Two by Two was our first foray into the seedy game-development-in-a-single-weekend subculture. The game was built for the second annual TOJam, an industry event where developers cram into a large room on Friday, set up their gear, and try to bang out a working game before the sun sets on Sunday.
[SWF]http://www.untoldentertainment.com/games/twoByTwo/game.swf, 550, 400[/SWF]
The game is a simple twist on tried and true flip n’ match memory, where the cards are mapped onto a cube. i sat at my station and folded a paper origami cube to help me visualize where the cube’s faces should be when the cube was rotated.
The chime-like music effects for the raindrop were created with a kalimba (thumb piano).
The game has three difficulty modes. In the hardest mode, the cube has 9 cards on each cube face. 27 individual animals had to be drawn to satisfy the “Hard” mode requirement. These illustrations took the better part of a day. The animals are randomized on the “Easy” and “Normal” levels to create variety.
The hastily-drawn cast of Two by Two
The sound that plays when the ark doors close is the door chime for Toronto’s subway trains. This was one of the required TOJam elements, along with some variation of a goat. We saitsfied this requirement by including a goat as one of the animals.
The game was reasonably well-received, and later became the subject of our Pimp My Game series of articles, where we ran it through a number of online monetization schemes and reported the financials. The most common complaint among players is that the experience is over too quickly, and that the game requires some sort of levels system or progression padding to make it seem more satisfying.