Burglary: An Action/Stealth game made for Ludum Dare 25

Ludum Dare 25 is over and I cannot wait to go to bed, but first I wanted to publish my game here too!

Burglary

Explore the premises. Evade the guards. Pick locks.
Steal the treasures! And then escape with them.

Burglary, an action/stealth game about stealing from
the rich and giving to those in need: Yourself.

Burglary: Ludum Dare 25 Build

Play the game on Kongregate!

Visit the Official Ludum Dare Submission!

Made completely in 48h – well, according to the Ludum Dare competition rules. I obviously used some base code and publicly available libraries. Apart from that, everything (but the preloading graphics and a very small generic shadow tiles bitmap) was made by yours truly in the 48 hours: Music, sound, graphics and code.

Used libraries/tools:

Winter Sports: Ice Skating

Here’s an old one I never posted, and it’s about time – it’s really cool! So now without further ado, enjoy “Winter Sports: Ice Skating”, a heart-warming minimalistic game made for the TIGS Advent Calendar 2011 in about 16h.

Winter Sports: Ice Skating

You are ice skating and try to relax,
but these rude other people are making so much noise.
You are fed up, don your ice slicing skates,
and do the only reasonable thing:

You let them fall into holes in the ice.

Make holes by crossing the line you’ve sliced in the ice before.
The holes freeze again over time, but until then, try not to fall in yourself…

Winter Sports: Ice Skating Gameplay

Play the game now directly in your browser!

Music by Kevin MacLeod
Sounds by petenice and malexmedia.

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!

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):

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!

Color your world in Extreme Painting: An 8 hour prototype

After skipping December, even the Global Game Jam in two weeks couldn’t stop us from doing our own Mini Game Jam yesterday. 13 people assembled in the co.up coworking space and in 8 hours, multiple game prototypes were created for either the topic “Future” or “The End is the Beginning”. Here’s mine.

Extreme Painting

In the future, a sport called “Extreme Painting” is all the rage:
Two contestants are equipped with particle cannons and try to color as much of a field as fast as possible, only stepping on their own color.

Each field which has your color is one point, independent of how strong the color is.
But the stronger the color, the harder is it for your opponent to erase it.

Play it in your browser by clicking here!

I need a Time Crab for my next 8h jam

At our November Mini Game Jam I teamed up with artist Alfonso Montón, forging an epic prototype for the theme “time” (and possibly “trap”):

Time Crabs

Might or might not be a screenshot

Don’t be fooled by their cute appearance! If you hesitate one moment, a Time Crab will envelop you in a Time Bubble and begin to tear you to shreds with its Time Claws*!

Fortunately you are a Time Crab. So is your opponent! May the fight begin!

Play it in your browser by clicking here!

Time Bubbles

….work like a local field of bullet time: It slows everything inside down, but you a fair bit less than everything else. You can use it in two ways: Aggressive, by throwing it at an enemy and proceeding to shoot at him while moves slooowly, or defensive to dodge bullets. The shooting mechanic makes the prototype not very playable, but I really like the bubbles – in fact I might use them in another game. (And yeah, they are like a more selective time slow ring in world 6 of Braid. I totally forgot that it even existed!)

And a Dropped Idea

I quite liked my second idea too, but there was hardly enough time for it: A cross between Tower Defense and Capture The Flag. First you set up your base with turrets and traps, and then you leave to get the enemys flag. You can detect and disarm traps, but only while you aren’t carrying the flag – so prepare a safe way out. PvP would probably be enabled (and might include Time Bubbles) and minions.

Okay, now that I think about it, it sounds a bit like a more RTS-like DotA.

*) Time Claws are not included in the prototype and will later be added as a purchasable expansion pack.