

The suit starts off with a single power-boost that helps you to jump around the various floating islands and platforms, and then you get a grappling hook as well, which gives you more freedom to explore the world around you. The game starts off like an adventure, asking you to find clues about your missing uncle, but rather than sticking with 2D graphics and dull swathes of text, the game suddenly goes rocketing across the dimensions, turning into a kind of 3D platform game as you use Uncle Fred’s ‘adventure suit’ to run and jump around the alien landscape and track him down. The story follows a young boy who goes in search of his Uncle Fred, an intrepid explorer who on this occasion seems to have gotten a bit carried away, and has gone missing in one of those Doctor Strange-esque inter-dimensional landscapes populated by floating islands and strange alien creatures. A Story About My Uncle was also released on PC in 2014, although the Mac version took a few years to arrive, and is now available on Steam. Admittedly, Gone North Games isn’t the most well-known developer, consisting of a group of former students in Sweden, whose biggest hit seems to have been 2014’s Goat Simulator. I'd bet that porting games that survived the transition to Catalina (and many, many did not) will be pretty easy.Every now and then you come across a little gem of a game and wonder why it hasn’t attracted a wider audience. I guess if I had to bet, I'd bet that if anybody actually uses hand tweaked assembler, it would be the people who develop engines (like Unity or Unreal), and that most developers are using higher level tools. In fact, I'd bet the transition to ARM will be easier than the transition to Catalina (I still haven't upgraded to Catalina because I'm not ready to give up some older games) I'd bet that porting games that survived the transition to Catalina (and many, many did not) will be pretty easy.


Stated differently - to what extent do game developers use languages and APIs that are high-level enough that porting will be easy, versus using hand tweaked x86 assembler that would make porting hard? But is that true? And how easy/hard is it to port the engines? Some are already on iOS, but how much does that help? I could imagine that once popular game engines are ported, it might be relatively easy to port the games that use those engines. I'd love to hear from game developers regarding the potential ease or difficulty of porting games from Intel to ARM.
