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Choose the Right Synonym for bleak, mean devoid of cheer or comfort. Indicates extreme and utterly depressing gloominess.dismal weather, often interchangeable with dismal, emphasizes discouragement resulting from sustained dullness or futility.a dreary job suggests chill, dull, and barren characteristics that utterly dishearten.the bleak years of the depression often suggests lack of hope or promise.gloomy war news stresses absence of anything cheering.a drab and cheerless office adds an element of utter remoteness or lack of human contact to any already disheartening aspect.a desolate outpost.
App iconKunabi BrotherKunabi Brother,ReleaseDecember 2013Mode(s)Blek is a 2013 video game for and by Kunabi Brother, a team of brothers Denis and Davor Mikan. The player draws a snakelike black line that recurs in pattern and velocity across the screen to remove colored dots and avoid black dots.
It is minimalist in design, features excerpts of, and takes inspiration from, the,. The brothers designed the game as a touchscreen adaptation to classic game and worked on the game for over six months. It was released in December 2013 for, and was later released for other iOS devices and Android.The game received positive reviews, and critics praised the game's degree of unrestricted play.
Blek is an elegant game about imagination - the magical experience that had to happen on a touchscreen. Belk, founded by William Henry Belk in 1888, is the nation's largest privately owned department store chain. The company owns over 300 stores, located primarily in the southeastern U.S.and sells.
The game reached the top of the Apple App Store charts several months after its release. It received a 2014, and has sold over one million copies. Trailer and examples of puzzlesBlek is a in which the player draws a 'snake-like' black line on the screen that is recorded and played back like a pattern, recurring repeatedly across the screen. The object is to draw a line that it will remove colored dot targets when it repeats across the screen without hitting a black dot. Lines that travel off the top or bottom of the screen reset the level, while lines that travel off the left or right of the screen reflect back towards the dots. Aside from repeating the player's drawn pattern, the stroke mimics the player's pace in drawing the stroke.
The game begins with no prompt or tutorial other than to use a finger on the screen and experiment. The first puzzles are 'on open, white canvasses' where the player can solve the simple puzzles 'by accident'. The 80 progress in difficulty and require more complex solutions. Added elements include a ' dot that launches other dots when struck.
Its sound consists of a 'whoosh' that accompanies the traveling stroke, a 'chime' when colored dots are hit, and a human 'disappointed grumble' when black dots are hit, resetting the level. The game is depicted in flat, plain colors, with no pause feature and no option menu other than achievements. Players navigate between puzzles using three small onscreen icons. There are no in-app purchases or in-game advertisements. Development Blek was built for iOS by brothers Denis and Davor Mikan. While both had coding experience, neither were game developers by trade. This was their first game together as Kunabi Brother.
Denis had published short stories and a novel, and Davor released music on a. Davor previously made and developed the idea for Blek from this experience.
He approached Denis about converting the video game for touchscreens, and Denis returned with the idea of 'a line representing an idea that springs to life after it has been drawn'. This thought was likely inspired by the calligraphy and ink drawings in a book by Japanese poet that Denis was reading. They had several prototypes by mid-2013, when Davor joined an Parisian program, where he felt he was treated differently when he introduced himself as a game developer instead of as a musician.
This experience invigorated his interest in the game medium and led to the brothers' push to finish the game over the next six months. Blek producer Denis MikanThe Austrian brothers' main influences were 's 1998 interactive Yellowtail and 's Point and Line to Plane book, from his time teaching at the. The sound design uses excerpts from 's 'Yamaguchi Mouthpiece I', and their game design influences include and Patrick Smith of Vectorpark and, though they felt that other games did not singularly influence Blek 's design. They were interested in video games as toys and 'as meaningful experiences'. The game was written in the and tested by the developers' friends. Since the core were set, their feedback pertained to the.
As their primary interests were in a 'unification of art, craft, and technology', the game had no public relations or marketing campaign and its creators expressed little interest in the app's business and marketing, though they did share the game directly with media outlets.Blek was released for iPad in December 2013, and an iPhone and iPod Touch version followed on January 7, 2014. Four months after the release, they reinvested their earnings from the game into marketing. After a few YouTube campaigns, Blek was listed in Apple's App Store lists. An version was released in July. Kunabi Brother are not planning a sequel, though they intend to further 'experiment with touchscreens'. Reception ReceptionAggregate scoreAggregatorScoreiOS: 78/100WIIU: 75/100Review scoresPublicationScore8/108/10iOS:Blek received 'generally favorable reviews', according to video game review score aggregator. Though the game first released in December 2013 to little fanfare, critics 'widely praised' the game, and it became popular in April 2014.
It appeared in the top ten paid App Store games chart in April, reached the top by May, and was listed into June. Blek received a 2014 and was featured in their Indie Game Showcase. While it had sold 30,000 copies by February 2014, upon being featured in the App Store, it sold 500,000 copies by May, and over a million copies by June.
Edge compared its aesthetic to iOS puzzle game. Reviewers praised the game for the amount of freedom it affords its players. Edge compared the game's aesthetic to Hundreds, another iOS puzzle gameEdge called Blek 'a thing of elegant, intuitive beauty'.
They compared it to a 'modernist, freeform, ', albeit much calmer, and described Blek as less a puzzle game than 'pure intuition' and 'an act of freeform creation' that privileged the process of experimentation over the goal of solving puzzles. The magazine wrote that the, muddling process of refining one's stroke led to delightful discoveries that turned 'maddening' complex prospects into 'natural' solutions. In a piece for Polygon, Rod Green compared Blek to and as a 'simple premise, beautifully executed' that lends towards imitation, and added that the game would be harder to ' than the others due to its handmade levels. Kotaku 's Mike Fahey called it 'the most brilliant iPad game' he played in 2013.Christian Donlan of Eurogamer wrote that the game is personal. He compared its core mechanics to handwriting and doodling, noting that the recurring stroke also captures the player's 'speed and hesitancy'.
![Blekinge Blekinge](http://www.ministryofwalls.com/wp-content/uploads/2016/03/Blek-le-Rat-Space-Cowboy-2007-Screen-print-on-300gsm-72.5x-52.5cm_285x206inch-Edition-200-COA-No.-44200-Ministry-of-Walls-Streetart-Gallery-The-Urban-Art-Broker.jpg)
![Jquery Jquery](http://1.bp.blogspot.com/_G3dSFRyIhRk/TD73eTrjeaI/AAAAAAAAJ9o/9Q-xcTDM29s/s1600/99+blek+adt+crew.jpg)
Donlan wrote that the game is 'lots of kinds of puzzle games' as the player may read negative spacing or try to predict the motion of a reflected stroke, and compared the later stages to mazes or minefields. Shaun Musgrave of TouchArcade noted that the game's difficulty increases around level 20, where player precision is required, and considered this part a low point. He felt that the small margin of error in later levels lent towards frustration.
Jared Nelson of the same website wrote that the game was uniquely suited for the touchscreen. Notes and references Notes. ^ Edge Staff (December 6, 2013). From the original on July 20, 2014. Retrieved July 20, 2014. ^ Donlan, Christian (March 24, 2014).
Gamer Network. From the original on July 20, 2014. Retrieved July 20, 2014. ^ Musgrave, Shaun (May 8, 2014). From the original on July 20, 2014. Retrieved July 20, 2014.
^ Long, Neil (February 12, 2014). Archived from on July 21, 2014. Retrieved July 20, 2014.
^ Borison, Rebecca (May 21, 2014). Business Insider.
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From the original on July 21, 2014. Retrieved July 21, 2014. ^. From the original on July 13, 2014.
Retrieved July 13, 2014. Retrieved December 26, 2018. ^ Nelson, Jared (June 3, 2014). From the original on July 20, 2014. Retrieved July 20, 2014.
Hodapp, Eli (April 22, 2014). From the original on July 20, 2014. Retrieved July 20, 2014. Hodapp, Eli (April 30, 2014). From the original on July 20, 2014.
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Hodapp, Eli (May 20, 2014). From the original on July 20, 2014. Retrieved July 20, 2014.
^ Green, Rod (May 23, 2014). From the original on July 13, 2014. Retrieved July 13, 2014.
Hodapp, Eli (June 10, 2014). From the original on July 20, 2014.
Retrieved July 20, 2014. Hodapp, Eli (June 17, 2014).
From the original on July 20, 2014. Retrieved July 20, 2014. Tach, Dave (June 3, 2014). From the original on July 13, 2014. Retrieved July 13, 2014.
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From the original on July 21, 2014. Retrieved July 21, 2014.External links Media related to at Wikimedia Commons.
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