A brand new game
for Windows, HTML5, 3DS Homebrew, iPhone, Android TV and more,
12th June, 2011
With all the freeware that's on here, the years of making freeware, and the fact that I've only ever made games for the fun of making the games, it's pretty damn unthinkable that one of my games might actually be a demo!
But that's how it's going to be for this one.
I like this game.
I like it a lot!
Last month, this started as a simple remake of a shitty little spike dodging game.
A quicky, or so I thought, to slap onto the AppStore as a semi-sequel to SpikeDislike.
But once I started getting into it, the game grew and grew and grew!
The full game's iOS Appstore release was on Thursday 9th July, and so to compliment it, I'll be posting a kind of demo/port of the game, for Windows/Linux/Mac, as AGameAWeek, this coming Tuesday.
10th June, 2011
Bonus iOS Game!
For iPhone, iPod Touch and iPad (£1.19/$1.99/equiv.)
View on YouTube
Got an iPhone/iPod Touch/iPad?
Grab Sheep Goes Left!!
Go get it!
It's out now!
I'll be posting the semi-demo half-assed ported to Win/Lin/Mac edition as Tuesday's AGameAWeek, so you can try it out there, but the iOS one's much neater, has nicer menus, lovely swooshy bits, and even contains a wonderful little 20-track soundtrack! (woot!)
Additionally, much like SpikeDislike turned out, the iOS one will be getting the updates, while the Win/Lin/Mac one ends up being somewhat ignored. Not because I'm a mean spirited evil bugger, but because I can't really be bothered to constantly jump back and forth, porting little bits and pieces over and over again, whilst simultaneously building loads of levels, and keeping up with AGameAWeek, too! Far too much at once!
What'll more likely happen, is that I'll get a bulk of the iOS one done (I have about 4/5 releases in mind so far), and then throw all of that into a big Win/Lin/Mac one, once it's all finalised.
Seems less tweaky that way!
For now, if you have the opportunity, go grab the iOS one, and see how far you can get.
ps, yes, it's a Tier 2 price. That means it's twice the price that SpikeDislike was.
SpikeDislike took about a week to make, and is all random elements.
This one's taken a month, has (for me!) decent background art, 20 pieces of music, and 100 levels.
Hopefully that all counts for something!
7th June, 2011
The other day I played another of those Fire Escape style games.
You know the ones.
They started on the Game&Watch and got remade over and over.
4th June, 2011
I might skip another AGAW, this week, sorry!
I have a half-game play-thing half done, but I've just started another one of those spur-of-the-moment things that might take over my entire weekend.
31st May, 2011
I've been hyping this one all week!!!
.. don't expect much!
29th May, 2011
I'd love to, but considering it's taken me about 6 months to get around to fixing Ubuntu (just starting, may not go well!!) the chances of me fixing my DSBrew stuff is pretty darned minimal.
26th May, 2011
Blimey, haven't done one of these for a while!
Any game ideas, slap 'em in the comments!
24th May, 2011
Mark this down as a "Well, it DOES work, it's just not for me" kinda game.
20th May, 2011
Kristina - May 19, 2011
Well i have been playing you game and it suck i havent been hitting things and it still says game over you guys created a piece of crap!
17th May, 2011
If this week's game isn't finished by Friday night, I'm going to scrap it, and do something else..
As you can probably see, it isn't done yet.
I'm currently making it a Two-Week project, but the longer I drag it out, the more it's starting to feel like Box's Romp... big.. spacious.. empty.. void... boring.. .. it really isn't feeling like it's worth doing it.
damnit, I hate when projects get like that.
Fingers crossed, eh!
15th May, 2011
Last Sunday, I came up with a fun idea for a game/experiment.
I figured it was WAY too big to fit into the next day and a half, so set it aside for this week, and instead made the silly block diggy thing that I did last week.
On Thursday, I properly started the bigger project, hoping that 5 days of work would be enough.
On day 1 I did the nice intro, made the outside-area work, and patted myself on the back for having done a really large job in a single day.
On day 2 I set about cut/pasting a large chunk of an old game into the new one. A bit of a cheat, but the outty bit should help make things feel rather different.
Day 3 I redrew a bunch of sprites so it looked a bit different, and today, Day 4, I'm sitting here trying my darndest to build a really really stupidly insanely large level!
Tomorrow, I'll still be building that level!
And then on Tuesday..
well, I'll probably still be building that level!
A smaller level would be quicker, and easier to achieve.
But that'd defeat the point.
If I'm not done, assume it'll be even nicer next week!
11th May, 2011
It's a Platform game, but it isn't.
It's a side-view Puzzle game, with Platformy events included.
10th May, 2011
A random game idea on Sunday, with a totally random name, and then a shock co-incidence when Monday turned out to be Roger Hargreaves' birthday, and the Mr Men ended up being plastered all over Google!
I couldn't have planned that.. I'm far too lazy to have planned that!
3rd May, 2011
It's neat and simple.
A Matrix screen filled with code. Occasionally there's Red code. Zap the red code!
That's pretty much all there is to it!!