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Passionate about games? So are we! The mobile gaming market is booming and we're along for the ride. Check out our new games for the iPhone and more right here at LumpyGames.com.

“How do you play BuggOut?” you ask? Let me show you…

New Game Announcement: BuggOut

Yay! It’s official.  Lumpy Games has its first iPhone game published and on the App Store!

BuggOut is a puzzle game based on the board game Rush Hour.  The goal of the game is to get Sparky to the exit of each puzzle.

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You’ll begin the game at the BuggWorld map screen.  All of the locations are locked except the first - Snail Trail.  Green map locations are Easy difficulty, Orange are Medium difficulty, and Red are Hard difficulty.  There are a total of 300 puzzles to challenge you.

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Each puzzle has an optimal number of moves to get Sparky out.  If you solve the puzzle in the fewest number of moves, you’ll get a Diamond Medal on the puzzle results screen.  If not, you’ll receive either a Gold, Silver, or Bronze Medal.  If you are a completionist and want to get all Diamond Medals, simply click on the puzzle back arrow on the play screen and replay the puzzle.  You can do this as many times as you like.

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We are very proud of the game and hope everyone has fun playing it.  Check it out on iTunes and the iPhone App Store.  Also visit the official BuggOut website at www.BuggWorld.com.

In The Beginning, or alternatively, iPhone Developer #97,562

lumpyinvert50x50Late in 2008 I sat down with my wife and discussed creating games for the iPhone. We both agreed that due to the fact I was only available part-time to work on game development it made a lot of sense to focus Lumpy on smaller games that would fit on the iPhone. Marlo would help out as an artist and marketing specialist, and if needed we would pull in help from my game dev community contacts.

Two of those contacts worked at Garage Games, whose technology I have intimate knowledge of from past adventures in game development. I first shot a friend of mine at GG, Joe Maruschak, a quick e-mail on the possibility of porting a title I had spent considerable time on a few years ago, but never shipped, to the iPhone using GG’s iTGB. Joe agreed that the port made sense, so I contacted Brett Seyler and quickly had myself a shiny license to iTGB.

While I had considerable Torque-based experience, I had practically no experience with Mac development, much less iPhone development at this point. I decided to purchase a Mac Pro to use not only as my iPhone development machine, but also as a desktop replacement. I was switching to OS X from Windows, and while I still spend considerable time on Windows, I am definitely happy I switched. We purchased a pair of iPhones, and I dug into the process of putting a simple game on the device.

Completing the first iPhone title took a bit of effort. Part-time game development is always a challenge, but it was definitely fun to put the game together. Our game engine of choice iTGB is still a little rough in spots, but overall I’m pretty pleased with it. We learned a lot during the process of finishing the game which will definitely help us to put together the next title more rapidly.

Our first game has been submitted to the App Store and is in review currently. More to come…