369:", and Action Button artist Brent Porter replied in under an hour with an entry Rogers called "incredible". In mid 2011, Rogers decided to work on an iPhone game for a few weeks as a break from a larger project. While Pelloni was against the buttonless iPhone as a platform, Rogers said the team was convinced by his design document. He contacted an Internet acquaintance who had previously mocked up a design idea from Rogers's
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column, programmer
Michael Kerwin, who came through in a week with a version without graphics or sound, which was later added. Rogers recorded "some insane and rough music" with his band, Large Prime Numbers, that Andrew Toups converted into an 8-bit soundtrack in the "original Nintendo sound format"
262:
soundtrack. The player-character is blonde and dressed in a red jumpsuit, and clouds pass by in parallax motion in the background. The sun's position in the distance appears as a function of game's duration. The chiptune soundtrack includes wailing solos, and its pitch appears to intensify with the
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Six months passed as Rogers worked on a social game before he chose to make a few more changes: more enemy types and progression, graphics in the background, and so emailed people to continue development. Rogers described his own critical list of video games as having minimalist aesthetics with no
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As the "Last Human on Earth", the player fights off approaching enemies with their laser rifle. The player-character, stationary atop a mountain peak (ziggurat) at the top of the world and end of time, attacks incoming mono-eyed alien freaks and dies upon the first hit from any enemy. The player
426:. Rogers added that the game contained nine hours of scripted events and that the Archenemy alien "is only the beginning". Rogers produced a trailer for the game. It was released for iOS platforms on February 17, 2012. Two months later, Freshuu, then the game's publisher, signed
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as the first client for Gimme, an in-game achievement to "real-life rewards" incentive program. The game received two spikes in sales following positive reviews from journalists, and from a mock infomercial's release on YouTube, all postrelease and not at the time of launch.
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to the game's controls. One of the final features was the "scream sound effect" Rogers made with his guitar and "crushed" for a distorted and quasi-digital sound that he compared to those made by eccentric
Japanese musicians whose records he owned.
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platforms. As the world's last human fighting off incoming alien freaks from atop a ziggurat, the player uses touch controls to charge and shoot the enemies away, and dies if hit by an enemy. The game has 16-bit graphics style and an 8-bit
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overt story to tell other than through its game mechanics, and wanted the game to live up to those expectations. He fine-tuned the game with gut-driven decisions. For example, he applied a concept he called "sticky friction" from
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There are two shooting modes: Precision and
Slingshot. In Precision, players control the shot by sliding their fingers along the bottom of the screen, which calculates the arc and direction of the shot. In Slingshot, like
229:. The shot grows in power the longer the screen is held, and the shot is fired when the player lets go. Weak shots will also arc down with gravity, and strong shots will decrease in power if held too long. There are no
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Corresponding to the direction of the shot, the far left of the bottom of the screen shoots towards the bottom right and the middle of the bottom of the screen shoots directly above the character.
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441:, thought that Rogers handled the postrelease well since leaking details to the press before the game was available may have impacted sales. Action Button later became the game's publisher.
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mechanics to Rogers's longstanding interest in "infinite mode" without external rewards, and praised the charge time mechanics as "excellent" and the perfect awkward length to confuse
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404:) players would die too soon after resuming. He saw the game as simultaneously a "snow globe of an electric toy" and a "gosh darn airtight hardcore video game" homage to the
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also called the red screen and sound effect that flashes upon the player's death "brash and lo-fi and unexpectedly poignant", for which they noted Rogers's interest in
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likewise found the controls "very well suited" for touchscreens. He also praised the chained explosions and shot charging as "satisfying", and compared the game to
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656:. He called the game's mechanics "fine-tuned" and the gun's abilities collated from the best elements of other video games. Danny Cowan of
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final scene. The magazine also compared the feeling of prioritization as a swarm of enemies appear to the feeling of clutter when stacking
278:. The studio consists of Rogers, Brent Porter, Michael Kerwin, and Nicholas Wasilewski, who have built all of the studio's four games from
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Leray praised the game design and never reached a place where his skills plateaued. He advised against using the
Slingshot mode controls.
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Martin
Robinson said the game made him nostalgic for a score attack game from the early 90s that does not exist, and as such called
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earns a score based on their number of aliens killed before succumbing. The aliens vary in size and shape, from "blue freaks" who
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Rogers explained that they did not add a pause option because he did not want non-game icons in the screen and because (like in
298:. He found the former "an incredible collision of game design concepts" that worked, though he wanted the game to be more of a "
746:, and called it "one of the best iOS games ever played". Reviewing for ActionButton.net, indie developer Adam Saltsman called
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game's difficulty. The player's death is accompanied by a "wince-inducing digital screech" or siren and a "blood-red screen".
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363:) together. Rogers put out a call for artists on Twitter with a submissions request of "fan art of the Japanese box art of
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as he perfected a level, whereupon Rogers decided to make his game idea. He asked his friend and indie developer
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in a lineage of iOS games where the player tries to do a fun thing as much as possible before dying, including
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awarded the game a 9 of 10, adding that it "prized immediacy" in a manner that matched the iOS platform.
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The game received "generally favorable" reviews, according to video game review score aggregator
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The game received "generally favorable" reviews, according to video game review score aggregator
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such as living to see the end of the universe. It also integrates "pro-social" features like
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for their refined play styles that make players predict what enemies are about to act.
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Joe
Bernardi thought the sound did not accomplish what it intended. Joseph Leray of
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Bernardi called Action Button's design restraint "admirable" and lauded the game's
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noted that nuances such as gravity's influence on the arc of uncharged shots make
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1370:"Gimmie signs up Freshuu's ZiGGURAT for its real world incentivisation platform"
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1301:"Off Radar: The Best Stories You Missed This Week – Read… Embed With Tim Rogers"
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The player charges their shot as enemies approach from both sides of the screen
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and credited the effect as "a beguiling personal signature". Alternatively,
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praised its attention to detail, especially in the character sprites.
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for advice, who confirmed and encouraged Rogers's interest in trying
1211:"It's a sport, it's four to five flavors on a plate, it's Videoball"
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Rogers continued to work as a video game design consultant and met
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1043:"'ZiGGURAT' Review – Once More Unto the Breach, Dear Friends"
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magazine picked the game as one of the best for the then new
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magazine picked the game as one of the best for the then new
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894:"Mobile Game Pick: Ziggurat (Action Button Entertainment)"
644:"one of the finer simple score-attack shooters ... on the
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more of a basketball or golf-like sport skill than a "2D
995:"25 Best iPad Games for Your New 'Resolutionary' Tablet"
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developed the game idea based on his experience with
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19:For the 2014 first-person shooter video game, see
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854:"Ziggurat Critic Reviews for iPhone/iPad"
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320:a year later, Rogers watched a man play
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1335:Pinsof, Allistair (February 20, 2012).
840:
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240:, and no pause function, but there are
1280:from the original on December 18, 2013
1475:from the original on October 30, 2014
1422:from the original on August 11, 2021.
1007:from the original on January 11, 2015
963:from the original on October 30, 2014
670:said the game's deserving peers were
359:. The two worked on games (including
225:, players draw back their shots like
7:
1463:Saltsman, Adam (February 21, 2012).
1444:from the original on October 3, 2014
1185:from the original on August 20, 2012
866:from the original on August 20, 2012
609:was reaffirming but the opposite in
482:
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65:Freshuu, Action Button Entertainment
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406:Super Nintendo Entertainment System
151:soundtrack. Action Button designer
1401:Sheffield, Brandon (August 2012).
1382:from the original on March 4, 2016
1349:from the original on April 7, 2014
1313:from the original on April 7, 2014
1299:Sheridan, Connor (April 5, 2014).
1209:Lien, Tracey (February 19, 2014).
1171:Robinson, Martin (March 9, 2012).
1139:from the original on July 18, 2014
1091:from the original on March 4, 2016
1055:from the original on June 28, 2014
906:from the original on March 4, 2016
892:Cowan, Danny (February 21, 2012).
14:
1636:Video games about alien invasions
1631:Action Button Entertainment games
179:nuanced controls and minimalism.
1601:
1368:Andrew, Keith (April 27, 2012).
1223:from the original on May 8, 2014
993:Peckham, Matt (March 19, 2012).
603:noticed how the guitar sound in
1125:Bernardi, Joe (March 8, 2012).
1077:Galvão, Bruno (March 8, 2012).
1041:Leray, Joseph (March 1, 2012).
804:His top 25 video games include
336:tools used to make Saltsman's
1:
416:a descendant of his hobbies:
1542:Action Button Entertainment
1434:"ZiGGURAT on the App Store"
666:in its allure. Robinson of
550:Editors' Choice Award, and
272:Action Button Entertainment
140:Action Button Entertainment
85:February 17, 2012
54:Action Button Entertainment
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1173:"App of the Day: Ziggurat"
357:Game Developers Conference
21:Ziggurat (2014 video game)
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1127:"Ziggurat Review (iOS)"
305:Raiders of the Lost Ark
294:as the inspiration for
211:like the Tektites from
1268:"Introducing ZiGGURAT"
310:Bay Area Rapid Transit
203:
1469:Action Button Dot Net
1266:(February 22, 2012).
959:. February 27, 2012.
559:third generation iPad
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188:third generation iPad
1079:"ZiGGURAT - Análise"
762:Notes and references
582:blocks haphazardly.
172:. Reviewers praised
1506:Official soundtrack
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391:Super Mario Bros. 3
131:, is a retro-style
1337:"Review: ZiGGURAT"
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419:Ibara: Black Label
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136:shooter video game
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1403:"The Aftermarket"
1087:(in Portuguese).
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825:Out of This World
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713:Super Crate Box
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548:Destructoid
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518:TouchArcade
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334:Adobe Flash
322:Angry Birds
291:Angry Birds
267:Development
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1465:"ZiGGURAT"
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170:Metacritic
153:Tim Rogers
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1438:App Store
1178:Eurogamer
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