Sunday 8 July 2012

ir/rational Redux Released!

It gives me great pleasure to announce that the suped up version of my old text-based logic game, ir/rational, is finally finished and has arrived on Newgrounds!

ir/rational Redux is half graphic novel and half logic puzzler. You find yourself in a locked room (inventive, huh?) and seek to escape - the challenge is not so much in the escape itself, but in proving deductively why you should bother at all. It's designed to introduce people to philosophy and a rigorous way of thinking, but also to challenge people's brains in fun sort of a way.


This version remains largely the same as the original in gameplay, but features entirely new visuals and sound, courtesy of Martin Santana (aeclipse mattaru) and Penumbra's Mikko Tarmia respectively, and a host of bug and polish fixes. Thanks to those guys it really is the game I meant to make in the first place. This is what it once looked like:



Right now the game's under community judgement at newgrounds, and if it gets enough votes it'll go onto the main site! 3 hours down and it's on the front page with over 1,000 plays! I hope you enjoy it, and if you do I'm sure you know what to do.


I hope taking the game into the browser and sticking it on a portal will win it a broader audience than the boring old .exe. However, it was always my hope that the core gameplay on show in ir/rational could really reach a far broader market. These sorts of puzzle are the sort of thing I'm sure could be added to the likes of soduko, crosswords and angry birds as a key component of commuters' pre-work iPhone entertainment, and this Flash release is very much a testing ground. If the game scores some good clicks I'll start looking at the options for bringing an all-new version to iPhone - if anyone in that sphere is interested in discussing things I'd love to hear from you.

15 comments:

  1. I like the art style and the way you finished off the story. The addition of the hint system, sound and visuals definitely makes it more accessible and engaging than the original!

    One minor comment - it wasn't immediately obvious that I had to click to progress the story along so I exited to the menu a couple of times. Maybe you should make it so that the text reels off on its own after a few seconds?

    I definitely think a mobile/iPad version of this would be a good project. If you're looking to make an Android version I may be able to help with that, but wouldn't be able to start work on it for a few weeks as I am moving to Bath pretty soon and busy organising all that. Get in touch if you haven't already got a coder in mind.

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  2. Nice one, I'll keep it in mind. Are you more reliable than you were in uni? ;-)

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  3. I never realized that you made this game, or I've simply forgotten it! This is what happens when I add blogs to my RSS feed and then forget about the people behind them and just see lots and lots of text and ideas which I make what I wish with in my head. Another interesting thing is that I was just thinking about this game (as in for the last month) and have even cited it as an inspiration in my design document for what will hopefully be my debut game next year! The core game mechanic of that game revolves around logic, which is the connection I make to irrational. Basically, you're a waiter who is supposed to serve different customers different dishes, only you don't know what dishes they crave for. In order to understand this, you get syllogisms from your boss that say something like "customer B likes fish if oscar wilde was heterosexual, oscar wilde was hetersexual, therefore customer B likes fish", and you only follow the instructions embedded inside if the syllogism is true (never mind if it makes no sense from your vantage point). So basically there is a conflict between common sense (oscar wilde is considered to not be heterosexual, although this example is kind of bad because it's not very commonsensy) and the logical thinking, and a conflict between pressure of time, keeping what customers like in your short term memory, and also "solving the syllogisms". A devious plot unfolds from these simple premises and the cutscenes inbetween levels, sparking from the conflict between not being able to consider just what is being said as you are being trained to just follow "the formula" in order to get to the next level.

    I could ping you when I have a design document that is more well-refined perhaps?

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  4. Sounds like we should talk.

    I do wonder whether given what I'm doing with ir/rational I should be looking at other design docs for possibly similar games. But do get in touch :-)

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  5. Cool. What made you do the redux version, or was it someone else's idea? I was hoping I could release my game sometime that makes sense, but it would seem that both this game and unemployment RPG are already underway and so my game will be released in a sea of games without the effect of synchronous strength. Oh well, could hope for some kind of political happening, of course. :P

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  6. It was always my goal to polish ir/rational up to be more like a proper game with visuals and whatnot. In fact, abck in the day, there wasn't supposed to be a text-only version - but back in the day I didn't have Martin onboard.

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  7. Hi my name is Andrew Janosky and i want to thank you for opening my mind to logical thinking . I do however like that you made a game that made me use my brain for once and let me do the thinking instead of letting the game it self do it and I really do hope you make another game like this. This game was really enjoyable so good luck and I hope for the best for a another game like this

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  8. That was a lot of fun, but I think levels 7 and 10 were broken.

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    1. Level 7 is 100% broken. Does it expect a redundant statement to pass it, or did they accidentally duplicate the options into both statements and never playtest their own game?

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  9. The answer isn't actually redundant - it's just stating things very clearly. You have to state your interim conclusion as well as your if then else.

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    1. Lv 7 still has not sense for me

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    2. there appears to be a missing statement in the list of options on this level in kongregate; namely "Australia is wrong to ban 18+ rated games." (the logical conclusion of statement 6)

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  10. I will be happy if I can buy and download the DLC.
    If the game designer is acting as he should, he will tell the player of any broken components.
    The designer has not informed me that the DLC is a broken component.
    Something does not work as intended if and only if it is a broken component.
    I cannot buy and download the DLC if and only if the DLC does not work as intended.
    I cannot buy and download the DLC.
    The DLC does not work as intended.
    The DLC is a broken component.
    The game designer is not acting as he should.
    I am not happy.

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  11. I just played the game on Kongregate, and loved it very much. As somebody that has to fight with people over logical arguments on a daily basis, it's a nice break ^_^ Anyway, I just wanted to tell you that if you're interested on translating the game to Spanish, I'd be more than glad to help. (You can't imagine how much I would like to recommend this game to lots and lots of friends, but unfortunately, most of them don't speak English) So if you're interested, please let me know (could be right here on this thread). Thanks for your time, and your game :D

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  12. Thanks for all the kind words guys!

    @Boredoom
    What do you do that brings you to logical blows all day?

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