A few months ago, I made my first puzzle game ever for Ludum Dare 29. It was well received (#16 in Innovation!) and players called it “clever” and “challenging”, but the difficulty curve was too steep. Now, I finally found the time to make a post-compo edition with more and easier tutorial levels to ease the beginning and a really hard one where you can test your mettle! I humbly present:
Snake meets platformer physics!
A short puzzle game combining two
well-known concepts to form a unique hybrid.
“But,” you might say, “only 9 levels?” Yeah, for now. I think it’s enough to demonstrate the concept well and especially the later levels might take some time to solve. I’m pondering releasing it on Android soon, and maybe, just maybe, I’ll search for a level designer and get more levels made. If you like it and want more of it, please leave a comment!
Last month, a friend asked me to help out a group of his students at the School for Games who were missing a programmer for their student project. Charming art and not that much work for me, who could say no? And now, a month later, I proudly present to you…
Teens are attacking the old man’s home,
but a hero knows how to defend himself
even if he is already in pension!
Shoot lawn gnomes, flowerpots and wheelchairs
out of your trusty cannon and show those
whippersnappers how to respect one’s elders!
For the Human-Computer Interaction course at my university we had to do a 3d interface prototype. My team decided to make a game with the Leap Motion. And thus, Zombie Planet was born in about 3 weeks: A game that you control directly with your fingers.
Use your fingers to strike the zombies
with lightning and throw asteroids at them!
Defend your world against the invading
undead and save your people!
The theme for the Global Game Jam 2013 was the sound of a heartbeat. After briefly pondering making a game about friendship, love and the joys of life, our thoughts drifted off a bit and we made something, uh, a little bit different. Enter Blood Trial.
Blood Trial (Alpha Release)
You are participating in an
ancient ritual to appease the blood god.
Rip out other warriors hearts and sacrifice them
at the top of the temple while they’re still beating!
Keep the favor of the thirsty god and he’ll reward you generously!
Super Smash Bros. meets Mortal Kombat in
this fighting game for up to 4 players.
The workshop went extremely well. Everybody found at least 4 solutions, with some finding up to 10. The game also seems to be surprisingly fun, even (or especially?) for non-programmers! Results were often accompanied by laughter and some of the participants even asked for the program so they could try it again at home. And I remember a teacher who sat down to try it himself after I finished the workshop with his group of pupils.
If you use it yourself (which I’m totally fine with – I’d love if you drop me a message that you are using it!), this was my approach:
Tell your attendees that the goal of the game is to get to the star. Ask them to click in the left part and try it themselves: Arrows keys to run, Space to jump.
After half a minute admit that it seems rather impossible – but luckily there’s the source code on the right side which they may edit. Ask them to notify you once they have a solution.
Once they have the first solution, congratulate them for their achievement. Then ask them to click on “Reset” in the lower right corner and tell them that there are 14 more solutions.
After a few minutes (or a few solutions, depending on their speed), tell them that there’s also the “Creation” tab in the upper corner.
The ideal number of attendees seems to be 1 to 3 per computer. You might want them to write down their solutions if you want to assign a score to each group later.
So… how about you? Did you find every single one of the 15 solutions? Try it yourself first – and then check it with this handy walk-through. (No cheating though!)
And if you’re interested how hard solutions are and which are found the most and least easily, you can check out these statistics (contains spoilers!).
This week, I was at the wonderful Indie Connect. At the end was a game jam, and that’s where I started the following game for the theme “Treason”:
Arena fights are dangerous.
But at least you can trust your partner, right? Right?
To be on the safe side though, you took some Vampiric Throwing Knives with you.
The arena rules prohibit the use of weapons against your opponents,
but there is no mention that you can’t use any if your partner acts up…
Collect power orbs to boost your antigravity!
Shove your opponents off the platform!
Win as a team or alone.
After all, if YOU kill your friend,
at least his power is safe with you, isn’t it?
It sucks to be cursed. It sucks even more when you’re standing paralyzed in your own wizard tower while your arch-enemy sends hordes of hungry ghosts to gobble up your mana. Luckily your telekinetic powers are still working fine, and now you are defending yourself by redirecting energy beams from your hands with mirrors and whatever else is at hand.
You’re paralyzed. Enemies are closing in.
Redirect the energy beams with mirrors to hit the ghosts and
change their colors at the right time to exploit each ghost’s weakness!
A cooperative augmented reality game for two friends and a webcam.
The source code is available further down in this post.
You can quit the game by pressing Escape while the menu console is showing.
If you play alone, you might have some problems – it’s made for two players. If you still want to play alone, here are some cheats you can press after the first ghosts spawned so you can at least experience the gameplay: F10 triples the power of your energy beam, and F11 makes you invincible.
This was one of my three big projects this semester, this one for the Augmented Reality course. It’s built in Unity 4, with NyARToolkit to recognize the markers. The japanese documentation makes NyARToolkit a little bit hard to read, but good examples and method names go a long way and we had a lot of fun using it.
You can download the source code and Unity 4 project here. The source code is released under the terms of the GPL v3. The assets (meshes, textures etc) are not released under any particular license. Unless mentioned otherwise on their respective source websites stated in the credits, you are not allowed to use them. If you’d like to use them anyway, feel free to contact me. (Disclaimer: The project was for a university course. Due to time constraints and that not being a requirement, the code is not well documented nor does the documentation fit the C# standards.)
The game was made in about 8 hours (plus about 1 hour later adding the small stuff, like a new font, a mute functionality and a bit of bugfixing) at the Berlin Mini Game Jam together with Norbert Haacks who contributed his artistic talent and game designer wisdom to our endeavour. Special thanks to Jana Leinweber who inspired the trails idea with a comment while playtesting early on!
I’m very pleased with how this one turned out. The trail-mechanic makes the game a lot more tactical than just pushing the ball around, and the game favors the loser increasingly more, making comebacks possible: You have to push the candy on the ground of the other player – but that ground will start to shrink in the process, giving you increasingly less space to work with.
Apart from our own result, the jam set records – when I counted midway in, we had 35 people working enthusiastically on their own games! That’s the most we ever had in the years we are organizing the jam, but then again, the number seems to be consistently rising. And the atmosphere at the presentations at the end is simply amazing! Iwan Gabovitch will make a blog post later at our blog, and there will probably be a video too.
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