Monster Pit: Team Building As Seen By A Mad Scientist (for up to 8 players)

Next jam! The plan was to make a little game and spent the remaining time with a university assignment like a responsible person. Then “Dark Science” was chosen as a theme, so I was like “I got to get my priorities straight” and concentrated solely on making this little gem:

Monster Pit

In the current economy, teamwork is all!

The mad scientist’s way to find the best monster for the
job is (obviously) to chain two of them together and throw
them in a pit with fireballs and other monsters.

Each of you is one of these monsters.
Work together and win as a team!

The winner will be used for further experiments.
Good… luck, I guess?

Play it in the web player!

Download it for Windows/Mac/Linux!

Monster Pit Gameplay (4 players)

Credits:

  • Programming: Tobias Wehrum
  • Music: Kevin MacLeod
  • Fonts: Nate Piekos and GemFonts 98

Kinect Artillery: A 9 hour Kinect prototype

Another Berlin Mini Game Jam was upon us, so I thought I’d prove once again that I have no sense of how much time certain things need whatsoever. I had the feeling that making a Kinect game would be a good way to do that, and together with Heiko Weible and graphics by Jana Leinweber I actually finished not too much after the allotted time frame.

Kinect Artillery

You fasten the grip around your gun and
check your shield once again: Everything’s fine.
You’re ready.

Will you shoot down your enemy?
Or collect enough stars to win?

Whatever you goal is, do your best to win in Kinect Artillery!

Download it for Windows!
You’ll also need the Kinect for Windows Runtime.

Kinect Artillery: Berlin Mini Game Jam Presentation

I’m quite proud with how that turned out. Obviously we didn’t write all the code in the 9 hour timeframe, but I think it’s still an impressing feat to pull off – and it plays fine. While it’s a bit awkward to turn to the side, seeing your silhouette following your motions is very satisfying, and the general look works surprisingly well.

Credits:

Berlin Mini Jam February Presentation / The Fox & The Fish Now With Video

Hey everyone!

I’d like to share two videos with you! The first one is the video I just added to my blog post about The Fox & The Fish, presenting the game and the backstory:

The Fox & The Fish - Berlin Mini Jam Presentation

 

The second one is the february result presentation video from my very own Berlin Mini Game Jam:

Berlin Mini Jam 2013 Feb. Game Dev Results

 

I’m always amazed with what the other participants come up in such a short time! If you are living in or near Berlin, you definitely have to join us for one of the jams. We’re doing monthly 8 hour game jams about themes we vote on democratically. It’s quite relaxed, no competition going on, and a lot of fun. Also it’s not just for programmers (as some people seem to think) – we are jamming with all the disciplines, from artists to game designers to musicians, and get all kinds of results. So far we had: Digital prototypes, board games, card games, physical games, interactive fiction and pure concepts. And it’s getting quite popular lately – last jam we had over 35 participants. Youngest one was 9 years, making a game all on his own with Kodu!

If you’d like to check us out, here’s where you might want to go:

The Fox and the Fish in: Candy Adventures

Once upon a time, the Fox and the Fish found a deliciously looking piece of candy. Being Canadian animals, they were very polite and decided that the other should have it.

“You should have it, for I value your happiness more than any candy,” said the Fox to the Fish.

“So do I,” answered the Fish generously. “And you love sweets, you should have it, dear friend!”

And each shoved the candy in the direction of the other.

The Fox and the Fish

Do the polite thing – give the candy to your friend.
Don’t let him give it back to you. A gift’s a gift!

A ball-game with snake-like trail mechanics
for two friends on keyboard or gamepads.

Play it in the web player!

Download it for Windows/Mac/Linux!

The Fox & The Fish - Berlin Mini Jam Presentation

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.

Credits:

Burglary: A Ludum Dare Postmortem (Happy New Year Everyone!)

Happy New Year, folks!

I thought it’s time to write a postmortem for my Ludum Dare 25 entry. For those who haven’t seen my game yet, you can find it by clicking on this conveniently placed handcrafted icon:

icon-small

Burglary: Ludum Dare 25 Build

 

And now, without further ado, lets begin the postmortem!

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:

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: