22nd Dec 2011
I felt like making a “Game in a Day” and this little Christmas mini-game pinged out the other end as the result. 6 hours last night, about the same again tonight and we’re done. And putting me to shame Ilija did the graphics in just 1 hour, on a lunch break at work. Damn his lightning fingers
You get 3 clicks (1 click per round). When you click it explodes a snow-flake which scales up in size a little bit and then fizzles out. If it touches anything while it exists, that item explodes, and thus a chain reaction occurs. Basically see how many items you can destroy per round with your single click.
Ok so it’s not exactly Skyrim, but see how high a score you can get anyway and enjoy the cute music and fx from Olley Neale, who literally composed them in the space of a few minutes notice as a result of a tweet I sent around this morning. Ahh the power of twitter!
Anyway have fun and if you celebrate it, Happy Christmas!
(hit the jump to play the game, embedded below)
29th Aug 2011
I’m pleased to say that after what feels like a very long time our new game Chickaboom is released. It’s quite a departure from our usual style of game. We dropped the pixel-art look of previous titles and dove head-first into the casual end of the pool. The result is a quirky but quaint one-button chain-reaction game, that has you popping chicks out of the sky with huge floating balls of bubble gum.
24th Mar 2011
Update 28th March: Public Beta Round 1 is now closed, sorry. Keep your eyes peeled (or follow us on twitter) for round 2! The feedback we received was amazing, really constructive and helped us shape how Beta 2 is being built.
Ilija and I have been working on a micro-strategy game called Kingdums. The objective was to see if it’s possible to build a one-click conquest game. Where all actions (attack, land grab and reinforce) are achieved via a single mouse click.
Tonight I’ve released a public beta of the game so far, to gauge feedback on what does and doesn’t work.
Please understand that we’re not really after feedback concerning graphics / UI elements, as those are still work-in-progress.
Right now it’s all about “how does it feel to play?”. That is vital to how we develop this further.
Please have a play and leave feedback using the form on the page, or as a comment to this blog entry.
http://sandbox.photonstorm.com/kingdums/ <– See Update message above. Link no longer valid.
24th Jan 2011
We’re really stoked about winning the ByteJacker free indie game of the week. Thank you to everyone who voted for us! You can see the results in episode 111 (at the 4:50 marker). To celebrate, and as a result of the great response we’ve had to the game since December last year, we’ve put together a download package for you full of cool Cat Astro Phi bits and pieces:
Full Sprite Sheet
Full Tile Set
Exclusive high-res colour wallpaper
Gameboy Cartridge art
Newgrounds logo in Gameboy style
The “easter egg” photo in high res
Artwork from the prototype game (when it was called Space Hunter)
All the game level maps in DAME format
The original game soundtrack – a nice glitchy 8-bit piece by ilkke
You’re free to play with this content in any non-commercial sense. If you create something cool from it, please drop me an email and let us know!
Grab the zip file (1.7MB)
12th Dec 2010
The past few days have been a whirlwind and a constant high. I remember reading a comment on twitter that said something like “being a developer is like being a manic depressive. Extreme highs and extreme lows”. The more I think about this, the more I agree with it! The lows of the crunch periods, and the highs of release. Finally having your game finished is a superb feeling (one I wish I could bottle to take a dose of during crunch!)
But even the high of release couldn’t have prepared me for the way Cat Astro Phi hit the interwebs. Quite honestly I’m used to taking a beating when it comes to reviews on NewGrounds. I just don’t make the sort of games that appeal over there, and I’m cool with that. But I really did hope that Cat Astro Phi would find favour with them (it had after-all with the site owner). They’re a notoriously tough crowd to please. But I can safely say that the reviews have blown me away. 10 after 10 after 10, and even those that pointed out the games flaws (for it certainly has some) did so graciously. Sure there were a few trolls, and some who just don’t dig the Gameboy vibe. But the overwhelming majority voted in their thousands, and reviewed in their hundreds, with positive feedback.
I’m not ashamed to admit that I read every one of them. I find it easy to laugh-off the zero scores and inane comments, but they are far and few between. What I didn’t expect was to read all these comments from people who had truly loved playing the game. It made me happy that the 4-colour exploits of Jonesy and the spaceman had in turn made them happy. It’s a hippy-good vibe.
We also seem to have wormed our way onto a few notable sites as well. Front-paged on 1up.com, covered well by IndieGames.com (even if they didn’t really dig it, the people who commented did!), a superb write-up over at Barts News and Screaming Falcon did a great review of the soundtrack! which was also heavily mentioned on other chip music sites. Someone even posted walk-thrus on YouTube within hours.
The Gameboy aspect of it seems to have really hit a note with a lot of people, taking them back to “better days”. Or perhaps just simpler days. When they could bum around all morning playing games, and not have to worry about kids, work, mortgages or deadlines. I can certainly relate to that
I’ll be keeping tabs on where-else this little game travels.
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