July 12, 2012 3:30 PM | John Polson
More fun than any hands-free experience I've had with Microsoft's Kinect, Lumalus Inc.'s Recurse has convinced me that the iPad 2 and 3's camera is underused, or maybe Recurse is the epitome of what is possible with a camera-included tablet. Either way, this is one of the most original, enjoyable iPad 2+ experiences and is now on sale for under $0.99 (full price is $1.99).
Three game modes exploit Recurse's simple premise of moving one's body in green areas while avoiding red areas. Shuffle and slide modes involve getting the highest score in 30 seconds. In the three-strikes survival mode, the game penalizes for any missed green areas and touched red areas. Recurse randomly snaps a photo of the player and adds the picture with the score to the game's leader board.
Those without an iPad 2/New can start making noise for a Windows or Mac version of Recurse, as the developer is keen on meeting gamers' interests. Click on to read about the game's course from Mac to Windows to Kinect and finally to iPad 2.
Recurse is a three-person project: Colin Snyder did the art and Ithai Benjamin did the sound and music. IndieGames caught up with the main designer, Matt Parker.
While the game has a laundry list of appearances, including the inaugural No Quarter Art Game event and IndieCade 2010, Parker only thought of porting it to iPad a few months ago.
He shares, "I always underestimated the appeal of Recurse. I'd thought about doing a version that was more distributable, but I wasn't sure it made sense. But I kept getting asked to show it at events, most recently in January as part of Babycastles Space Arcade at the American Museum of Natural History. The game was a huge hit that night and I thought, why not give it a try?
"It took a couple months to clear my schedule enough to begin work on it, but once I did getting the basic version running on iOS was pretty simple. The original version was made with Openframeworks, so porting it was straight forward."
Parker stated that he developed Recurse on Mac originally, but he eventually ported it to Windows. The game ran with a normal webcam. He then converted it to work with Kinect once it debuted, "but the webcam version (and now the iPad 2+ version) always felt better."