Archive for March, 2010


Game 10: Core Breach

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Rating: 3.0/5 (1 vote cast)

This is another fine example of what happens when the game I’ve been working on turns out to be fundamentally Not Very Fun, and so I need to make an abrupt course change at the last minute. The other game had some interesting ideas, but it just wasn’t coming together, so I grabbed a mechanic from it (that I hadn’t actually implemented) and built an entirely different game around it instead. This is the result. Blast your pulses through the gaps in the shielding to destroy the things and get points.

Open during construction

Tweaking some stylesheet settings to rework the look of my page. Things may get a little wild around here for a bit.

Game 09: Squidfold

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Rating: 4.5/5 (2 votes cast)

Squidfold may or may not be about anything.

Game 08: Redivider

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Rating: 4.0/5 (3 votes cast)

The algorithm-intense game I mentioned last week continues to be a pain – tons of awkward corner cases in level-generation, etc. This is still not that game. Instead, I created an entry for the Experimental Gameplay Project monthly contest. The theme is “10 seconds”, so in this game you have ten seconds to precisely but hastily chop up some circles. The name is close to meaningless; it’s just a vaguely relevant palindrome. But anyway. Go play Redivider!

Game 07: AVOID SPIKES

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Rating: 0.0/5 (0 votes cast)

The game I was working on for this week involved a fair amount of algorithmic complexity behind the scenes, and I wasn’t going to be able to do the concept justice by the deadline. You’ll be getting that game next week. This week, you must instead endure the simpleminded silliness of AVOID SPIKES!

Game 06: Dragondot

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Rating: 4.8/5 (18 votes cast)

I got a little ambitious this week, resulting in me making my upload deadline by a matter of seconds (and not giving the game a proper writeup until now). Dragondot is my take on the action-rpg/action-adventure genre, inspired by the likes of Zelda and Crystalis. (And by not being able to justify shelling out fifteen bucks for Pokemon Rumble, but I digress.) I’ve learned a lot from the making of this game (such as “don’t try writing an action RPG in a week”, and how to make circles adorable), but I think I’m going to aim for something a bit simpler next week. Preferably not involving circles, as I’m quite sick of them after yesterday’s panicked 7-hour coding spree.

Anyway. Go play Dragondot!

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