Saturday, February 28, 2009
Pixeloids4k is a puzzle game developed by Morre, and created for this year's Java4k contest. The game shows off some minimalistic graphics, with the gameplay being relatively innovative. While starting the game, you are presented with a pile of goo, and a target built of dotted lines. Your goal is to click the mouse to push 95 percent of the pixelated goo into the target zone, and keep it in place for five seconds. After levels progress the game gets increasingly difficult to master. For a game with a maximum size of 4KB, Pixeloids4k is a challenging, and very solid puzzle game.
Sunday, February 22, 2009
Perhaps maybe the earliest finished Competition game ever made, David Pittman's Cockpit Crash 1984 was made for the Cockpit Competition at TIGSource. This game involves blasting away Acii fiends while trying to survive for as many waves as you can. Although there is no music, There are nice little retro sounds packed in. This is a fun, and somewhat creepy game.
Click Copter 2009 is an arcade shoot em up by the creator of Alien Assault, Knpmaster. The game shows off some impressive 16-bit graphics, ranging from the bosses, to the effects, to even the Copter itself. There are numerous powerups and upgrades to pick up. Double-shots, miniguns, missiles, and even a lightsabere can be aquired through destroying baddies. The music fits into the action-packed feel of the game, and the level design is fantastic. I really recommend this one, especially to fans of the Metal Slug games.
Wednesday, February 11, 2009
Tuesday, February 10, 2009
Gabaaba, is the title of Cactus, Heather Kelley, and Petri Purho's Nordic game jam submission. One player controls the tank, and the other controls a helicopter. All of the enemies need to be destroyed in each wave to advance. Some enemies can only be killed by either the tank or the helicopter. This game is rather fun to play with a friend, but the controls are handled in such a way so that one player can play the entire game, without the need of a second person. The graphics and blur effects are awesome, and the gameplay is pretty neat, so try this one out.
Saturday, February 7, 2009
You recently created a game with Tyler Glaiel titled AVGM. What was the inspiration for making that game?
AVGM is our take on games like World of Warcraft, that use abusive video game manipulation to get people to play them: Click a button for reward. The rewards take more time and effort as you progress, but you keep playing because you want to see whats next. Its a horrible way to manipulate people to play your games, but it's what sells.
It seems like it’s going to be a big year for Mcmillen games. There’s Super Meat Boy, No Quarter, and Spewer to name a few. How do you manage all of these projects?
Well, my schedule is usually get up at 10, work for about 2 hours at home, go to work with Alex (No Quarter and Gish 2). From 12 to 7 I get home and I spend some time with the wife, then from 10 to 1 I work more on my own stuff again. I try to only spend about 3-4 hours working on the weekends, but its not as hard to juggle them as you'd think. I'm trying to clear my plate though. Once Spewer and No Quarter are done I'll basically be open for only console development for the rest of the year.
Why did you start making games?
I was an animal control officer for about a year. I got fired and needed work. I was really set in conforming, just getting a real job, working, and not doing art for a living. I was always scared I'd grow to hate it and never be able to use it as a form of expression. I needed to make art to stay sane, so, it scared the shit out of me to think I could grow to hate it. I didn't have a real portfolio, so i started whoring myself out to people to get pieces for my portfolio. I got 2 jobs, one was as the cover artist for a local magazine, and the other was a freelance artist for a company called Chronic Logic. They made indie games. it was around that time I started working on a game called Cereus Peashy with Tom Fulp, and later Clubby The Seal with Rift. I was basically just doing box art and texture stuff (Chronic Logic). About a month in I pitched a game that would later be called Gish, a game about a physics based blob of black tar. And that's how I got started.
Before David Hellman jumped on the project, you designed the main protagonist in Braid. How was working with Jonathan Blow, and did you learn anything new from the experience?
Working with Jon was interesting. It seemed like he knew what he wanted but couldn't totally explain what it was because it was more like he knew how the character should "feel", but couldn't put the feeling into words, so there was a ton of trial and error in the designs. I ended up drawing all the characters about 50+ times each with slightly different sized noses and eyes till it was perfect. I learned more from playing the game then working with him. One of my biggest regrets in working on Braid was not really putting myself into my work. i didn't want to fuck his game up, so I stood back and just did what I was told. I wish I could say I had more to do with how things looked, but really I was just doing what Jon wanted. I just didn't want to fuck his game up so, I didn't want to push my own designs. But it was cool having worked on it, and Jon's a really cool guy.
In your blog, you posted about the issues of the IGF. Do you still feel the same way about that, and were there any nominated titles that you enjoyed?
Yeah, I still feel the same, and I'm still working with others who also feel the same way on a basic outline to pitch to the IGF later this year. I hope it might shed some light on things and fix a few of the issues a few of us have with the judging system.
The only games I've played so far this year are Dyson, Cortex Command, Between, Graveyard, Snap Shot, and You Have To Burn The Rope. The games this year seem okay... Nothing stands out to me as an AWESOME game like the past few years. I'm looking forward to playing Feist, and I also want to see how Night Game plays. From screenshots it looks a bit Gishy and I'm a sucker for games involving black balls with physics. I'm a huge fan of black balls.
Friday, February 6, 2009
Worstplayer's Generic Arena Shmup, or GAS for short, is a really fun shoot em up, that does not at all live up to it's name. The graphics overall are very detailed and polished, and the game plays very smoothly. There are 3 types of ships to choose from: One that is well balanced in both speed and attack, one that is very fast, but does not have a lot of attack power, and one that it heavy in attack power, but has very poor speed. There are also numerous enemies in which you can fight, ranging from asteroids, to dragon-like baddies, to laser shooting fiends. This game is a blast, and I highly recommend that you play it.
Monday, February 2, 2009
A new shmup by developer UglyApps, Pulse is an avoidance game with some new tricks. Your "ship" has a small radius (yellow circle) around it, that extends when you are very close to enemies, and decreases when you are away. Once the radius gets large enough, you can then send a shock wave through that radius, destroying any enemies occupying that space. This game is still in beta, but that still doesn't make it any less fun to play. It's certainly satisfying when the shock wave to take out a whole bunch of enemies. Pulse can be played on Windows, Mac, or Linux, so there's NO EXCUSE! Try this one out.
Download on Windows
Download on Mac
Download on Linux