PROTOTYPES
BOMBER PLANET
Bomber Planet my second Ludum Dare game. I tried to make a Legend of Zelda and Bomberman mashup in 48 hours. Needless to say, I failed! But it was really fun anyways, and resulted in some small but useful additions to Flixel. (September 2011)
GRAVE ROBBERS
Grave Robbers was my first Ludum Dare game, built for LD48 #20. I can't remember the theme for the compo, but the idea behind this particular prototype was what if there was a tower defense but you had to manually control all the towers? What kind of strategy game would Bennett Foddy make? (May 2011)
P.A.R.S.E.
P.A.R.S.E. was yet another attempt to make a "hit" 1-button game for the iPhone following the success of Canabalt. The goal is to zap the red bits and collect the blue ones. There might be something to this idea still, but it seems like it would be more fun as a multiplayer thing (at least to me). (July 2010)
COLOR PUZZLE
Color Puzzle was an attempt to create a simple but engaging puzzle game for the iPhone during the summer of 2010. It was mostly built during a single afternoon at my parent's place in Salt Lake. I ended up feeling like it was fundamentally flawed; every board can be arranged such that local moves won't adversely affect the global state. The result is ok but lacks that special something. (July 2010)
ROCKET WARRIOR
Rocket Warrior was built for TIGJam Winnipeg 2010. It started out as more of a rogue-like, but the recent release of the lackluster Rocket Knight sequel made me want to explore something involving blue armor, jetpacks, and swords. This prototype uses a fighting-game style hitbox system to control the attacks, which was new for me, but a process I kind of enjoyed. Like Nova Miners, I haven't totally given up on this project yet. (May 2010)
NOVA MINERS
Nova Miners was to be a co-operative digging and exploration game. A group of space miners would land on a planet in crisis, and mine it for resources which could be used to build stabilizing machinery to save it. As the player dug tunnels, spores and eggs would turn into plants and animals, the digging serving as a catalyst for a weird procedural ecosystem. Only got as far as digging! (March, 2010)
ZOMBIE OFFICE
The first big piece of pixel art I ever did as an adult was a gift for my dad, an image of his workplace as a Metal Slug-esque game level, overrun by vicious office zombies. The plan was for this to support multiplayer, with a few players facing off against a horde of zombies, maybe even with anonymous online play. All I got done was a lame-ish level generator though. (November, 2009)
STELLAR
With Stellar, I was trying to build a kind of massive, co-operative, procedurally generated Zelda clone for 4 players. You would visit strange alien worlds together, find and explore dungeons, collect interesting items, etc. I only got as far as building a kind of fun JRPG-style overworld generator. This project was one of the first times I began to think of generated games as board games, which has stuck with me. (July, 2009)
TAKE AIM
I started building Take Aim right after I made Nano. The idea was to make a simple mouse-based shooting game, inspired by games like Silent Scope. I like a lot of things about this design, and I worked on it in my spare time for a few weeks. This is the only game I have ever worked on that involved shooting people. (June, 2008)
NANO
The first game I ever made in ActionScript 3, and the first step on the long road to creating Flixel. Built in a rush to try to impress people I was meeting at GDC for the first time who have become some of my best friends! HISTORY. (April, 2008)