This is a small puzzle game made for the 22nd Ludum Dare 48 hour competition, the theme of which was “alone”.
Rotate the blocks to separate them from their friends of the same colour.
There are only ten levels, mainly because the puzzle mechanics turned out to be a bit limiting when it came to designing levels. But, I’m really happy with how it turned out anyway. The levels that are there should be fun to play through, and it’s a complete, polished game.
This weekend I’m working on a game for the Ludum Dare 48 hour game making competition. The theme is ‘alone’, which initially sounded pretty gloomy to me – so I’m making something as bright and colourful as possible.
My initial idea was to reverse the classic puzzle game mechanic of matching things of the same colour, and make the goal to split colours up instead. I realised in the shower (where all my best thinking is done) that as a never-ending puzzle game (like Bejeweled or Puyo Puyo), the mechanic would be pretty limited. Clearing individual blocks presents very few chaining opportunities, and I think would get pretty messy.
I’m now doing something quite similar in structure to the great Clockwiser. It’s predefined puzzles, but the same goal – stop all blocks of the same colour from touching each other.
It’s going well so far. The main remaining tasks are progression through the game, audio, and more levels.
I’ve avoided releasing XNA games on PC until now, having heard plenty of stories about them being awkward to get running, requiring the XNA and .NET runtimes. This is true for JPSC also, but I’ve used the oldest versions of those that I can, so hopefully will avoid too many issues.
Trying to keep up with the Screenshot Saturdays, although this one is a bit late.
I spent a fantastic weekend in London at a games jam held at the London Hackspace. Me and Ricky of Honeyslug made a bit more progress on our very long term project, Elizabeth Shoots Ghosts. Here’s a mini mockup.
It’s still early days with the graphics, but I think it’ll look fantastic eventually.
Screenshot Saturday time! I’m working on prototyping a puzzle game called Workchunk.
The current plan for the gameplay is kind of a cross between Popils, which I’ve never played, and the brilliant Ilomilo. Also, maybe some stuff from Clockwiser and Puyo Puyo. I’m just designing as I go, which is always fun.
Posted in Devlog by Craig on 21:42 June 4, 2011 Comments Off on Screenshot Saturday – Workchunk
The bots must reach their launch pads. They can only move in one direction, but luckily, they’re good at working together! An easy to learn, hard to master puzzle game.
UpBot Goes Up is an original puzzle game for Xbox Live Indie Games. It seems simple enough – press the A, B, X or Y buttons to move the DownBots, RightBots, LeftBots or UpBots in the direction they’re facing – but like all the best puzzle games it gets devilishly tricky by the end.
Creation of the game was started by LeFishy, Bateleur and myself at TIGJam UK – a game-making weekend for people from TIGSource.
– 60 levels split between three difficulties
– Shiny graphics
– Excellent music
– An Undo feature, to avoid annoying mistakes
– Colour-blind mode
– One-button mode (accessibility option)
Here’s another iPod / iPhone / iPad game that me and a few other guys made at work.
It’s a sparkly, colourful physics-based puzzler. Simply tap the screen to drop coins from the top. Try to light the pins, capture the Bad Pennies, rescue Girl Coins, smash bricks, demolish things, and tons more stuff too.
It’s a game I’m truly proud of, so please give it a go!
App Store Link
Did I mention it’s only £0.59 / $0.99 / ¥115 / 0,79 € ?
Trying to keep up the Screenshot Saturday thing! It’s just a mockup really, but the game does exist. I’m doing art, and Ricky Haggett / Kommander Klobb is doing code. The design just makes itself up as we go.
Thought I’d try and get into the habit of posting more on this here website, so I’ll try stealing Screenshot Saturday from Twitter.
Currently back working on UpBot Goes Up, hoping to finish it in January. So here’s a screenshot, even though it doesn’t really show anything new – all of the in-game stuff has been mostly done for a while.
Tags: UpBot Goes Up
Posted in Devlog by Craig on 18:50 December 18, 2010 Comments Off on Screenshot Saturday
Trixie and Troy need to combine their talents, think carefully and blow things up to find all the treasures – then another treasure – hidden in an abandoned castle.
Treasure Treasure: FFEE is a two player co-operative puzzle platformer for Xbox Live Indie Games. Trixie can jump higher but Troy is stronger, so working together is important if all 21 treasures are to be found!
Single-player mode is also included – but co-op is more fun! It’s a game about love and teamwork.
It’s an improved version of the original PC game. Featuring dynamic split-screen, improved music, retro-style LCD graphics, and an extra treasure to find!
Using nothing but useless everyday objects, you must use your flicking skills to dismember and decapitate all that come at you if you want to survive!
Here’s a game I programmed at work! It’s a zombie-killing iPhone game featuring lots of unusual weaponry, dismemberment, decapitation, and a wicked slow-motion powerup that helps you really appreciate all my cool blood effects!
The website with leaderboards, videos, and more screenshots is here: zombie-flick.com.
It’s like fan art, but better, because it’s friend art!
This was kindly drawn by my friend Matt, talented animator but more importantly the creator of the Animal on Animal blog. Trixie has all the important Trixie details, and Troy has his beard and grumpiness – perfect!