One week after the previous roundup, we are happy to see more reviews rolling in and the game fan base grow steadily.
“Furmins is a great-looking, well-designed, and competent title that would be a great choice for those already burnt out on Angry Birds or Cut the Rope.”
“Furmins is one App you have to have in your games folder.”
“Furmins is a great game to enjoy for every casual gamer, with great visuals and some hard but great puzzles.”
“Furmins is engaging, addictive and challenging – (Game of the Week)”
“…there’s no denying that the game is well-made and a strong addition to the ranks of physics puzzlers on the App store.”
“Very strong production values and a rewarding, experimental nature make Furmins a very recommendable puzzler – (Gaming App of the Day)”
“Gorgeous HD graphics and nontraditional take on physics-based gameplay”
More coverage soon!
Back on the App Store, the cute Furmins keep rolling around trying to rescue their beloved kingdom and conquer the charts.
Want to know what the gaming press is saying about our game? Keep reading and check some of the newest reviews (you can see more quotes here).
“What sets Furmins apart is the excellent graphics, and challenging level design.”
“The graphics are charming and adorable, the music and sound effects are absolutely delightful, and the physics engine is fairly realistic. All of these combine to create a perfect puzzle package for fans of the genre.”
“If you are looking for something good to buy, you should totally keep Furmins in mind.”
“Graphically, Furmins HD uses a more classic style than the cartoon aesthetic seen in many other popular games in this genre. Backgrounds are artsy and pleasant. Color palettes are dominated by Earth tones, and the wooden framing of most puzzles lends an air of precision to the overall designs, which are quite nice.”
“Furmins is a great game to enjoy, with gorgeous visuals and a ton of really sharp physics puzzles to work through.”
“For its tiny price, Furmins is top-quality iOS entertainment.”
“With an eye for quality visuals and some great level design, Housemarque has managed to produce an outstanding game in a crowded genre.”
Stay tuned for more opinions as the reviews keep rolling in!
To read or download the first part of the interview with Peter and Ari, please click here.
Listen the second part in audio format directly from here:
Ari, you’re familiar with the soundtracks for other Housemaruqe games you’ve worked on in the past, and Furmins is a bit of a departure from what Housemarque has been proposing to hardcore gamers over the last few years. Do you think Housemarque has a specific vibe in the sound of their games, or was Furmins such a different project that it had to be approached as something separate?
Ari – “Coming on the heels of Super Stardust HD, Dead Nation and Outland, Furmins is a really great choice. I really like the way Housemarque approaches casual games, and Furmins is a great concept for mobile games. Sound-wise, it’s totally different – it’s very soft, and easy, and it’s not trying to be super hardcore. But it’s still a really nice experience.”
Neither of you has any formal training in musical composition, but clearly you’ve learned somewhere how to play music. Do think your talent has something to do with the demo scene and your passion for computers?
Peter –“Well, you learn by doing – and yes, the demo scene is a very important factor. Back then we had these creative hobbies of making demos, and they required music, and we made music for demos, and trackers were used quite extensively.”
Do you also play traditional instruments, like guitar or piano?
Ari – “I play piano, and I’ve made lots of music nowadays too, and I consider myself a full-time composer right now.”
Peter – “I only consider myself proficient in playing the jaw harp – I don’t play any other instruments.”
You’ve been working separately on Furmins – one on the music, one on the sound design. There came a point when you had to harmonize the two aspects of the game. How did that work?
Peter – “We used Harri Tikkanen, the “Lead/President/King of the Game”, as the central hub of communication. There was a lot of feedback coming from everywhere, and he was the central hub – he relayed all of the feedback to everyone. For example, there was a problem between the music and the sound effects – some of the sound effects were very tonal and had clear musical pitches in them, but they weren’t in the same key as the music and they felt a bit discordant when they were playing, so the tonality of the sound effects had to be adjusted accordingly.”
Ari – “It took me one day to correct all the sounds — luckily I had FMOD so I could make all the tones right. And it really sounded better after those little but important changes.”
Are you hoping to hear someone on the metro or on the train humming the Furmins tune?
Peter – “I’ll be happy to hear it if it happens — or hear the actual game on the Metro.”
Ari – “I’d like to hear some of the kiddies trying to imitate the Furmins’ sounds, like “Eeeeee!””
Any last words?
Peter – “There was a “Wilhelm Scream” in the game in an early version, but it was removed so you won’t be able to notice it.”
Ari – “I also have to thank Alexander Dmitriev, who was working on the sound design, but in the shadows – we’re a really good team.”