COGS is going to be released by Lazy 8 Studios on iTunes App Store Soon.

18 Dec

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Cogs is a puzzle game where players build machines from sliding tiles. Players can choose from 50 levels and 3 gameplay modes. New puzzles are unlocked by building contraptions quickly and efficiently.

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  • Inventor Mode: Starting with simple puzzles, players are introduced to the widgets that are used to build machines — gears, pipes, balloons, chimes, hammers, wheels, props, and more.
  • Time Challenge Mode: If you finish a puzzle in Inventor Mode, it will be unlocked here. This time, it will take fewer moves to reach a solution, but you only have 30 seconds to find it.
  • Move Challenge Mode: Take your time and plan ahead. Every click counts when you only get ten moves to find a solution.

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Cogs has already been a success on the PC, but players and reviewers unanimously agree: We want this kind of sophisticated puzzle game on our iPhones. They’ll get their wish in January 2010.

What Makes Cogs Unique

Puzzle fans aren’t getting their fair share. Every year, gaming hardware gets more and more powerful. Mid-range computers can render tens of thousands of polygons at 60 frames per second and the big studios are using all of that power to create incredibly realistic, compelling experiences.

And then there’s the puzzle genre. For those of us who prefer more mentally engaging content, we’re mostly stuck with flat, cartoony match-three games that have hardly changed in a decade. Puzzlers deserve better.

So when we started designing Cogs, we decided to bring players three-dimensional realism, attention to detail and quality puzzles that raise the bar for the entire genre.

We designed more than 50 puzzles with an astonishing variety. There are flying contraptions, music machines, roving tanks, jack-in-the-boxes and more than enough other imaginative inventions that gameplay never feels repetitive.

We wanted nothing to break the illusion of interacting with a massive steam-driven machine, so we made every aspect of the user interface with analog widgets from the odometer-style counters to the revolving puzzle descriptions to the massive iris in the background that opens to reveal each new puzzle.

The Team

Rob Jagnow is the founder of Lazy 8 Studios and the sole programmer and puzzle designer for Cogs. He has a Ph.D. in Computer Science from MIT and draws from his previous work experiences at Pixar and Demiurge Studios. He works out of his home office in San Francisco, CA.

Brendan Mauro did all of the artwork for Cogs, including most of the user interface design. He has a passion for Legos and steampunk design.

Luke Gilbert composed the music for Cogs and created all of the sound effects. He’s the founder of Elepant Audio in San Francisco, CA.

How long does it take to develop such a game like Cogs?

From conception to completion, it took Cogs more than 5 years to make it to market. Rob Jagnow came up with the basic concept around 2004 and it stewed in his mind until January 2006 when he wrote the first prototype. It continued as an independent part-time project for years before Brendan Mauro came on board as the digial artist in May of 2008 to replace Rob’s placeholder artwork with the polished steampunk design that you see today. Sound effects and the game’s three music tracks were all done by Luke Gilbert of Elepant Audio.

One programmer, one artist and one musician.

Lazy 8 Studios released the PC version of Cogs through Steam on April 14, 2009. Direct2Drive and GamersGate joined the list of distributors on July 12 and October 14, 2009 respectively.

Cogs is scheduled for release on the iPhone in January, 2010.

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