A change I’ve been planning for a while, and current circumstances (roommate moving out) make it worthwhile to do so now – new games will now be posted on Sunday nights rather than Wednesdays. This gives me a larger contiguous chunk of time to work on games, and also a bit more flexibility in my ongoing job search. Thanks for staying tuned, and I’ll have a cool game for you folks on Sunday. =)
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The current EGP theme is “casual addiction”. This is one of my explorative games on that theme – basically, seeing how casually-addictive I can make a shmup-type game. So this is kind of a nontraditional shmup: you can’t die, everything is about time and score. You have 2 minutes to get as many points as you can, using your laser-zap to break the big things and bullets to destroy the small things. There’s not even any title or game over screen to slow you down, if you want to hop right back into the action. Give it a shot, and please post feedback in the comments. =)
Hit a showstopper bug at the last minute. Bear with me…
My major project is coming along nicely, and will be done soon (I promise!) To tide you over, here’s a short, simple, and frankly not very exciting puzzle game. No audio; I recommend listening to http://www.rainymood.com/.
Relax and play Raintrace.
[Additional note: This game was heavily inspired by Auditorium, which I intended to mention but couldn’t remember the name of. Thanks to Joe Larson in the comments for reminding me.]
The something big is still underway – I wasn’t close enough to completing it yesterday, and I want it to be thoroughly polished when I do release it. So for this week, I made my entry for the monthly EGP challenge, “High Velocity”.
Z to fire, arrow keys to move, and as usual M mutes and P pauses. Warped!
Working on something big for next week. To tide you over, I’ve made a rather pretty and incomprehensible game called Grapplish. It started off as a fairly typical swing-on-a-rope-from-point-to-point game, and then kinda went off the deep end graphically. (Playtesting revealed that at the least I should make the orbited points visible, and the score numerical rather than made of shapes.) Anyway: play Grapplish.
Ribbonoid is kinda like a cross between Arkanoid, Electroplankton, Kirby:Canvas Curse, Balloon Fight, and Qix. Kinda. Just try it out and see for yourself.
On Feedback
So, Dragondot’s Sky was recently featured on Jay is Games. I was initially quite excited by this, as it’s certainly the game I’ve put the most work, dedication, and passion into to date. The critical reception there, however, has been… less than inspiring, shall we say.
Ouch. I’ll be the first to acknowledge that I’ve made some mediocre games, but I’m frankly stunned that this game has inspired such a degree of vitriol. My weekly games are something I do for myself, but when times are tough the encouragement of others is what helps keep me going. This, though, is not terribly encouraging – nor does it provide me anything I can work with to improve in the future. The music sounds “cr@ppy” on your laptop? Thanks for letting me know, but when making my games I have a) one week, b) one computer, c) one person (myself) to test and debug. I can’t fix an issue that I can’t reproduce myself, and a week is not exactly enough time to run betas and focus groups. I’m immensely grateful for the rest of you here that give me feedback that I can learn from and act on (such as the changes made to enemy advancement rates in Dragondot’s Sky). Please continue to do so – the more I can learn, the more I can improve, and that means better games for all of you. =)
And to those whose puppy my game has apparently kicked: My sincerest apologies. Hold the right arrow key to rotate clockwise.