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It's relatively impossible to hold the iPad with one hand while using the other hand to touch the screen to dig. With a keyboard and mouse, everything is pretty easygoing, but on an iPad, the game feels a bit clunky. Unfortunately, one of the few glaring problems of the game comes in the form of its controls. It wasn't the smoothest method of transport, but it got the job done. Instead of climbing and running around the acid-burned surface, I was able to fly around with a steam-powered backpack. I was already familiar with the interface because I had previously visited the developers at GDC Online last year. I dug as far down as I could, got attacked by a few octopus critters, and eventually made my way back to the surface. I set off and immediately did what probably all new players do: I started to dig. I mean all of this in a good way, of course. This game looks like the inside of a Trapper Keeper or the margins of an unfinished math worksheet. Deepworld looks like as if came from the overactive imagination of that quiet kid in high school. Often, MMOs can feel obvious in the way they are made up of different parts. One of the most common mistakes of the indie developer is to forget to blend all of the game's assets. All of the items in the game work well together. No matter the process, the art style works. Deepworld's charming graphics come out of necessity more than anything I imagine, the result of an independent budget and a multi-tasking developer who probably found himself overwhelmed by how many assets he had to create. these are games that have dared to be different. There is a time and place for all of those bells and whistles, but I always prefer a game with some heart and originality. It's so easy to get caught up in slick fantasy worlds with state-of-the-art graphics. The art style of Deepworld is easily described as hand-drawn, much to my delight.
DEEPWORLD DOWNLOAD MAC
%Gallery-174685%Imagine if you set Minecraft in a steampunk world, complete with top hats and pipes jutting out here and there, then you gave players the ability to play on a Mac or an iPad and made it all a side-scroller with world-impacting weather effects and the ability to build anywhere with almost anybody.
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So far, however, the issues are relatively minor and could be easily fixed.
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There are some issues with the game, and I have played enough indie titles to know how rough games can be when launch rolls around. After spending some time with the game, I'd say that they have mostly succeeded. Sure, it took some cues from Minecraft and came from one of my least favorite schools of design - steampunk - but it was being built by a young team of indie developers who simply wanted to make a world that was free-form, open to a player's creativity, and multi-platform. When I first got my hands on Deepworld, a new iOS sandbox MMO by Bytebin, I knew I was holding something unique.
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