GDC 2010: Hands-on with Faraway

You control a comet that flies around an inky black void speckled with dots and circles; the pixelated space aesthetic from Eliss is back. This time, however, there's only one control, and it's a tap anywhere on the screen. Doing so will cause your comet to gravitate towards the nearest static dot, which will then slingshot you around the star until you let go, and the comet flings off in a new direction. There's an arrow pointing off of the screen, and by timing slingshots correctly, you will face the comet in the direction of the arrow.
Once you get moving the right way for a length of time (the game has a counter constantly counting down), you'll hit a gigantic circular body, like a large white sun. Once you hit that shape, the screen flashes, and you enter into another gameplay mode -- your comet will drag a line around the screen, and anytime you gravitate to a star, the line will connect between the stars you gravitate to. Continue connecting the line, and you can continue to rack up points, but cross or touch the line (or the outside edge of the screen), and that point of the game is over -- you're given your score and your comet is sent off in a new direction, a little bit of time added to the clock that's still counting down to game end.


The game tracks your best score, but that's it, really -- the goal is to keep the comet going for as long as possible. And it's addictive -- just like Canabalt, every time you play you feel like you've figured out a new trick, or if you just hit a star's gravity just right, you'll careen off into a new high score.

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Steph Thirion's first iPhone game was Eliss, a touchscreen-based arcade game that had you combining and maneuvering planets around one...
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At this point, it seems as if it is possible to tell how good an iPhone game is going to be just by hearing something like "one button". I know many people will disagree, but I think the iPhone platform is unsuited for action games that require pressing more than one (or maybe two) GIANT buttons. Buttons are designed to be plastic, concave physical things because our fingers grow accustomed to feeling for them. The glass touchscreen does not permit this. This is not a fault of the iPhone, mind you (although I would love a peripheral that has real buttons on it!)
I promise to be one of the first customers to download this game.
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