Ziggurat (video game)

[2] The player-character, stationary atop a mountain peak (ziggurat) at the top of the world and end of time, attacks incoming mono-eyed alien freaks and dies upon the first hit from any enemy.

Rogers put out a call for artists on Twitter with a submissions request of "fan art of the Japanese box art of Phantasy Star II", and Action Button artist Brent Porter replied in under an hour with an entry Rogers called "incredible".

He contacted an Internet acquaintance who had previously mocked up a design idea from Rogers's Kotaku column, programmer Michael Kerwin, who came through in a week with a version without graphics or sound, which was later added.

[10] Six months passed as Rogers worked on a social game before he chose to make a few more changes: more enemy types and progression, graphics in the background, and so emailed people to continue development.

[10] Rogers explained that they did not add a pause option because he did not want non-game icons in the screen and because (like in Contra) players would die too soon after resuming.

He saw the game as simultaneously a "snow globe of an electric toy" and a "gosh darn airtight hardcore video game" homage to the Super Nintendo Entertainment System and Sega Genesis, and called Ziggurat a descendant of his hobbies: Ibara: Black Label and the Rubik's Cube.

[12] Two months later, Freshuu, then the game's publisher, signed Ziggurat as the first client for Gimme, an in-game achievement to "real-life rewards" incentive program.

[13] The game received two spikes in sales following positive reviews from journalists, and from a mock infomercial's release on YouTube, all postrelease and not at the time of launch.

[1] It won a Destructoid Editors' Choice Award,[12] and Time magazine picked the game as one of the best for the then new high-resolution third generation iPad.

[7] Joseph Leray of TouchArcade noticed how the guitar sound in Gears of War was reaffirming but the opposite in Ziggurat.

[5] Edge noted that nuances such as gravity's influence on the arc of uncharged shots make Ziggurat more of a basketball or golf-like sport skill than a "2D Halo".

[2] Robinson of Eurogamer said the game's deserving peers were Geometry Wars and Robotron for their refined play styles that make players predict what enemies are about to act.

[5] Joe Bernardi of Paste put Ziggurat in a lineage of iOS games where the player tries to do a fun thing as much as possible before dying, including Canabalt, Bit Pilot, and Super Crate Box.

[5] Paste's Bernardi called Action Button's design restraint "admirable" and lauded the game's balance.

[7] Reviewing for ActionButton.net, indie developer Adam Saltsman called Ziggurat "French New Wave action videogame fan art".

The player charges their shot as enemies approach from both sides of the screen