I’m at TIGJam UK! At the last one of these things I made eight games, but I’m not really interested in trying to break that record this time. Here’s a game I made yesterday:

It’s called Bridge. It was started at one of the three hour jams for the theme “audio only”.

I used a lot of creative commons photos in this one; I’ve put a full list after the jump.

Ladder, Workshop
ECG and others
Twitter man
Car crash
High Voltage
Stay Away
Dead End
Broken Glass

20 thoughts on “Bridge”
  1. I don’t understand why the player hasn’t the possibility to move from a color to another one (it’s impossible to move from green to white, for example), but it’s quite interesting.

  2. Unlike most of the commenters on Kongregate, I’m glad you didn’t explain it, I enjoyed going into it without instructions. I’m not against giving people the option, though, if you decide you want to.

    I find some of your design choices a bit strange. Why, as William says, can’t I jump to any colour? Currently it feels like it operates on a kind of smooth emotional scale, which seems unrealistic unless I’ve missed the point. The enforced three act structure also struck me as ‘off’ for some reason.

    This was an experiment, though, so of course things could have been done differently… I feel this was successful anyway as it really interests me for some reason. It engaged me without having much in the way of gameplay, or a traditional story, so I’ll probably be thinking for a while about how and why this happened.

  3. I love the images, music and the connections they are making. The way to discover a game personally without any big hints is a beautiful way to experience a game. Back in the Commodore age, the games weren’t that obvious as they are in today times, they were like a challenge, and every little step forward in the game was really huge, You had to use your mind as well as your imagination to figure things out. And i really sense that in your games. It is rare in today’s ”market”, but as we can see, it is findable. Respect!! see you

  4. hey Terry, I know this isn’t really related, but I just purchased VVVVVV and I’ve waited around 30 minutes and it still hasn’t come in my inbox yet… is this normal? thanks

  5. Sorry Matt, I’m not at home at the moment so there’s not much I can do – but if you’re still having trouble, send me an email with the details and I’ll look into it as soon as I can.

  6. I agree with the colours thing – you should be able to change to any whenever. And couldn’t the music change to affect mood? Or maybe I could just mute it.

  7. i play miecraft and well its awesome but hard to get started but this. No instructions, maybe its becauses im stupid but i cant see any instructions.
    no offence or anything but this game compared to minecraft and terraia is well, in word.


  8. I like how you can mine music with this, and create different stories much like minecraft. I had trouble during the first night though, you should add a diamond sword or something. Anywho, great game! It’s great to see more minecraft devolopers, or “indie devolopers” as some people call them, creating unique minecraftesque content. Thanks!

  9. Personally, I find that this game, “Octodad,” “Garden of Colored Lights,” “Cave Story” and “Minecraft” are just cheap, offbrand ripoffs of Fortresscraft. πŸ˜‰

    All joking aside, I’m glad I saw your bewildered tweet on Notch’s blog (wow, I feel creepy following conversations like that) because this seems like a genuinely interesting game. I’ll probably try it tomorrow and leave a more legitimate comment.

  10. I love minecraft games! I think portal is one of my favorite. I don’t like this new ‘indie’ game thing people are using to refer to independent games πŸ˜›

  11. @Toodles, I know what you mean! It bugs me when people try to describe Scott Pilgrim music as “chiptunes” as if someone else already made that kind of music.

    [serious time]
    This was a very interesting, abstract game. The color-reduced images combined with the music was highly emotional. I played through it several times, and each time I had a different interpretation of what was going on and why.

  12. Heh, thanks πŸ™‚ I’m happy that all this nonsense led to some more people checking out this little thing, it’s one of the jam games I’m happiest with.

  13. Wow, at first I was completely lost, but after a while, I just decided to stop trying to understand it and just feel it.

    I’m glad you did this experiment, I really felt it, the three mood structure, the pace, the experiencing of the mood, waiting for the mood change to happen, or deciding to stay in a certain mood and get a different picture. The pictures are all quite approppriate.

    While this isn’t a game, I feel as if you weren’t really going for the game part, and more for the creation of an interactive experience, and I applaud you for that, because while this kind of interactivity has become widespread because of videogaming I now understand it can become so much more than that, I now feel as if I grasp the potential of its future uses.

    I had played Don’t look back and Judith in 2009, I didn’t realize they were made by the same person, I stumbled upon this page because of an Extra Credits mention of indiecade and started experiencing all of your crafts on this site and I beleive you are brilliant.

    From the harsh reality of the nature of the game hitting me on the last mission of XOLDIERS, the different new ways to express story and emotion in Judith, Never Look Back and Pathways to the clever design in VVVVVV, I’m taken away by your talent and I take off my hat to you. I will remember your name, Sir. And try to support your future projects however I humbly can, you’ve won a fan.

    Thanks for the experiences.

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