
You’ve got a car that can jump, flip, pop out glider wings, and stick to just about any surface the racetrack has to offer. Hopefully this means that, someday, MaK will see the light of day.ĭistance– From the people who brought you the excellent (and free) Nitronic Rush comes Distance, a thematic sequel to their futuristic stunt racer. The developer has been very quiet since then, but has gotten the game successfully through the Greenlight process. It looked like a lot of fun, especially multiplayer, but sadly MaK only made about 10% of its goal.

Combine them in any way you like and, with your character’s tether, either latch on or send a jolt of electricity to activate whatever devices you construct. One type of block may rise into the air, while another can give constant thrust when activated. The worlds have a variety of building blocks scattered around, with different kinds having different properties. MaK– This nifty-looking oddity will take the tiny planetoid worlds of Mario Galaxy and mix in a heavy dose of creativity, although not on the Minecraft scale. It’s honestly exciting to see Timber and Stone come together, and I’m really looking forward to the late March/early April release date. Since the Kickstarter’s completion, the beta came out to those backing at that level and the game’s web site is regularly updated with a steady stream of details on what’s in each new release. You can’t just leave your farm undefended, after all. Timber and Stone’s dual nature focuses equally on strategy and resource harvesting, to the extent that it looks like it’s going to be hard to tell where one begins and the other leaves off. You send your little voxel guys out into the untamed voxel world to explore and harvest resources, then build freeform cities and buildings to suit your personal style. Timber and Stone– This cute little voxel based, random world city builder took a while to get moving, but once people noticed it donations started pouring in. Your list, if you backed anything, may have shared a few titles or even looked completely different, but this one is mine and I like to think it’s a fair cross-section to make a judgement from. So, without further preamble, here’s the final batch of games that I backed in 2012. If you haven’t seen them yet- Part 1, Part 2, Part 3. Game creation isn’t a fast process, after all, and I’m honestly (and pleasantly) surprised by the number that have either reached completion or at least gotten a functioning alpha/beta into their backers’ hands. Asking a few thousand people for large sacks of loot places a responsibility on a developer, and that’s why this Report Card focuses so heavily on communication, with delivery of something playable a secondary consideration. The bad side is the uncertainty that results from getting all the cash up front and hoping it’s enough.

The good part is that games that could never have been made before now have an avenue to creation that lets developer and fans interact far more closely than before, without worry of NDAs killing the conversation. It was a fantastic year for new projects, and the very first year in which a developer could directly appeal to its fans for funding and have a reasonable hope of success. And finally, the fourth and concluding part of the Kickstarter Report Card.
