From the website:
ScribBall is an easy to pick-up puzzle game that’s packed full of exciting and addictive gameplay. Players of all skill levels will enjoy the addictive gameplay and fun hand-drawn graphics as they vie to achieve ever greater scores and awards. The game uses realistic physics, so things roll around and tumble just how you’d expect. To keep things interesting, there are a number of special balls that may explode, call in a storm to mix things up, or jump. Driven by a simple point-and-click interface, it’s easy to learn for any player.
Co-founder and developer Scott Lembcke said, "We started out making a physics based board game, but wanted to make it more interactive. By using real physics, we were able to offer strategy that is impossible for other games in the falling block genre.". Scott is also the developer of the popular Chipmunk Physics library, which is used in Scribball to provide realistic and intuitive gameplay. "Having Scott's physics modeling expertise was a great boon to this project. It allowed us to do things with the gameplay that look great and really improve the user experience.", said co-founder Andy Korth. "Our goal was to create a accessible game that also provides depth, and I think we really succeeded."
Scribball is available for $15 and requires Mac OS X 10.4.11, and a G4 or better processor. It does not support the Rage 128 video card. A demo of Scribball may be downloaded at the website below.Co-founder and developer Scott Lembcke said, "We started out making a physics based board game, but wanted to make it more interactive. By using real physics, we were able to offer strategy that is impossible for other games in the falling block genre.". Scott is also the developer of the popular Chipmunk Physics library, which is used in Scribball to provide realistic and intuitive gameplay. "Having Scott's physics modeling expertise was a great boon to this project. It allowed us to do things with the gameplay that look great and really improve the user experience.", said co-founder Andy Korth. "Our goal was to create a accessible game that also provides depth, and I think we really succeeded."
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