twine adventure game for porpentine’s twine jam
click here (browser)
Explore the city and commit crimes. Collect money and commit crimes. Pray to your crime Deity and crime tombs.
Arrow Keys – Move
Enter / Z – Confirm/Interact
Escape / X – Cancel/Menu
RPG Maker is a little fiddly. If you encounter flickering, try pressing alt + Enter.
due to a misinterpreted automated flagging from wordpress, this game caused my blog to be suspended. please read here for more information. be careful when naming your games…
short twine text adventure game. made in a day or so for the salt world jam. based heavily on the good bits of david lynch’s ‘lost highway’
it was ludum dare this weekend and i made a little rpg maker game in the last 24 hours or so. i wanted to make a Yume Nikki fangame this ludum dare and spent a while working out how to work the theme into it. it really didn’t work as i had planned and i’m kind of disappointed with how it turned out.
the initial idea was to have each connecting route to the next area blocked by static/noise, which would become unblocked by examining things within the room or entering into the “dream world”, playing through dream areas and interacting with characters and whatnot.
i gave that up pretty early on because of lack of ideas (i had huge gamer’s block this weekend) and just set the whole game within the dream. by sleeping in the bed, you alter the cognitive static and can access new areas. there’s no real purpose but to look around and explore and collect things.
i kind of like the concept of it, and if i get time i’m definitely gonna add more fuel to it. it ended up pretty steam of conscious, which i guess is apt?? i dunno. its less of a Yume Nikki fan game and more some separate abomination altogether.
it’s 2:30 am and i’m sick.
i made some games for pirate kart! i was/am hoping to make more, but i finished two in relatively close to deadline time (two hours) though didn’t use klik n play..
wanted to make a pretty gross game and it unintentionally came out as a bad space funeral/four winds fantasy-like i guess!! oh well thats not a bad thing
dumb dream thing
like 820 games have been made and more are still being made!! its great, make some games everyone!! awooo!
A game for Ludum Dare 22. I was learning the engine (Stencyl) as I was making it and ran out of time so couldn’t put everything I wanted in. Not too happy with how it turned out but I’m glad I did it. Mouse click text/options and use the compass in the bottom right to move through the desert.
Click here to play (Stencyl website)
Last weekend I took part in the 48 hour game development competition Ludum Dare, alongside 598 other people! The idea of the competition is to create a game within the time-frame, from scratch, coding, creating all resources etc. within the 48 hours, based on a theme elected by the participants. This time, the theme was Escape.
Me and my friend Stephen (thecatamites) both took part, and though it was kind of frantic, it was also pretty cool to discuss and send ideas and updates to each other, along with hectic and desperate descriptions of things happening in our respective games.
I decided to recycle an old idea I’d had and base it around the theme. It came from a large discussion for TAP about various glitches and game errors and the interesting effects that came from them, how a player responds to them and how the perception of the game changes after you find out these glitches are possible to perform.
The game I made is called Dungeon Exit, and it’s more of a single narrative than a game I guess. The player, as an adventurer of some typical fantasy setting, has reached the end of a grueling and arduous dungeon, and all that separates the player from freedom is a small spike pit to jump over. However, instead of jumping over, a game error occurs and the player glitches through the floor, unable to move. The game encourages you to try again, and the player will glitch further into the floor. This continues until an unspecified boundary is reached, and the game errors.
I tried to make it a simple yet fun experience, playing heavily on perception and task I guess, but if I had had more time, I wanted to allow the player a little interactivity before the “narrative” took place, like going back into “previously explored” rooms (the game starts right at the exit) and sort of giving the feel of a game (what defines a game…. who can say….). I like that aspect of a sense of freedom or encouragement to explore and experience a world, no matter how small it is and I think my game would have really benefited from that.
Anyway, the game takes about two minutes to play through, and results on how well the game does within the competition are revealed in a few weeks. I don’t really care, I’m just happy I managed to pull this off.
You can play thecatamite’s game CRIME ZONE and you should! It’s a very cool little game.