Ludum Dare 36

thiefinworld

thief

Heya blog! Been a while, hasn’t it?

Last weekend I had a go at Ludum Dare 36, and for some reason thought it might be a good idea to try making an RPG. It went ok! Better than my weekend RPGs usually go, anyway. I’ve got the bones of something good here, I think, but it’s pretty far from actually being coherent or anything. Oh well! Another one for the backburner. (there’s a gameplay gif here if you’re curious how it plays)

So actually, the reason I’ve been so quiet is because I’ve been doing quite well at the whole sticking-with-one-project thing lately. I’ll have more to say about that soon, no doubt.

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Stephen’s Sausage Roll

5

Increpare’s magnum opus, Stephen’s Sausage Roll, finally got released yesterday. He started it way back when we lived together in Cambridge, and it’s actually kinda surreal to see it finished, at last. I got to see it grow and change over the years, and see the incredible thought and attention to detail that went into it first hand as he painstakingly iterated over every level and somehow brought this enormous thing together as a cohesive whole.

People are calling it the Dark Souls of puzzle games, which is fitting for lots of reasons – it’s bloody hard, for one – but mostly because, like the original Dark Souls, every part of this thing is deliberate and meticulously designed. It’s a masterpiece.

Stephen’s chosen to be pretty succinct with talking about the game to avoid spoiling its secrets, prefering to let people find out about it through word of mouth. So let me tell you about it. This is one of the best games, of all the games. Go play it right now.

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alpha++

I’ve been quiet lately, but only because I’ve had my head down working on this new thing! Ruari and I have now been working on this robot programming game for a little over two months – we had a round of testing a few weeks back that prompted a bunch of new ideas, and once we’ve worked through them we’re going to have another round.

I’m pretty excited! The game’s already feeling really solid, but we still have loads of new ideas we wanna try. Looks like this is gonna be a big one!

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Constellation Machine

cmachine2

hires

Little thing I made over the weekend for a game jam:

[Play Online (Flash)]

[Download for Windows] | [Download for OSX] | [Download for Linux]

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equip(hammer);

hammer

Still working on this! Recently, it became a collaboration – Ruari O’Sullivan has been working with me to help turn this game from a hacky mess of ideas into something solid and playable.

The two of us are aiming to do a small alpha sometime in the next week. (If you’re interested in checking it out early and giving us some feedback, let me know!)

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Screenshot Thursday

robot

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Maybe I’ll actually finish this one

digging

workbench

Happy new year!

Here’s a little thing I started for Ludum Dare which turned into a bigger thing and… well, you’ve heard this before. It’s a survival game about programming robots to help you colonise a planet. (Er, maybe I need to start thinking smaller for Ludum Dare.)

Was hoping to get it finished this side of 2015, but that’s not going happen. Ah well – it’s looking like it should be ready early next year!

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Saturation++

saturationplus

This has been a weird year for finishing games for me – I’ve mostly spent it working on tools, a lot of them still unreleased. My weird distractable process usually works out – Super Hexagon and VVVVVV were both break games from bigger projects – but recently, it hasn’t gone so well.

Anyway, I’m still working on this thing I started for Ludum Dare. Thanks to Ruari O’Sullivan, I’ve got the elaborate tech side of what I want to do working. Should be done before the new year.

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Ludum Dare #34

bridge

So I guess I’m making something for Ludum Dare! Probably the Jam rather than the Compo at this point.

My plan is to make essentially a survival game with a twist. Haven’t gotten to the twist yet. Hope it works out!

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Super Hexagon update on iPhone!

suphex20

This is very long overdue: Super Hexagon has been updated on iPhone! If you update today, you should notice a pretty dramatic performance increase, and, at long last, nice smooth retina graphics!

While the original flash version of the game ran great at launch, it hadn’t really kept up with newer phones and new versions of iOS. This update is a port of the openFrameworks version of the game (which is on desktop and android already). With this port, the game should run fast and buttery smooth on everything right up to the brand new iPad Pros! It feels really, really nice to have the game running at it’s best again on the platform where it first came out.

This wouldn’t have been possible without the tireless work of Daniel Rosser, who worked with me on this update. His incredible attention to detail is the reason the game runs as well as it runs now!

Thank you so much for playing Super Hexagon. Hope you enjoy the update! <3

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