born september american indie video game developer creator created ios game student game began collaboration pair release ios puzzle game received review aggregator metacritic described universal acclaim including perfect scores eurogamer title iphone game year game later ported multiple platforms included admirable gaming people year work projects subsequently worked close castles real time strategy game later hiatus simulation game windows career graduate program student began work puzzle video game reached artist aesthetic advice led collaboration combination tile matching players falling blocks rows similar colors turn letters cleared board forming words ios game released january review aggregator metacritic described generally favorable reviews multiple reviewers mentioned difficulty mentally balancing components game started feel engineer august left april indie work projects blog said thought studio current project groundbreaking unhappy working tried write short story attempt break games long began play computer keyboard challenged game arrow keys hours overnight proceeded idea game month development player numbered tiles grid combine cited inspiration game having played years original fact felt game needed appear complex interest players returned original idea added character personalities tiles ios game released february metacritic characterized universal acclaim reviewers found game charming addictive compared triple town eurogamer awarded game perfect scores calling close gets perfect mobile game developers released similar games clones weeks game launch apple named best iphone game game later ported android xbox platforms included admirable gaming people work thought work new game month releasing kept busy obligations fix update game port platforms promote game press events convinced game clean tight game real time strategy game unveiled close castles june players start corners grid map represented castles explained game castles built close starting mutually assured destruction scenario players build structure types castle towers fire incoming enemies defense houses loyal subjects offense markets money economy button direction path directing followers enemy followers capture enemy structures denoted defense bar fills followers enter structure destroys structure filled markets weakest structure towers defend house player turf grows player structures approach limits area players earn units money second increases market called game simple visual design said games minutes apiece local multiplayer lack hidden information interactions players game waiting opponent game xbox planned release playstation project hold worked fundamental flaws gameplay traditionally worked multiple games project production march worked days week bigger project small team saved days personal experimentation bugs month pay want simulation game windows player controls peasant advances royal status collecting resources followers player decision counts year peasant life described game difficult charming quirky subtle humor game designed difficult like eurogamer wrote gameplay like minimalist emphasis resource management short player
Asher Vollmer