As I’m going to recommend anyone able to do so rush out and purchase Junk Jack as soon as it hits the iOS app store – it might be wise for me to link to their blog in advance. There you can watch a few videos and read a few words to get an feel for this game. It looks a little like Terraria cum Minecraft along with a a smattering of unique ideas. I’m not a huge fan of direct references like that – but don’t let that distract you from checking out this upcoming title. It looks stunning and very well crafted. I can’t wait to get my hands on it.
Archive for the ‘Independent Games’ Category
Junk Jack
Wednesday, November 2nd, 2011PFA Prototype: Eating my time – bit by bite.
Monday, October 31st, 2011I spent a huge chunk of time working on the interaction system/menu today. While nailing the base handler for this system I accomplished only the ability to slaughter NPCs. I’m deathly afraid of generating game breaking moments à la morrowind. Now that I think about it I’m sure I’ll have to sneak one in there. ACHIEVEMENT GAINED – BREAK THE GAME.
I also managed to get a terrible shell of a dialogue system hemmed into the game. This after much frustration with the AS3 class system and trying to pass variables between like-classes. It turns out, I’m just dumb. Anyway too many new feature ideas went into the to do list so I’m not going to bother with a percentage anymore (as this is an ongoing issue.)
More soon,
Eli.
Stuff I love (1)
Sunday, October 23rd, 2011This is interesting – Way – It’s a sort of Co-Op Thing where you haphazardly wave your arms about to communicate hazards and other such wonders to your playing partner.
Glissaria is quite the little bit of fun. A mashing of Match 3 meets Tower-Defense (and a drop of RPG.)
And you’d be wise to keep your eyes on The Archer
There’s more somewhere in my brain but as it’s late and he is entering the shut-down stage of the day – I’m done.
F**K you redstone.
Tuesday, September 28th, 2010Seriously. All I want is some iron. Ugh.
SQUID-HEAD style ADVENTURE!
Sunday, September 12th, 2010
Yes, squid-head style adventure. I’ve just yesterday played a game called Jables’s Adventure, and I quite like it. Enough to spray some words about it. Firstly, it contains self-referential humor, seemingly inside jokes, and inexplicably modern references. Straight from the homepage:
The game stars a young boy named Jables. One day an odd squid appears on his head an claims he is the hero. He decides to go with it and start his adventure. An adventure filled with weird characters, useless advice, and magically healing fruit.
Secondly, it is as formulaic a metroid-vania as one could ask for – complete with can’t go here yet need that bauble, fight this boss with simple logic, and needless corridors. So as expected, I liked it quite a bit. The experience with your first boss is one you won’t forget if only for the sheer insanity of it. But I did find fault with this game, even through the enjoyment. I know – scandalous……
Old information: PE still will happen.
Friday, September 10th, 2010So I just found this on my old blog – I’m reposing it here in it’s exact glory, for a purpose. Please be kind and read through it all. The relevant stuff is at the end. Thanks
8/25/08
Brand new game soon!
I will attempt to post some details of my first project soon. I am going to update this page with stuff about my company, my team, and the games I make. Feel free to check back every so often to understand who we are and what we do!
Now on to the exciting stuff…
My first game!Project Egg (working title)
PE is going to be an open world 2D platforming adventure filled with choice. The story centers around you the player, a mute, anonymous character who owes a large sum of money to a large corporation. This company has threatened to blow up your home if you do not pay your debts within three days time. The game is how you attempt to pay off that debt in the time alloted!Speaking of Choice::
It seems as if every game being made these days flouts some type of choice or good/ evil system. Frankly I’m sick of this (Yes, I am aware that making a game with a choice system doesn’t quite express a fair level of disgust for there being too many games with choice). The difference with PE, is twofold: (more…)
I discovered two interesting articles. Read them.
Friday, September 10th, 2010Troy Gilbert has a website. On it I found a fascinating article about how moment auto-corrects in the not-so-tile-based tile-based “The Legend of Zelda”. On this same website I’ve found that he articulates quite well why we keep running back to flash, time and time again. They are both excellent reads, developer or no. Read them.
Misery has a sequal: Souffrance.
Friday, September 10th, 2010I’ve noticed a huge spike in people playing misery recently. I’ve even received several emails about it, some of which go into more detail than I think the ‘game’ even presents. To this effect, I’ve been working on a sequel. Soon enough, you will be able to enjoy Souffrance.
Speaking of what I’m working on – here is a list for anyone wondering….
OMG HALO OMG
Friday, September 10th, 2010This might be old news to some but here is a free online version of halo. Head immediately north to snag a gun. Enjoy.
I heart Roguelikes
Thursday, September 9th, 2010Wikipedia defines a Roguelike as
The roguelike is a sub-genre of role-playing video games, characterized by randomization for replayability, permanent death, and turn-based movement. Many early roguelikes featured ASCII graphics. Games are typically dungeon crawls, with many monsters, items, and environmental features. Computer roguelikes usually employ the majority of the keyboard to facilitate interaction with items and the environment. The name of the genre comes from the 1980 game Rogue.
I have slightly different viewpoint here. The wikifinition is well and good, but lacks a crucial element I feel all in the roguelike category share. What you have there is the cold definition – but what’s most important is the sense of adventure they convey. Typically the mechanics are dated, the graphics are quite trash, and the sense of atmosphere (or environment) is non-present – but the feeling of adventure is total. You never know what might be around the next corner.
