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19
Feb
09

Jason Rohrer Releases iPhone Puzzler Primrose


Indie game designer and Passage developer Jason Rohrer has released his second iPhone title, Primrose ($2.99). In a departure from his earlier arthouse PC titles, Primrose is a comparatively straightforward puzzler, though it does feature an intriguing set of mechanics all its own.

In Primrose, players must place colored tiles on a 7×7 grid. When a group of colors is surrounded by tiles of another color, the surrounded group clears, and the surrounding tiles change to the cleared color. Careful tile placement can yield chains, and more points can be earned for bigger clears and longer combos. Rohrer likens the experience to games like Go and Othello, with a little bit of Lights Out mixed in.

Primrose offers a networked leaderboard that allows players to watch full move-by-move replays of all high scoring games. Also included is a colorblind mode, which is always a considerate and appreciated addition to any puzzle game.

While the iPhone edition of Primrose costs $2.99, it’s worth noting that full-featured Mac, Windows, and Linux editions of the game can be downloaded for free from Primrose’s official website. It’s a bold release strategy, and one that I hope more iPhone developers will adopt in the future.


26
Dec
08

Passage in App Store, $0.99


Indie game developer Jason Rohrer makes his iPhone debut with this week’s App Store release of Passage ($0.99). Previously available as a PC freeware title, Passage comes to the iPhone this week as a direct port with a new touch-based control interface.

An extremely brief life simulation game (it takes less than five minutes to play to completion), Passage earned acclaim from both the gaming public and the mainstream press upon its PC release last year. Rohrer’s latest efforts include the arthouse title Gravitation and the multiplayer-only puzzler Between.

Passage’s commercial release on the iPhone is an interesting development in the world of independently developed games. The title earned attention and praise when it debuted as freeware, but how will it fare against the thousands of paid apps already available in the iTunes Store? More specifically, how will iPhone users respond to its short length and simple gameplay? You can bet that more than a few iPhone-curious indie developers will be watching this one closely.