Category Archives: A Clockwork Brain

Designing Missing Tiles

Counting items is not an uncommon mechanic in brain training applications. In A Clockwork Brain, however, the logic is reversed; players have to count what is missing, without being distracted by what is there. This can lead to very interesting … Continue reading

Posted in A Clockwork Brain, App Stores, Game Design, Production | Leave a comment

A Clockwork Brain Launches on the Amazon Appstore!

A couple of months ago, it was our great pleasure to announce that we had started porting A Clockwork Brain to Android using Unity3D. We’re even happier today, because the first Android launch of a Total Eclipse game is a reality! A … Continue reading

Posted in A Clockwork Brain, Android, App Stores | Leave a comment

Unity Port for A Clockwork Brain – DevLog #10

Bi-weekly Devlog 24/11 – 5/12 We’ve skipped reporting last week’s progress, as we were much busier than normal. In general, we’ve been working on finalising a number of peripherals and polishing the rest of the game. We encountered a serious issue with … Continue reading

Posted in A Clockwork Brain, Android, Production | Leave a comment

Designing Chase the Numbers

Several years ago I watched a video of a chimpanzee playing a memory game on a touch monitor and performing astonishingly well, even better than humans that tried the same task. The game was created by scientists, who wanted to study … Continue reading

Posted in A Clockwork Brain, Game Design, Production | Leave a comment

Designing Directions

As I’ve mentioned before, in A Clockwork Brain we are using hundreds of items taken from The Clockwork Man games. Among these items were some swords, daggers and various tools like a screwdriver and a pair of scissors. In Clockwork … Continue reading

Posted in A Clockwork Brain, Game Design, Production | Leave a comment

Unity Port for A Clockwork Brain – DevLog #9

17/11 – 23/11 Hello! Last week we kept working on the analytics and social elements of the game. This means we finalised some Flurry events, implemented Facebook sharing, leaderboards, and achievements. We completed our framework abstraction regarding leaderboards and achievements, as … Continue reading

Posted in A Clockwork Brain, Android, Production | Leave a comment

Designing Sculpt Away

Even though I don’t really recall when or how I came up with the idea for this mini-game, I remember that I really enjoyed designing it. Based on a simple idea, it turned out to be very fun to play. The … Continue reading

Posted in A Clockwork Brain, Game Design, Production | Leave a comment

Unity Port for A Clockwork Brain – DevLog #8

Week 10/11-16/11 Well, another week has flown by, and boy, have we been busy! You might have noticed a slight delay in the releases of our dev logs. Work has piled up, to the detriment of the log’s punctuality. But … Continue reading

Posted in A Clockwork Brain, Android, Production | 1 Comment

Designing Logic Tiles

This mini-game was directly inspired by one of the puzzles in another Total Eclipse game, The Clockwork Man: The Hidden World. In that game, the player entered a Steampunk submarine and had to solve a puzzle in order to activate … Continue reading

Posted in A Clockwork Brain, Game Design, Production, The Clockwork Man 2 | Leave a comment

Unity Port for A Clockwork Brain – DevLog #7

Week 3/11-9/11 Hello! Last week we continued our work on the peripheral side of the game. We’ve been implementing Flurry Analytics, by using Prime 31′s Flurry plugin. Even though everything was running smoothly in a test project, on the actual … Continue reading

Posted in A Clockwork Brain, Android, Production | Leave a comment