Not a Clone


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What if you were given a backdoor pass to a site filled with the hottest mobile games currently climbing the charts? What if just by playing the games well enough, you were able to earn money to buy even more games? Would you jump at the chance or just let it pass?

Not A Clone is a frantic exercise in quick-thinking and even quicker responding. Featuring over two dozen original and parody micro-games, you must play through them one after another, chaining your successes into the highest score possible for possible fame and prizes. Beat your friends to the top of the leaderboards! Earn Zeni to purchase more games!

You have five seconds to get through each micro-game that is thrown at you by following the instructions that appear on the screen. The further you go, the harder it gets. How long will you last before your device runs out of power? Will you earn enough to unlock your next challenge? Will you know which games are being parodies and which games are not a clone?

Credits

Development Time: 2.5 years.

  • Game Design and Programming: Taro Omiya
  • Art: Astra Wijaya and Jason Harlow
  • Sound Design: Chase Bethea
  • Writing: Robert Denner
  • Music: Spencer Bambrick
  • Programming: Dylan Bramblett

Screenshots

ZUP!


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After lift-off, use incredibly accurate tilt controls to navigate around moving spikes, electrified blockades, and UFOs while picking up stars, guns, rockets, and other power ups. Guide Top Hat Joe as he traverses through higher and higher stages… he can even reach Mars!

Challenge your friends and compete against other players around the world! Laugh maniacally as Top Hat Joe blows past other players’ scores displayed on the screen.

ZUP! is the most addicting and challenging endless runner with a unique artwork style that creates an entirely new genre.

Credits

Development Time: 1.5 years.

  • Programming: Taro Omiya and Naeem Fanaeian
  • Art: Chris Totten

Screenshots

Touch Yoga


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Touch Yoga is a mobile game by Omiya Games. In each level, one must touch and hold all circles on the screen for four seconds. The circles can move, however, and some require touching at the correct order.

It was created as the March entry for #OneGameAMonth, using Unity.

Credits

Development Time: 1 month.

  • Game Design, Level Design, Programming, and Art: Taro Omiya

Screenshots

SWARM!


A pacifist action game that involves defeating a swarm of enemies through deception.


Apple iOS | Amazon Fire

Objective

To create a pacifist action-platformer that involves luring a swarm of enemies into traps.

Trailers

Description

SWARM! is a project by E4 Software, released on the iPad and Amazon AppStore. It involves a speed-loving ball, HotRod, escaping from the grasps of the evil cop-robots. An exhilarating and fast-paced action-platformer controlled entirely by tilt.

It’s unique premise — HotRod has no offensive method of destroying his enemies — creates an unorthodox, puzzle-like action sequences. One must evaluate its surroundings, and utilize the cleverly-placed traps to lead the mindless robots into their own demise.

Solitaire Double-Deck HD


A popular card game for iPad and Android tablets.


Apple iPad | Apple iPhone | Google Android | Amazon Fire

Objective

To recreate the popular Windows game, Solitaire, for the iPad, Android, and other touch-screen mobile devices.

Description

Solitaire Double-Deck HD is E4 Software’s first iPad and Android tablet game. It takes the classic Windows game, and polishes the controls and aesthetics for the touch-based mobile devices. In addition, this variation adds 3 different game modes: Double-deck, which uses two card decks, Single-deck, and Half-deck, which contains only 2 suits of cards.

The game was created by Unity 3D, with a three-man team.

Controls

Solitaire Double-Deck HD allows players to move the card in one of two ways. First, one can drag the card on top of others, giving them the maximum amount of control. Second, the player can simply tap on the card; the card will intelligently move towards a valid deck (a Quick-Tap). The latter allows one to play as fast as possible.

As an added extra, if there are any cards that can be moved into the upper decks, one can double-tap the background to move them up automatically.

Development

The development of Solitaire Double-Deck HD started almost exactly when I joined the E4 Software company. The goal was to create a Solitaire game more polished than any other on Apple’s AppStore. As such, most control inspirations came from playing other Solitaire games on the AppStore, and evaluating what the highlights of each app were, and what was the app’s weakness. The inclusion of Double-deck and Half-deck mode, though, were our original ideas (although, I admit, Solitaire City got the double-deck faster on the market).

The application was created in an iterative style. An incremental build was created at the end of every week, and we would invite a random waitress working at a local restaurant to play the game. Later, we’ve added a private webplayer to allow those interested to play online. This build was, of course, updated on a weekly basis as well.

The artworks were outsourced to two artists: one local, and one foreign.

In total, the game took 36 weekends to develop, or 9 months, ignoring weekdays.

Results

Due to the necessity of having a high-quality game competitive to those on the market, the application was frequently delayed from the original 3-month schedule. Our largest bottle-neck, this time, were the outsourced foreign artist, who was unfortunately slow to respond. Fortunately, he did produce the requested work in excellent quality.

Regardless, most playtester have proclaimed that our game was the best version of Solitaire they have ever played. The magical Quick-Tap and smooth animation proved to be popular among this audience.