Facts sheet
- Publisher: G-aim
- Developer: Axios Games
- Release Date:
- DLC Content: free updates
- Platform Pages: Google Play Apple App Store
- Website: 4 in a blow
- Price: free to play
- Availability: Digital Download only
- File Size:
- Website: https://4inablow.weebly.com/
- Press Contact: [email protected]
- Social: Facebook Twitter
Description
4 In a blow is the classic connect 4 game reinvented.
Help Dolf the dwarf get as much gold as possible.
But watch out! There is a lot of danger hidden inside the caves and tunnels.
4 In a Blow is the classic 4 in a row made for casual and puzzle gamers. Unlock items that can help you make 4 in a row. Use dynamite, buy extra bombs, use the torch and air canister. Do everything to make 4 in a row.
Connect 4 bombs and puzzle your way through this new puzzle game!
Help Dolf the dwarf get as much gold as possible.
But watch out! There is a lot of danger hidden inside the caves and tunnels.
4 In a Blow is the classic 4 in a row made for casual and puzzle gamers. Unlock items that can help you make 4 in a row. Use dynamite, buy extra bombs, use the torch and air canister. Do everything to make 4 in a row.
Connect 4 bombs and puzzle your way through this new puzzle game!
How to play
In each turn, you can drop 2 bombs where after rocks will fall.
Connect 4 in a row to blow the bombs up. Exploding bombs will destroy surrounding rocks and damage the tiles underneath.
A tile can have different colors and contain a different amount of pebbles.
The pebbles indicate the strength of the tiles. The color indicates what layer the tile belongs to.
You can also collect gold and gems when you damage special tiles.
Gems are used to buy abilities during a level. Gold can be used to unlock and upgrade abilities in the shop.
Connect 4 in a row to blow the bombs up. Exploding bombs will destroy surrounding rocks and damage the tiles underneath.
A tile can have different colors and contain a different amount of pebbles.
The pebbles indicate the strength of the tiles. The color indicates what layer the tile belongs to.
You can also collect gold and gems when you damage special tiles.
Gems are used to buy abilities during a level. Gold can be used to unlock and upgrade abilities in the shop.
Features
- Classic 4 in a row gameplay with new gameplay elements.
- Lots of challenging varying levels.
- Gorgeous pixel art.
- Free fun!
Interview
We've never heard of G-aim before.
Yeah well, that's probably because I founded my company recently and 4 In a Blow is my first game ever published.
Did you make other games before?
I have done a few projects before but unfortunately, none of them reached the market.
So you finally got a project on the market. Congratulations!
Thanks! It took me 4 years to get this far though.
How come?
The first developer Monkube did a good job. Not long after the start of the development Monkube started to have financial problems. The development slowed down and in the end, Monkube filed for bankruptcy at the end of the development. Monkube's programmer tried to finish it in his spare time but, I saw that he was struggling with personal problems (looking for a new job) as well.
So I decided to look for a new developer and extra funding.
Monkube took 2 years to get the development that far and it would take me 2 more years to find a new developer and finish the game.
How did you come up with the concept?
After a few projects, I started to wonder why certain games go viral and some don't. During my search for an answer, I bumped into the Blue Ocean Strategy. BOS felt like a revelation and I immediately designed a methodology around it.
4 In a Blow is the first concept that will test this theory.
How about monetization?
Very honestly as a gamer, I don't like free to play. It's hard to design monetization that you don't like. So I went for free with the premium level packs.
What are the plans for the future?
Improving the user experience. You know, all the little things that make the game feel more enjoyable to play.
I would like to improve the graphics and show the story with in-game animation, not just with a storyboard.
The source code also needs to be cleaned up.
After that, I hope we can add tons of levels, new items, and characters.
Yeah well, that's probably because I founded my company recently and 4 In a Blow is my first game ever published.
Did you make other games before?
I have done a few projects before but unfortunately, none of them reached the market.
So you finally got a project on the market. Congratulations!
Thanks! It took me 4 years to get this far though.
How come?
The first developer Monkube did a good job. Not long after the start of the development Monkube started to have financial problems. The development slowed down and in the end, Monkube filed for bankruptcy at the end of the development. Monkube's programmer tried to finish it in his spare time but, I saw that he was struggling with personal problems (looking for a new job) as well.
So I decided to look for a new developer and extra funding.
Monkube took 2 years to get the development that far and it would take me 2 more years to find a new developer and finish the game.
How did you come up with the concept?
After a few projects, I started to wonder why certain games go viral and some don't. During my search for an answer, I bumped into the Blue Ocean Strategy. BOS felt like a revelation and I immediately designed a methodology around it.
4 In a Blow is the first concept that will test this theory.
How about monetization?
Very honestly as a gamer, I don't like free to play. It's hard to design monetization that you don't like. So I went for free with the premium level packs.
What are the plans for the future?
Improving the user experience. You know, all the little things that make the game feel more enjoyable to play.
I would like to improve the graphics and show the story with in-game animation, not just with a storyboard.
The source code also needs to be cleaned up.
After that, I hope we can add tons of levels, new items, and characters.
Credits
Game design: Joris Van Goidsenhoven
Programming: Axios Games
Art: Terry Whittyham and Alex Dawson
Sound: Wim Van Goidsenhoven and Greg Hobson
Programming: Axios Games
Art: Terry Whittyham and Alex Dawson
Sound: Wim Van Goidsenhoven and Greg Hobson
About G-aim
G-aim is a one-man independent video game company.
Soul founder of the company is Joris Van Goidsenhoven.
This company focuses on market research, user experience and coming up with innovating video game concepts.
Soul founder of the company is Joris Van Goidsenhoven.
This company focuses on market research, user experience and coming up with innovating video game concepts.
Video
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