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Super Dracula Track and Field 1514

Super Dracula Track and Field 1514I created another fun little game for my third Purple Monkey Game Jam.

As Dracula, you need to run and jump past obstacles in order to reach your coffin before the sun rises. In darkness, you’re fast and invincible, but in light, you’re slow and vulnerable to attacks.

Use the arrow keys to run and jump. After draining the blood of 5 enemies, press Space to transform into a bat.

This game was created in two days with Takorn Sueksagan, Freddy Garcia, Jonathan Bowman and Changbai Li.

Play It Here

 

A new game appears – Trashteroids

I spent last week attending a summer course on game development, so of course I have another game to show. In a lot of ways, the class was similar to a game jam.

Trashteroids is a fun little old-school arcade game. It’s not particularly deep, but it’s good for a bit of entertainment.

As an interplanetary trash collector, it is your job to dispose of floating garbage before it collides with an inhabited planet. Fly around with the arrow keys, and shoot garbage with the space bar after you’ve collected it.

2013 Global Game Jam – Dungenerations

Another year, another Global Game Jam! I ended up working by myself this year, and my game idea was way too ambitious. It involved procedurally-generated levels, an inventory system, and a unique saved game mechanic. Somehow, I actually managed to finish it all, with the exception of sound effects and music.

The game surpassed all of my expectations when it won both the Audience Award and the Best Overall Game Award at the Jam site, Northeastern University. Not bad for something made by one person in less than two days!

Dungenerations is a procedurally-generated roguelike shooter about the connection between parents and children. Each time you start a new game, you play as the child of the previous player character. You can leave items with your children so that they will be available in the next playthrough, but any items on your person are lost forever when you die. Leaving behind a legacy is necessary to defeat the DungeonLord, since each character has a limited lifespan.

It’s been quiet here lately…

I haven’t posted recently, but that doesn’t mean I’ve stopped working on Monster Commander. I’ve been working diligently on the game’s artificial intelligence, but since it’s not as flashy as new monster information, I haven’t posted much about it. Expect updates to continue to come slowly for the next month or so, as I prepare for my college graduation.

Interview with Quote Unquote

I was recently interviewed by Quote Unquote. I talk about what I enjoy about game development, how the Independent Games Festival can be improved, and reveal a few of my unfinished projects.

Read it here.

If you have time, you should also check out the interviewer’s YouTube channel, where he has videos about underrated or overlooked indie games.

More Games for Everyone

Small GamesOver the past couple of years, I’ve taken part in a number of game jams and contests. It’s one of the best ways to generate ideas and try out new game mechanics. Sometimes these short experimental games turn into a significant long-term project. The Ultimate Celebration started out as a project for the 2011 Global Game Jam. Of course, for every success that comes out of a game jam, there are a number of games that never really go anywhere.

And now, you can experience those games for yourself. They aren’t as polished as my other games, but there’s still quite a bit of fun to be had with them.

Enjoy!

On another note, I will be at the Game Developers Conference next week. This is the first year I’ve been able to go, so I’m looking forward to it quite a bit. I’ll be sure to make more posts about my experience there soon.

2012 Global Game Jam – Navigating Nirvana

The 2012 Global Game Jam is over, and I can finally sleep. Somehow, in all the chaos, my team was able to complete a game – Navigating Nirvana. The game is about a cosmic cycle of reincarnation, as were quite a few other games from the local Rochester Jam site. Not surprising, considering that the theme was the Ouroboros, a symbol of the cycle of life, death and rebirth.

In Navigating Nirvana, the shrines you visit during each life determine what you come back as in the next. If you visit few shrines, you come back as a lowly frog, but if you visit many, you can come back as a tiger or eagle. The more powerful forms are able to visit more shrines, and eventually, you can visit the final shrine, at the top of the temple, and achieve inner peace. For a game developed in 48 hours, you can have a lot of fun with it.

I won’t be sleeping this weekend…

Because the 2012 Global Game Jam is underway. I’ll be working on creating a game, from beginning to end, in only 48 hours. Thousands of other people from countries all over the world are doing the same. It’s always a ton of fun for crazy people like me, and everyone benefits from having hundred of new games to try out on Monday.

The Jam is especially significant for me, since it’s where I started work on The Ultimate Celebration last year. It won a contest sponsored by Gamesauce, so I decided to continue work on it, with the help of a talented musician. Today, I consider it to be one of the best games I’ve worked on. Hopefully, I’ll make something just as cool at this year’s Jam. Of course, it could also be a complete train wreck. Either way, I’ll post what I create on this blog.

Welcome to Digital Dessert

The site is still a bit empty, but I’ll be adding a whole lot more in the next few weeks. Here, you’ll be able to download all the games I’ve created. I’ll also try to regularly post information on my works-in-progress and my thoughts on game design in general. Stay tuned!