Van Wyk Louw

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Van Wyk Louw is more than just a man. He is half-man, half-amazing, half-witted and half-baked. If you're worried that four halves do not make a whole, the answer is that it adds layers. Like an onion, or an ogre. VanWyk is also half-ogre. [Articles]

 
How are puzzle games designed? Dave Hall

In this puzzle game design interview, Dave Hall from Toxic Games tells Dev.Mag how they designed the puzzles for Q.U.B.E.

 
Gratuitous Space Battles

Gratuitous Space Battles is more management and strategy than action. In this review of the game, Van Wyk Louw looks at the core mechanics, and notes some of the problems of the game.

Oct 272009
 
Grappling Hook

Ninjas have them. Batman has one. Bionic commandos have one too. They’re grappling hooks and they are throwy, shooty, swingy good fun. They’re also nothing new in games. The afore-mentioned Bionic Commando could not jump at all and relied on his grappling arm to grab ledges and swing around the place like a crazy cybernetic [...]

Rosemary

 Posted by Van Wyk Louw on 24 September 2009  International, Reviews  1 Response »  Tagged with: , , ,
Sep 242009
 
Rosemary

There have been many games that would have ended up on the “games that kicked my ass”-pile if I hadn’t taken to keeping a notepad beside my grubby keyboard. After spending a fair number of hours on them, and even aided by walkthroughs, many old point-n-click adventure games and interactive fiction titles would often leave [...]

Aug 072009
 
Cortex Command

Now in development for roughly eight years, Cortex Command is already quite a familiar feature in the mindscape of many gamers. It is a hard one to ignore with its colourful graphics, spiffy tunes and very surprising chaotic outbursts – for example, your heavily armoured heavy-weapons supersoldier may well be disarmed by a lowly unfinished [...]

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