Archive for the ‘Grey Alien Games’ Category

Grey Alien Games and Suricate Software bring Jewel Match Solitaire Winterscapes to Steam

Friday, December 7th, 2018

Jewel Match Solitaire Winterscapes by Suricate Software is coming to Steam for PC. UK-based Grey Alien Games will publish the game on behalf of Suricate Software, a European game developer behind numerous classic casual titles. This follows a similar agreement to bring Suricate’s other Jewel Match Solitaire titles to Steam earlier this year.

Jewel Match Twilight Solitaire Winterscapes includes 200 solitaire levels, 12 additional Solitaire variants like Yukon or Emperor, five beautiful winter scenes to build and multiple card decks. Players will be able to choose between three different play modes, unlock stunning desktop wallpapers and enjoy a beautiful holiday soundtrack.

Jake Birkett, owner of Grey Alien Games said: “We are delighted to publish Suricate Software’s holiday themed game on Steam. The wintery locations and engaging gameplay will keep everyone entertained on days when you just want to hunker down beside a cosy fire.”

Grey Alien Games has several of its own titles on Steam, including Regency Solitaire and solitaire-driven RPG, Shadowhand.

Jewel Match Solitaire Winterscapes is due to launch on 21st December, 2018.

For more details or to wishlist, please visit the Steam store page, here:

AdventureX game design talk

Friday, November 30th, 2018

Helen recently gave a talk on game design at AdventureX in London on Interweaving story and mechanics in Shadowhand.

It’s now available to watch on YouTube.

Here’s the outline: Using mechanics that don’t fit the world and story can frustrate players, or break their immersion. Mechanics and story must work in harmony. In this design session, Helen Carmichael (Grey Alien Games) shares how story fed into game mechanics in RPG card game Shadowhand, and how mechanics also sometimes inspired a better story.

AdventureX is the only convention dedicated to narrative-driven games. AdventureX 2018 was run in partnership with the British Library as part of International Games Week.

Ancient Enemy Dev Diary #1

Friday, November 16th, 2018

It’s been less than a month since we announced Ancient Enemy, and we’ve been making good progress.

Jen has been finalizing the main character’s various fighting stances. First she drew some sketches, which we tested in-game, and then she spent a while painting them.

Jake plugged them in to the game and made videos of them animating so that the team could check them out and suggest improvements.

Since the announcement we brought Dan Emmerson on board. He made the game logo, which we really loved, so we asked him to design the playing cards, collectible cards and user interface in a similar style to the logo. We hope to have some screenshots we can share next week.

Jim has been working closely with Jen and Dan on art direction and has generated a draft map screen.

Jake has been working on detailed art lists for Dan and producer stuff like updating the schedule and making sure everyone is fully aware of the budget and time constraints. He has also been coding a map node system, which allows us to have non-linear mini maps for each main map location. We’re also going to use this code for a skill tree system later on.

Jake is now finalizing a list of collectible cards that the game will have so that we can code these and make art for them. And Jen is working on some awesome enemies that will take several weeks, we will post some of these soon…