Copycat

Something small for Ludum Dare.
[Ludum Dare Page] | [Source Code]
Turn based action game.
Defeat enemies to absorb their power.
Destroy the mimic crystal to ascend.
26 CommentsSomething small for Ludum Dare.
Turn based action game.
Defeat enemies to absorb their power.
Destroy the mimic crystal to ascend.
26 CommentsA game inspired by a trip to New York last year!
This took a lot longer than planned, and over the last couple of weeks I’ve had some extremely helpful feedback from lots of people. Special thanks especially to Holly Gramazio, Josh Hadley, Stephen Lavelle, and Sophie Sampson for feedback and chats, and Robert Yang, Andrew Yoder, Richard Perrin, Guilherme Töws, James Andrews, Farbs, Jonathan Whiting, Bennett Foddy, Bean, Bateleur, Jonathan Prior, ellaguro, and Harry Giles for playtesting and suggestions!
31 CommentsA short game I made this month with Stephen Lavelle.
(note: contains some NSFW content)
11 CommentsHey everyone! I have lots of big annoucements about VVVVVV today, so let’s get to it!
Let’s start with what I consider the really important thing – inspired by things like Knytt Stories and DROD: Architect’s Edition, I’m releasing a special build of VVVVVV on Windows, Mac and Linux today. It’s called VVVVVV: Make and Play Edition, and it’s completely free. This version of the game only includes the player levels and the level editor – which means that, from now on, the tools to make and play VVVVVV player levels are completely free.
People have done some really incredible things with the VVVVVV editor. I want to share that work as far and wide as I can!
VVVVVV is now available on iPhone, iPad, Android, and OUYA!
These ports have been quite a long time coming! Actually, I originally started the iPhone port before I started Super Hexagon, way back in 2012. So it feels very, very good to finally have it finished, and released. This is something I felt I really had to take on myself – VVVVVV’s important to me, and it was really important to me that this be done right. I wanted the game to be as good as it could be on mobile. I feel very good about how it’s turned out!
You can get it from here:
Nicalis have been working on a Vita port as well – this should be coming out sometime this summmer!
Surprise! Today I’m also releasing another game on iOS and Android: Super Gravitron. It’s a little minigame that you might remember from the end of VVVVVV!
It’s acting as sort of a demo, but mostly I just think it happens to work really well as it’s own thing on mobile. And it’s completely free! Get it here:
Thanks to Ethan Lee, VVVVVV on desktop has finally gotten an update! Version 2.2 fixes a bunch of long standing bugs (for example, player level warp lines) and makes the 2.1 changes official (like player maps, coloured text in player levels, editor direct mode, etc).
If you’re on steam, this update also adds achievements! They’re the same ones that VVVVVV always had, except now they’re recognised by steam. If you’ve already got them, log into today and you should get awarded a bunch of them at once, which is extremely satisfying!
Finally – remember that amazing Metal Medley of VVVVVV music by @FamilyJules7x? Yeah, both Souleye and I were seriously impressed!
Introducing: MMMMMM! A complete Metal cover of the VVVVVV soundtrack! You can pick it up today directly from Souleye!
The soundtrack comes with a mod, which you can install in your player level directory to play the game with the metal soundtrack instead of the original one!
That’s all, everyone! Thanks for playing!
95 CommentsA Flappy Bird fan game.
Thanks for the inspiration, Dong. Looking forward to your next game when things settle down!
112 CommentsMade a little thing for Ludum Dare.
I’ve had this particular idea in one form or another since about 2010, and over the years I’ve made several ill-fated attempts to bring it to life. At last, I think I’ve found an approach that works! I like how it’s turned out – I hope you like it too. I’m happy to finally have it out of my head.
11 CommentsYay, I took some time out of crunching on Halting Problem to make a little thing. Play it here!
It’s created using my flatmate’s awesome new puzzle game engine, PuzzleScript, which is extremely fun to use. You can hack the source for this game here, if you like.
12 CommentsAhhhh I’ve had to keep quiet about this for ages
Last month I took part in a chain game, which has come to be known as Experiment 12. I’m so happy with how it all came together – I think the final thing is incredibly cool, something bigger than the sum of its parts.
All the chapters were made on a game jam timescale – everyone had just three days for their part.
Since I proposed the project, I ended up going first – which was cool in some ways, but I think I’d prefer to start further in if we ever did something like this again.
Anwyay, hope you enjoy it!
Some words by other authors:
Ian Snyder (Chapter 2)
Jack King Spooner (Chapter 3)
Michael Brough (Chapter 6)
Robert Yang (Chapter 7)
Jasper Byrne (Chapter 12)
(It’s windows only for the moment, but there should be a mac version soonish)
18 CommentsI like the idea of starting fresh each year – ever since I went full time indie five years ago, I’ve kept annual pages on the sidebar of my blog of the creations I’m happiest with. I think it’s creatively healthy to start fresh, bury old things away, prepare for new things.
2012, mostly, is defined for me by Super Hexagon, a game I started this year. Which is odd, because when this year started, I was pretty sure I wasn’t going to work on anything new at all. Things didn’t work out that way. My plans never do, apparently. I think I’m ok with that.
Where that feeling was coming from, though, was a desire to work on less small, incidental things. To take more control of my work, to really focus on something bigger, something more ambitious. That’s something I actually did this year – as well as making Super Hexagon, I worked long stretches on several other projects – a roguelike, an FPS, an RPG.
As a result, I released very few smaller games this year. There were a few things I was sorta happy with, though, so I want to make a place for them, in this small collection:
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Harmonilr is a puzzle game inspired by the Towlr approach to puzzle design. Play Online |
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Griefer is a multiplayer experiment that didn’t really work out. Play Online (Kongregate) (Original Post) |
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Notsnake is not snake. Play Online |