AaaaaAAaaa!!! Dev Formally Announces '1... 2... 3... KICK IT! (Drop That Beat Like an Ugly Baby)'

By Alice O'Connor, Dec 10, 2010 6:00am PST Knowing the importance of a strong name when marketing an indie game, Dejobaan Games, maker of The Wonderful End of the World and AaaaaAAaaaAAAaaAAAAaAAAAA!!! - A Reckless Disregard for Gravity, today unveiled another masterpiece.

The musical game prototyped under the name 'Musorqua' will be called 1... 2... 3... KICK IT! (Drop That Beat Like an Ugly Baby), Dejobaan revealed, and can be pre-ordered with a 33% discount for $9.95. As with AaaaaAAaaa!!! pre-orders, you'll also score instant access to the playable alpha version.

KICK IT! is somewhat similar to the screamingly-named base-jumping game in that players hurtle through abstract 'cities,' 'kissing' scenery to score points. However, this time you also get to shooty-zap things while levels are in fact generated from music tracks you feed to the game, and can be mutated by tweaking their "genomes."

1... 2... 3... KICK IT! (Drop That Beat Like an Ugly Baby) is due out on PC in 2011.

Click here to comment...

Comments

6 Threads | 12 Comments
  • I just purchased and downloaded the alpha; after about 20 minutes of fooling around, it's pretty fun. Remember, it's an ALPHA; there are some unstable elements, but the basic motions of selecting a level to play are stable, as long as you remember to place the song files in the "Music" directory; DO NOT make subfolders, because the game will try to load the subfolder as a directory, and then generate an error. Also, do not open the file named "._Dejobaan Games -- Drunken Robot Pornography -- Mechanix Mix.mp3", as that's just an empty hidden 4K file (an iTunes thing, I think). You can open the one without a "._" at the beginning of the filename, that's the free music track included with the alpha. Throw some MP3/WAV/OGG tracks into the "Music" subfolder and start playing.

    The gameplay itself is rather nice. It does control a bit like Aaaaa!!!, but instead of the mouse movement rotating your character, it aims the targeting reticle, and also tilts the camera view around a little. This means that there's no rotation, but I like this as it means less disorientation, and you're not running into the "gimbal lock" issue that was inherent in the "always looking down" gameplay of Aaaaa!!!, and sometimes made it a little hard to maneuver. Fly near stuff to get kisses, shoot away anything that can be shot so you can fly through dense clouds of cubes, and watch out for the rotating scissor wedges. If you bash into something, it won't end your run as in Aaaaa!!!, but you'll lose the kisses multiplier that you had accumulated.

    So far it's really fun, though I'm already imagining levels with transitioning hue and intensity, or even morphing between draw styles.