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.
is a simple, turn-based board game about capturing territory.
I wrote up a pretty long blog post about building it.
The image to the left
will link you to a sweet online version that somebody else made. Fair warning: the online
version is based off an earlier ruleset that has at least one pretty bad
degenerate strategy unfortunately!
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?
PRESS ANY KEY
Press Any Key was a short experiment on a hard problem,
namely the comprehensible communication of scope or scale beyond
what we can normally grok. I thought it would be interesting to
use exhaustion or even physical pain and some interactivity
to see if that was viable; no idea if it worked or not.
Made in 2 hours.
Nova Miner was a still-too-ambitious attempt at pursuing Nova Miners' basic premise.
Was made somewhat redundant by Terraria! Things I never got around to adding: everything.
Sacre Bleu was my hail-mary kill-Angry-Birds physics-games-meets-cute-animals
touch-screen-based modal level-design game design thing. Designed before realizing
I absolutely abhor the idea of building content-based games, and long before I began
to actually gain an appreciation for the patience that requires!
Abandonauts was a craven METROID ripoff that had a couple ok hooks.
We never finished building it, but the battery puzzles I was designing showed up
later by coincidence in ROCHARD, though they didn't go as deep as I hoped.
No playable build is online BUT if you click the image to the left you can
download most of the art I made for it, which is all public domain now.
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).
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.
was built for TIGJam Winnipeg 2010. It started out as more of
a rogue-like, but the recent release of the lackluster
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.
In a futile effort to build to make myself less reliant on digital "cheats"
like the Undo function, I wrote myself a simple paint program called
TrashPaint that I could access from any computer at any time.
It has no undo, no save function, no layers, and just one brush shape.
It's actually still pretty fun and useful for sketching! Seems to lag
in Chrome though, apologies.
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!
HAPPY PUZZLE PARTY
Happy Puzzle Party is a relatively stupid and mean
jab at "juice abuse" and games like Peggle. Made in 8 hours.
My apologies. Also stop abusing juice.
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.
is a (to my mind) pleasantly polarizing "art game" and, at least according
to some, a part of the Proceduralist Movement. Fathom tries (and I think ultimately
but stylishly fails) to answer the question "what is it like when a video game's rampaging
robot hero actually dies?" Contains much of what later became the first version of
ZITS & GIGGLES
In many ways, the most awful thing I ever worked on.
A spirited collaboration with Super Meat Boy co-creator Tommy Refenes,
Zits & Giggles was a cold-hearted cash grab at what
appeared to be the then bottom-feeding, fart-machine-downloading App Store.
All kidding aside, I'm actually pretty proud of how my zit arts and basic game design turned out.
I started building Take Aim
right after I made
The idea was to make a simple mouse-based shooting game, inspired by games like
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.
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!