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Platforms
Windows, Mac, Linux
Engine
Ren'py
Developer
IKIGames
Official Page
Ikigames.com
Contact
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Genre
Educational

Average Rating

10

Ratings closed

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NagiQ is a family-friendly, challenging word game, perfect for brain fitness! In NagiQ, you think of English words and place them on a board, trying to connect to some special, mystic letters. You will complete a level when no unconnected mystic letter remains on the board. And that’s it for the gameplay! There are more than 100 levels grouped into 5 islands (each island introduces variations to the basic gameplay.) Hours of fun guaranteed!

NagiQ Released on Desura

0

NagiQ Released on Desura

A family-friendly, challenging word game, perfect for brain fitness!

Apr 23, 2012 News
Comments
bidinou
bidinou Aug 6 2012, 4:39am said:

Nice ! Other languages support would be interesting as well !

+2 votes     reply to
IKIGames
IKIGames Mar 22 2013, 3:45pm replied:

We succeeded in supporting the Spanish language besides English. Perhaps for NagiQ 2 we could try to broad the language spectrum. The main problem is adding special characters (e.g.: ç for French, Portuguese and Catalan, diacritics, etc.)

+1 vote     reply to
Maxen1416
Maxen1416 Apr 6 2012, 6:43pm said:

a puzzle game on ren'py?!
well thats quite.. different, and interesting

+3 votes     reply to
IKIGames
IKIGames Mar 22 2013, 3:49pm replied:

In retrospective, using RenPy/Python was a great choice. Handling texts was really easy. NagiQ has no need for high FPS rates and we don't require collision detection either. The main citizen here, strings, were a piece of cake thanks to RenPy. This post in our blog:

Ikigames.com

elaborates further on the rationale behind this decision. Moreover, NagiQ was our first game, and choosing RenPy simplified deployment a lot.

+1 vote     reply to
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Project
Indie
Players
Single Player
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Latest tweets from @superikigames
"Victory goes to the player who makes the next-to-last mistake" - Chessmaster Savielly Grigorievitch Tartakower 18hours 37mins ago
Instead of forcing the player to stay in "duck state", the game automatically pushes Super Mario to the right, free of collisions. (4/4) Apr 14 2015, 7:17am
If Super Mario is ducked below a brick, how should the game react when the player releases the down button? (3/4) T.co Apr 14 2015, 7:17am
Rather than contriving our code, it'd be clearer to handle special cases with special code. E.g. the "duck state" in Super Mario Bros (2/4) Apr 14 2015, 7:15am
We strive to attain 100% consistency in handling states of our games. But exceptional cases are better handled as such: exceptions. (1/4) Apr 14 2015, 7:14am
An excellent thread analyzing the stages of Megaman (NES). A great, critical look. Recommended. T.co #nes #megaman Apr 13 2015, 11:28am
Look ma! We're coding our game following a design document! College was kinda meaningful, wasn't it? Apr 10 2015, 1:38pm
Typical of Miyamoto: there are some items/things... see them, *wish* them, and now think how to get them. This is great design. Apr 6 2015, 12:11pm
A Nintendo spokesman on Zelda: You'd come across things on an island or behind a door... and you could see them, but you couldn’t have them. Apr 6 2015, 12:08pm
Ageless (and practical) lessons in Color Theory T.co #gamedev #color #lessons Apr 3 2015, 8:16am
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