First Wonder at PAX Prime and Teaser Trailer

Hey everyone, the majority of Rogue Rocket Games is over at PAX Prime, which just started today in Seattle, Washington, and we are showing off First Wonder there with a multiplayer first look. That first look has The Cargonauts trying to stop Monstro as he tears across the island environments towards an objective. We've been working hard on that demo for quite some time now and we are excited to see how people react to our playable concept. Here is a look at our booth, which is booth #4043 in the PAX Rising area. 

If you happen to be attending PAX, or can do so, please come on over and check in with Rich and Nick to see First Wonder in action. However, for everyone else we have a brand new teaser trailer for the game and it is pretty much our first real trailer for First Wonder. Check that out below, let us know what you think and if you have any questions feel free to ask! We will be updating our social media channels, like Twitter and Facebook, with PAX & First Wonder related news over the weekend. 

The Winner of The First Wonder Art Contest is....

Dario Liotine with his incredibly impressive movie poster art piece that depicts Monstro in an island jungle setting. We had a number of entries for this contest and we greatly appreciated every single one of them, especially since they all result from a love of Giants: Citizen Kabuto, MDK or First Wonder. However, for this contest we will just have a winner and a runner-up. Congratulations to Dario and here is a look at his winning piece: 

Dario Liotine's art submission for the First Wonder Art Contest 

Our Runner up is a vastly different art piece from Erik Lukáč. His piece depicts a Mecc from Giants: Citizen Kabuto and one of the first times a player sees them in the game. Both Erik and Dario are going to be getting some prizes for winning this contest (prizes related to First Wonder and Rogue Rocket Games) and we cannot thank them both enough for sending in these excellent pieces of fan art. Check out Erik's piece below and keep an eye out for one more contest before we ship off to PAX Prime late next week. 

Erik Lukáč's piece for the First Wonder Art Contest 

First Wonder Press Release Round-up

Greetings everyone! It has been quite some time since we've posted on the Rogue Rocket Games' blog, but that is largely because everything over the last month has been extremely focused on First Wonder and most of our news is being posted to the First Wonder blog. However, this week we put our very first press release for First Wonder! It was our way of announcing the game to world officially while also spreading news about First Wonder being at PAX Prime at the end of August in Seattle, Washington. 

FWConceptAugust

We have been lucky to have received so much press coverage so far, and so many kind words from our fans, and this post is to share all of those press articles in one place. Some of these articles have new screenshots for First Wonder, which we have shared a bit on our social media channels (like Facebook and Twitter), some information about us attending PAX, and a few quotes from Nick. We will update the list as more articles are released and check them all out below:

Press Articles - English

  • DSO Gaming First Wonder – Spiritual Successor To MDK & Giants: Citizen Kabuto Announced

  • Gamasutra - Indie Rogue Rocket Games Announces First Wonder  

  • Gamer's Honest Truth - Rogue Rocket Games Announces First Wonder, Spiritual Successor to Giants: Citizen Kabuto and MDK

  • Gamer's Hell - First Wonder - Spiritual Successor to MDK & Giants: Citizen Kabuto Unveiled, Screens/Video Revealed

  • Canadian Online Gamers - Gorgeous Shooter First Wonder Coming to PAX Prime

  • Gaming Shogun - Rogue Rocket Games Announces First Wonder 

  • Tech4Gamers - First Wonder- Spiritual Successor to MDK & Giants: Citizen Kabuto

Press Articles - Non-English

  • (German) PCGames.deFirst Wonder: Unofficial sequel to MDK and Giants
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  • (German) 4Players.de - First Wonder - Spiritual MDK and Giants Successor 
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  • (German) PCGamesHardware.de - First Wonder - First developer diary with scenes
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  • (Slovakian) Sector.sk - First Wonder to be successor to MDK and Giants: Citizen Kabuto
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  • (Polish) Gram.pl - First Wonder announced 
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  • (Spanish) Vandal - First Wonder Announced - Spiritual Successor of Giants: Citizen Kabuto
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  • (Portuguese) Overloadr.br - Co-creator of MDK and Giants: Citizen Kabuto Announces First Wonder, spiritual successor to both titles

The Gunpowder Review Round-Up

While Gunpowder has only been a few days now, on Steam for PC, Mac and Linux, there has been a decent number of reviews (all positive) from fans and critics. Take a look at a few of those:

Critic Reviews
-Review by We Got This Covered
Quote: 
"For its meagre price, Gunpowder presents a ton of fun and the promise of more to come offers even more of a reason to check it out in its new format."

-Video review by Indie Game! 
Quote:
 "At no point did I feel like the game was getting repetitive or tedious. In fact, the experience was only becoming more interesting the further I continued playing. The gameplay is refreshing." 

-Review Games Gazette Online
Quote: 
"This is, in my mind, one of the "must have" puzzle games of all time, because of its simplicity and brilliance but most of all because everyone loves to blow things up."

-Review by Slovakian gaming website Sector Online Entertainment
Quote: "Gunpowder is among the games whose principle is easy to understand, but if you want to achieve superior performance, give you a decent take." Forgive the translation on that one, but I'd like to think the reviewer was referring to how the game is easy to understand, but still offers a substantial challenge, especially for those who wish to get the best scores. 

As in between between user and critic reviews, here is a gameplay video uploaded by tr1ppa:

User Reviews
-Steam user Sonic.xG: 
"I bought this on a whim not expecting it to do anything more than help fill some spare time, and the game turned out to be an excellent way to fill that time." 

-Steam user Seph.au: 
"Puzzle fans who are perfectionists should find a rather addictive game and with the inclusion of a global high score board it certainly keeps you hitting the replay level button to refine skills."

-Steam user ZemunBRE: "Lets be honest, Im not huge fan of puzzle games, especially if there is time to beat. But this I loved from the first level..."

-Steam user Soviet Mundas: "Good, fun, little game. Clean presentation and smart levels make it an easy recommendation."

For more reviews, info, screenshots, videos and more, head on over to the Gunpowder Steam Page! It is still on sale for 15% off until July 15th! The game is also available on iPad and Kindle with an iPhone version on the way! 

Exploring Gunpowder

We are so excited about Gunpowder's release on Steam next week (read all about that here) that we have decided to show off a few levels from the game, the mechanics on display and their unique western themed environments. Through this you will be able to get an idea of how this explosive puzzle game plays and how it gets increasingly complex as you get further into the story of Incendio, a hero who decides to liberate the people by stealing from the evil Boss Grimshaw. 

There are over 150 levels in Gunpowder, but don't let that intimidate you or make you think that game is only 150 minutes long; each level in Gunpowder is designed to be fast and rarely do they have an average completion time of over one minute. However, as levels get complex and introduce new mechanics you will find yourself trying out different strategies, replaying the level to get all of the optional objectives (the piggy banks or the hidden treasures) or just trying to do it as fast as you possibly can in order to reach the top of the leaderboards. In this post you will be able to see how that all goes down across five different levels from Gunpowder. 

This first level is from one of the earliest parts of the game, Chapter 1, and it shows off some fundamental mechanics. Below you can see how each barrel has different explosion radius' and how you have to use that to conserve gunpowder. Gunpowder is your lifeblood, it is generally your main tool for creating your explosive mayhem. When a barrel explodes you only need to make sure gunpowder is touching that explosion radius, since that explosion will ignite the gunpowder if it is close enough. It's a simple concept, but one that is important in many levels because of how little gunpowder you often have to work with. 

This second level is still from Chapter 1 (there are five Chapters total), but it is far more complex than the previous example. In terms of difficulty it is still fairly easy, this is only the first chapter, but it combines many different elements that were slowly introduced on previous levels. For instance, you still have to use a limited supply of gunpowder, so you need to leave gaps and use the barrel's explosion radius to your advantage, but you also have time everything with the uncontrollable cart of hay floating down the river. This one is mostly a race to see how fast you can do things, for the sake of leaderboards and your competitive spirit, while everything is in motion. Take a look: 

This third level comes from level 13 of Chapter 3. In between Chapter 1 and 3 plenty of new mechanics are introduced, and you can see some of them in play on this level. You have uncontrollable elements, the minecarts, items you have to physically use during the level, the gatling gun, and side objectives, the piggy banks, that have to be taken out immediately before you mess with the main objective. Ever since Indiana Jones and The Temple of Doom I've had a unhealthy desire for mines and minecarts, and this entire chapter fills that nicely. 

This fourth level hails from the mighty train based levels of Chapter 4. This is the very first level from that chapter and it introduces doing much of what was learned through the previous chapters, but with moving trains full of destroyable objects and obstacles. This one is rather simple since it is the first level of the chapter, but it still has quite a bit going on with cannons, tnt, and limited gunpowder. As the train levels go on they start to introduce other concepts as they move from trains, to banks, and then to saloons. This chapter is chock-full of interesting designs in iconic wild-west environments. 

For this fifth and final level, we are going all the way to the snowy mountain tops of Chapter 5. Here we have entirely new mechanics, like pulley platforms, on top of other challenges that were previously introduced, like different height levels and putting down gunpowder in real-time in order to keep multiple lines going. Putting down gunpowder while everything in motion starts out simple, but what about when there are multiple lines you have to reconnect or when you have just barely enough so that you have to be incredibly careful with it? Combining all of that with other mechanics is challenging and tough, but very doable. Check out this last level in action: 

As you can see through all of these basic examples, Gunpowder has a variety of themes, mechanics and challenges. I purposefully chose some of the more rudimentary levels because one of the things I enjoy most about the game is figuring out how to beat levels in the most efficient manner and by visually showing each level here that would influence your choices were you to play it. This ends this quick look and if you have any questions about the game feel free to ask. If you are interested in picking it up next week (it releases on July 8th) then head on over the Gunpowder Steam Page