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)
Terratri 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! (September 2011)
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)
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. (May 2011)
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. (Mar 2011)
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! (Feb 2011)
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. (Nov 2010)
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 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 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)
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. (April, 2010)
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)
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. (September, 2009)
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)
Fathom 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 Flixel. (May, 2009)
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. (March, 2009)
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)
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)