, and it looks like the people flocking to live in your towers have been modeled to look like generic Xbox Live Avatars.

Tower Bloxx Deluxe has been a big hit on casual portals like the web and the iPhone, but is it the sort of game people want to play for longer periods of time in their living room? We'll find out later this month.
 
Indie game 'Storm' strikes XBLA, PSN, WiiWare, iPhone

http://www.joystiq.com/2009/10/05/indie-game-storm-strikes-xbla-psn-wiiware-iphone/

Terence Lee, creator of Storm, joins the growing list of independent game developers lucky enough to find a publisher. His game, created specifically for an independent games competition at 2BeeGames.com, will find refuge on PlayStation Network, Xbox Live, WiiWare and iPhone next year via a new publishing deal announced by Zoo Games. We talked with Lee about the indie games scene, and what we can expect from the console version.

What is Storm? How did the concept come about?
Storm is a game where you use weather elements, like wind, rain, and lightning, to solve physics puzzles. I had been playing around with some physics sandbox games, like Garry's Mod, and I found that these games were all based on experimenting with mechanical interactions. I wondered if an organic style could also be fun. And what's more organic than a storm? Plus storms bring lightning and every game needs explosions.
Gallery: Storm


Isn't it risky to jump into games development? What inspired you to create Storm?
It doesn't have to be risky. It does cost a lot of time and patience, but there is a lot to learn from even trivial adventures in development. Previously, I had been tinkering on an unrealistically large game project. I finally convinced myself that working with a projected completion time of "a couple of years" was not going to get me anywhere. So I put that on hold and started working on much smaller projects that each cost about a week's worth of time. After a few games, I found out about the 2BeeGames contest (for which Storm was created), and knew that it was the perfect chance to put my newfound rapid-development skills to the test.

Apparently, the Storm prototype was created in two weeks. Now that you're signed to create a full game, what are you planning on adding, changing?
Everything you see right now is from the prototype, which is just a very rough sketch of what is to come. There will be new weather elements, like snow and perhaps wildfires, as well as more physical interaction with the environment, like breakable/burnable trees, floating logs, and rockslides. I'm also going to focus on much stronger level design. I had frantically created all of the levels in the prototype in the last eight life-siphoning hours before the contest deadline, and I think that shows. Now that I get more than thirty minutes to design and draw a level, I can actually focus on making levels that require experimentation and creativity from players to complete, and also give opportunities for them to explore the hopefully-interesting aesthetic. This game will be pretty; there will be a lot of hand-drawn art and a lot of attention paid to capturing the mood of the weather.



"All the resources, communities, and software that you need to learn and explore game development are available for free online."
Is it viable to be part of the indie games development scene? In an era of PSN and XBLA, how important is getting a publishing partner?
It is definitely viable. All the resources, communities, and software that you need to learn and explore game development are available for free online. Anyone can have a good experience as long as they have the determination to really practice the necessary skills and the motivation to complete frustrating projects (they'll all be frustrating at times).

I won't pretend to know everything about publishing, since this is my first experience, but I have found that having a publishing partner has been extremely helpful. It's opened up access to a lot of resources and relationships that I wouldn't have otherwise. For example, I think we'll be working on integrating Natal technology for the Xbox version. I doubt I could've gotten close to a Natal SDK had I worked alone. I would have been stuck with throwing Wiimotes at the TV.

What are some of the key challenges indie developers face today? What kind of advice can you offer them?
I think for a lot of maturing developers, the key challenge is sustainability. It's too easy to get burnt out, lose motivation, or run out of ideas. They first need to get enough experience where they can comfortably focus primarily on the design, rather than mostly on technical details. After that, it's still not enough to just have good ideas (everybody has them). In implementing these ideas, indie developers are still heavily restricted by their experience, dedication, partnerships and finances. These barriers can easily kill motivation mid-project. That's why developers must have the ability to distill their ideas, to discern exactly what makes the idea good and to shed the excess, and then reform it in a way to realistically fit the context of their real-life development situation. If they can do that, then they get to keep their creative vision, while finishing projects faster and more enjoyably, which can only lead to success sooner than later.

In summary: be realistic with your short-term goals in order to reach your long-term ones.


"We'll be working on integrating Natal technology for the Xbox version."

How involved are you in the development process? What platforms can we expect Storm on? How will the game take advantage of each platform's unique features? For example, the Wii Remote and the DS touch screen?
There is still a lot of development left, and I will be leading the overall design as well as contributing to the music. So far, Storm will be available on XBLA, PSN, Wii, and iPhone. There are a lot of exciting possibilities with each platform. We're going to try using Natal with the Xbox version: imagine summoning lightning, arms raised, like a crazed scientist. The Wii offers some similar capabilities, as well as the SIXAXIS controller for the PS3. The iPhone version will also make good use of the motion sensing and touch screen capabilities. Basically, there will be physical movement involved, if that's your thing. We're discussing other platforms as well. I think the touch screen capabilities and portability of the DS would make for an interesting game.

Storm was created by just one man. Do you want to continue pursuing solo development, or are you looking to build a team?
I am already working on another project with Chris Hendryx. He's focusing on the art. Solo development is definitely fun but it really limits the scale of my projects. I really enjoy working on all aspects of development, including the music and art, so I think it'll be great to put together a small team in the future where we have the creative liberty to contribute to any part of the game.

I'm also open to exploring work at other companies, big or small, to get some valuable experience and exposure to the industry. In the meantime, I've got two more months of school left, so I need to deal with college stuff, like pass my classes and figure out who keeps eating my groceries.
 
Achievements: Wallace & Gromit Episode 3: Muzzled!

http://www.xbox360achievements.org/game/wallace-and-gromit-episode-3/achievements/

[Printable Version ]
There are 12 achievements with a total of 200 points.

Homeless Pups Run Wild 20
Complete chapter 1.

Where Are the Whippets? 20
Complete chapter 2.

The Gait Escape 20
Complete chapter 3.

Up Up & Away! 20
Complete chapter 4.

Memory Lane 10
Find an artifact from "A Close Shave".

Clone A Cone 15
Plato's theory of cones.

Mmm... Cheese! 15
Find and eat this episode's "mystery cheese".

Home Wrecker 15
Expose Duncan's plagiarism!

Cheer Up Mr. Paneer 15
Try to cheer up Paneer.

Ave a Biscuit Miss Flitt 15
A biscuit Miss Flitt! To take the edge off!

Taste Tester Dibbins 15
P'raps the Constable would fancy an ice cream or six?

Wallaceism 20
Hear Wallace say "Heaven's above!" in four situations!

Achievements: Gyromancer

http://www.xbox360achievements.org/game/gyromancer/achievements/

There are 12 achievements with a total of 200 points.

The Adept 20
Execute a Gyro Chain.

The Enlightened 40
Hunt down Temperance.

The Scryer 10
Arrive at one truth in Tracks of Night.

The Knowing 10
Pass the tests of the Stones.

Bearer of 3 Awards 10
Acquire 3 awards.

Bearer of 7 Awards 10
Acquire 7 awards.

Bearer of 15 Awards 10
Acquire 15 awards.

Bearer of 30 Awards 20
Acquire 30 awards.

Bearer of 50 Awards 20
Acquire 50 awards.

Bearer of 75 Awards 20
Acquire 75 awards.

Bearer of 100 Awards 20
Acquire 100 awards.

Bearer of 120 Awards 10
Acquire 120 awards.
 
There are no words. How in the hell...?

http://www.destructoid.com/raskulls-dev-says-you-will-believe-in-the-teapot-150963.phtml

150963-teapot.jpg


www.believeintheteapot.com

Pretty funny image. Although that was considered a hoax back in the 90s, I don't know if I can believe in the teapot right now. Maybe in time.
 
Runic Games 'Fantasizing' About XBLA Release For Torchlight

http://www.1up.com/do/newsStory?cId=3176421

A little over a year after the collapse of Flagship Studios, direct descendant Runic Games is preparing to release dungeon crawler Torchlight. But while the Diablo-like RPG is currently exclusive to the PC, CEO Max Schaefer admitted that the team wouldn't mind seeing their game on consoles.

"We talk about it a lot. We fantasize about getting the [Xbox Live Arcade] version, and that would probably be the one we did... the XBLA one," Schaefer told 1UP.

Runic Games has other commitments however, with Schaefer saying that "we're really committed to making the MMO version next, and we're a pretty small studio. We just have one little team."

If Torchlight ever made it to XBLA though, the team at Runic feels that it would be successful. "We look at it and we say, 'This would really do great," Schaefer said.

Torchlight is currently slated for release at the end of October, and will focused exclusively on single-player. It's being positioned as a budget download on the PC, and will include a full suite of development tools upon release. While any console version would necessarily lose the modding aspect, Torchlight's lightweight accessibility would seemingly make it an ideal fit for services like XBLA and PlayStation Network.

For now though, Runic is committed to developing the massively multiplayer spinoff of Torchlight after it's released to the public. Look for it on PC on October 27, with the Mac release date to be announced later.
 
Tower Bloxx Deluxe to lay foundation on XBLA

http://xbox.joystiq.com/2009/10/08/tower-bloxx-deluxe-to-lay-foundation-on-xbla/

Tower Bloxx Deluxe to lay foundation on XBLA

by Richard Mitchell { Oct 8th 2009 at 12:45PM }
Digital Chocolate has announced that it's bringing its iPhone and PC game, Tower Bloxx Deluxe, to Xbox Live Arcade. The game tasks players with building incredibly tall (and architecturally unsound) towers. The game will include new features not seen on previous versions; specifically, new competitive and cooperative multiplayer modes. Tower Bloxx Deluxe will debut on October 21 ($10).
 
Scribblenauts Developer 5th Cell Creating 'Pretty Big' Xbox Live Arcade Title

http://g4tv.com/thefeed/blog/post/6...eating-Pretty-Big-Xbox-Live-Arcade-Title.html

The next release from Scribblenauts developer 5th Cell won't be on a handheld. Scribblenauts is 5th Cell leaving the DS behind with a bang. The team wants to move onto the consoles and is actively pushing forward with a "pretty big" game for Xbox Live Arcade, according to a Gamasutra interview with co-founder Jeremiah Slaczka.

"We're doing an Xbox Live Arcade title next, and it's going to be pretty big," he said. "It's going to be really cool. We're very excited about it... it's totally not ready to be announced. It's far away. The only thing that we've really announced is we're working on console stuff, and we'll see where it goes."

5th Cell's creations have focused on empowering the user with tools of creation and imagination, so far connected to a stylus. I wonder how that strategy is going to change with a controller.
 
Has anyone noticed the avatar golf game on the indie games channel? It has a course editor and you can share the courses with other people. There's also the avatar drop game which is kind of ridiculous. It's a game that gives your avatar ragdoll physics. The point of the game is to fall through different sized rings for points. It's only 80 points and kind of silly but it can be amusing to fool around with.
 
JambiBum said:
Has anyone noticed the avatar golf game on the indie games channel? It has a course editor and you can share the courses with other people. There's also the avatar drop game which is kind of ridiculous. It's a game that gives your avatar ragdoll physics. The point of the game is to fall through different sized rings for points. It's only 80 points and kind of silly but it can be amusing to fool around with.
You want the Indie Games thread.
 
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