Sneakball: A Fast-Paced Action Game about Stealing – for 4 Players on 2 Gamepads

Another month, another Berlin Mini Game Jam. I’ll post the result from the November one later, but for now – here’s the game for the December edition for the theme “stealing things”:

Sneakball

Pick up data packets. Protect them from your enemies.
Route them to your base. Steal the ones the enemies have.
Sabotage their routing paths. And most of all: Be swift.

Sneakball Tutorial

Sneakball is played in 2 teams of 2 players each – and each team only has one gamepad, with one stick for each character. Coordination is key, and the game is more strategic than it looks like at first glance. You can pick up the white data packets by colliding with them. If you pick one up, it’ll have your color for a second and is immune from being stolen before it turns white again. Let the balls touch your satellites (the two things emerging from the base) to score.

Downloads:

Credits:

Defend your villages and people in: Trap 3

The October Mini Game Jam was a lot of fun – 17 attending people in total! Whoo! Out of the available themes, I picked “Trap”. After some brainstorming, I combined it with a Match 3 concept, and finally arrived at:

Trap 3

Obviously I didn’t work with an artist this time.

It draws lots of inspiration from Triple Town: You get a tile, you place it somewhere, you get the next. When 3 of them match a so-called “recipe”, they merge into something stronger:

3 adjacent “person” become “people”, and 3 adjacent “people” become a “crowd”. They bring points per turn.

And then I added monsters. Monsters come in from the side every few turns, walk a step towards their next prey every time you place something, and later in the games, the monsters get stronger. Monsters have recipes too, for example:

If a spider and a person are adjacent to each other, they “merge” into a spider. So basically: it eats them. Same with spider and people.

Now if monsters could only eat people and cost you points, there wouldn’t be much of a point in that. And here comes the trapping mechanic, which is also a recipe:

Put two green blocks down, and if a spider walks next to it, the spider and the trap transform into nothing and give you points in the process. Same with snakes, only that you first need to make the stronger snake-catching blocks and have two of those adjacent. So this here is essentially a spider trap:

If you want to see the complete list of recipes I had, you can click here or on the screenshot at the top.

So much for that. Unfortunately, I somewhere along the process I got lost and everything took a lot longer than anticipated. Most of what I described above works, but there are no points and no goal, you can’t even lose. If you feel adventurous, you can try the prototype anyway by clicking here. I’ll probably not finish it, but I think there’s something cool hidden in there, and I might make a new prototype once I find out what it is!

Accept some supernatural help in: Gentleman & Ghost

For the September Mini Game Jam, I worked together with Martin Topolski (check out his art, he rocks!). His idea was to make a co-op game with asymmetric roles and energy transfer as a core concept:

  • One player controls a fighter, walking around and beating up enemies
  • The other player controls a ghost, floating around, catching the souls of dead enemies and supporting the fighter with various buffs (using up the soul energy)

That being said, I present:

Gentleman & Ghost

He imagined it as a jump ‘n’ run – which probably needs an editor to be made smoothly. Using a text-based level format might have been the smarter choice, but I decided that I might as well try to figure out Stencyl after seeing a fellow jammer coming up with remarkable results. The next 4 1/2 hours I spent in varying degrees of pain, until I finally decided to drop Stencyl and never ever use it again. (I’m not saying that Stencyl is bad; it’s not. It just has a few problems and is obviously not for me.)

3 1/2 hours left were obviously not enough, even after reducing it to a single screen platformer. I pretty much only finished what you see in the screenshot above, which is a damn shame because the concept is so promising. For obvious reasons I won’t post the prototype, I’d just waste everyone’s time. Instead I’ll give you some cool sprite sheets done by Martin:

So – is this going anywhere? Possibly! Martin and I, we deviated on the focus of the game: He still wants to do a jump ‘n’ run, and I felt the game would be cooler as an arcade single-screen platformer. Martin is now doing his version with a friend, and I’ll link here once they have something to show.

As for me, I might make my arcade version someday.

Fight for your life in Guardian of the Void Children

Another month, another Berlin Mini Jam. This time, two of the topics were “Guardian” and “Void”, so I teamed up with Michael Kessler and did this:

Guardian of the Void Children

The Void is a harsh place to bring up children.
Our particular mother here is just about to find out how harsh exactly,
now that a swarm of drones located her nest…

How long can you survive their relentless assault?
Defend your nest, your children and your life in this
Tower Defense/Top-down Shooter crossover!

 

Play it here, directly in your browser:

The Great Hunt: A Massively Multiplayer Offline game prototype for up to 10 players

June Berlin Mini Game Jam. The theme is “hunting”. My secret theme is “Massively Multiplayer Offline Game”. One man, one mission, 8 hours to go!

8 hours (plus 3 hours bugfixing) later I’ve got this:

The Great Hunt

Enough with the monsters killing off the villagers!
You are a brave hunter, and you’re getting paid to deal with these pests!

Well, you’re not the only one hired though. And only the best will get paid.

Be the last man standing, or at least finish first with 60 points!

Play here, as always directly in your browser!

 

While the game is playable and actually features up to 10 players (on 4 keyboards, no less), it fails in many other ways.

The basic idea behind the game was “Too many cooks spoil the broth.”: You need other players help to take down monsters, but the more players participate the less points you get. So when you’re standing in front of a monster with others players beside you, you’d be like “Dude, back off, if you stay here we won’t get much points anyway!”, or maybe you’d switch last second to another monster.

So much for the theory. In reality everything goes down so fast (and is so chaotic) that there isn’t much communciation or tactics. Fights also take too long and are not balanced, and there are not much real choices.

I have to admit that I’m not sure how I’d fix the game without introducing more complexity like power-ups. Anyways: It was a fun experiment, and lessons were learned. (The main lesson being that 10+ people games are possible in 8h. I guess I’ll never learn, haha. Looking forward to next jam!)

Alchemist’s Duel: An arcadey puzzle game for 2 two-people teams

“Alchemy” was the theme for the May Mini Game Jam, so I made a game about alchemists trying to reproduce a certain formula and their faithful henchman collecting ingredients for them:

Alchemist’s Duel

You are right before finishing your Magnus Opus!
Only one recipe left… Same goes for your rival though.
Send out your collector to get you the ingredients you need,
and be the first to finish your glorious work!

Play here, directly in your browser!

 

To finish, you have to fill your goal field with the right elements:

The three light blue, the yellow and the green elements are at the right place. The dark blue shouldn’t be there in the red goal field. Three fields are still unfilled. Push the blue element out, and fill all the goal fields with the right colors to win!

Noise: A split-screen game for 2 players about stealing sweet stuff in the dark

For our March Berlin Mini Game Jam, the themes were amongst others “Thievery” and “Noise” – and that’s what my friend Dominik and me combined into an ultrasonic burglary simulation:

Noise

A dark room, full of jewels – and stuff to run into.
Luckily you have your ultrasonic locator to “see” in the dark.
A few moments later, you realize you’re not alone.
You ready your bludgeon…

Play here, directly in your browser!

 

This game employs a Hidden Information Split Screen™ (which can optionally be simulated by having two monitors):

Protect the Mad Mage: An overly ambitious unfinished prototype

And the next one in our history series! This protoype sadly never quite left the concept phase – which is sad, because the concept sounded a like it’s lot of fun. One of our Berlin Mini Game Jams more than one year ago had the themes “anti coop” and “Together until the end”, and here’s what Iwan and me dreamed up:

Protect the Mad Mage

You are an evil mage, and on the verge of completing
the ancient spell that will make you immortal.

There’s only one step left: You have to die – at the
hands of one of the creatures you summoned.

You draw the magic circle and begin the incantations.

You summon the creature. It prepares to strike you.

You prepare to die and to rise again to unhol–

The door is reduced to splinters by the paladin bursting through it.
Killing the monster in one swift blow. Healing you.

Goddamn.

And the spell won’t last forever…

Now one of the players, the Mad Mage, has to kill himself, while the Powerful Paladin has to keep him (and himself) alive until the spell times out.

Sadly in my folly I tried to make it an online multiplayer game, which proved to be a task too daunting for 8 hours, so it was never finished. I’ve learned my lesson!*

You can see the assets on OpenGameArt. Free for use too!

*) It’s highly unlikely that I’ll ever learn my lesson regarding jams and ambitious ideas.

Do you feel the Force? Well, those balls do.

Hey folks, it’s history time! I have some old (and fairly new) prototypes and mini-games that I never published – so far, that is. So here’s our first installment in the series!

Force

I did this for the 2nd Blitzkast, ignoring the optional topic. There are balls, and you can draw lines to affect them. It might become something like a shooter and/or a tower defense game if I ever decide to get back to it.

Here are the different versions, as always directly playable in your browser:

Global Game Jam 2012, or: Keep rollin’ in Super Snake Wheel

At the end of every January, people all around the world gather to make awesome games in an absurdly short time. Developing a game in 48 hours is nothing short of insane, and I don’t think it comes to anyones surprise that this appeals a lot to me. And here I proudly present our result this year:

Super Snake Wheel

“We can’t stop here! This is bat country!”
Well, Mr. Snake might have been a bit drunk when he and his companion Mr. Gecko ignored all the warnings and set out to their adventure. Being one of the few snakes who can form a tire out of himself, he’s now rolling down the hill while Mr. Gecko defends him from birds, barely keeping his balance! Take control of this duo of odd heroes in this quirky adventure for one casual and one hardcore player!

Play the updated version online at Kongregate!

Check out the original GGJ build!

And of course credit where credit is due, and these amazing guys deserve a lot:

  • Game Design: Matthias Niebergall
  • Art: Kirill Krysov
  • Programming: Dominik Hübner and myself
  • Music taken from the wonderful Kevin MacLeod
  • A big thanks to all the people organizing the jam, globally and locally here in Berlin. You’ve done a great job!

By the way, we even satisfied a diversifier (an achievement for the developers) this year: “Collaborative Casual/Hardcore (Two players: one casual, one hardcore): Collaborative play for two, but one player has more to do than the other (or the difficulty level is different between them).” I am sure you will agree after you’ve tried both the casual Mr. Snake and the slightly more hardcore Mr. Gecko: The former just has to jump and duck, while the later has to balance on the snake, jump at the right times and use the mouse to shoot at birds!

Lessons learned

Even though this is not my first jam, it seems that every single one has some valuable lessons to teach. These are mine this time:

  • Even though it’s an a very small timeframe, make a rough project plan with milestones so you won’t lose focus.
  • Every milestone should be playable (player interaction and a goal), especially the first one – which should ideally be ready when you go to sleep the first time. It does wonders to your motivation!
  • Programmers, make a task list. It keeps you focused.
  • You cannot say if something is fun until you can test it. Halfway through the project I felt like giving up because nothing seemed to be coming together, and 12 hours later we had this amazingly fun prototype! So even if it seems like the game won’t be any good, at least implement the first playable prototype.
  • If your code is based on a pixel oriented framework like Flashpunk, don’t mix in vector based stuff like MovieClips. It just leads to a whole load of implementation overhead.
  • If you want to pull an all-nighter, at least sleep the first night. Otherwise you might fall asleep the second night which will surely lead to you missing the deadline.

This year the GGJ was certainly not easy and at times tedious and exhausting, but the result totally makes up for that. I daresay that it is one of my best prototypes so far! I am very happy that I have participated, and I’d like to thank everybody who made the weekend as amazing as it was!