26th Feb 2009
My 4kb Game Competition entry is very nearly finished. I’m in the final “tweaking” stages, trying to get the last few small bugs out, and iron the gameplay a little so it’s less “random” and even more progressive.
The game is a twitch shooter based (loosley!) on Geometry Wars and requires some pretty mad flying skillz to last more than 30 seconds. The idea is literally to see what kind of score you can get. Here’s a screenie:
There are 10 different baddies, “boss waves”, bullet power-ups and particle explosion effects galore! (I went a bit over the top in all honesty). I’d love to have added sound, but I’m pushed to the limit of my 4096 bytes shackles already.
I know the game isn’t quite as “playable” as it should be, and I’ll work on that in the final few days left before I need to submit to the contest. I also know I don’t have a chance of winning (having seen some of the other entries lined-up!), but it was bloody great fun to code anyway.
And so as a sneak peak to you here’s the latest beta to play. Comments welcome (but please do bear in mind this whole game had to fit into 4096 bytes, so don’t go requesting anything insane ok?!)
6th Feb 2009
Today I managed to get time to finish-off and release my new game, Kyobi, onto FlashGameLicense.com. The game is best described as a cross between Columns, Tetris and a Match-3, but with a big fat dose of physics thrown in for good measure. As the blocks drop you can grab them with the mouse, and fling them around. Match 3 or more of the same colour and they all explode in a shower of particles.
Throw them together with real force and you’ll shake the screen and score bigger points. Chain combos can be obtained by smashing lots of colours one after the other within a set time. There is something very feng shui about the game. Watching people play is fascinating; some will try to organise the blocks into different stacks of colour along the bottom. Others will just slam them around with gay abandon! Personally, I’m a “stacker”
I am really pleased with how this game plays. I spent a lot of evenings working on tweaking the difficulty, so the first 20 levels guide you through the game. The pace ebbs and flows gracefully. After a really hectic level with 6 blocks falling every couple of seconds, the next level can often be far more sedate with a slow trickle to give you a breather. Basic game AI controls level progression there-after, ensuring the game doesn’t just get faster and faster (which would be no fun for anyone). The game uses my new PixelBlitz physics classes through-out.
At the time of writing this Kyobi is up for bidding on FlashGameLicense.com. If you have a Developer account there (or are one of my FGL friends) you can play it here. Everyone else I’m afraid you’ll have to wait until it goes public, sorry!
Right now I’m waiting for SomaTone.com to finish the music and sound effects for Kyobi, but hopefully that will be done soon – this will be the first time I’ve ever used them, but I’m sure they will do an excellent job, and I’m really looking forward to hearing what they come up with! In equally exciting news for me: The Game Creators will be bringing Kyobi to the iPhone this March. Can’t wait to see what they do with it too
9th Jan 2009
Back in early December we released a Wallace and Gromit game called Top Bun. It was a blatant promotion for the film that was on BBC 1 on Christmas day. Even so, it was a really quality game too – with some lovely designs and coding work. We seeded the game ourselves, partnering up with some large portals like Candystand, and it was incredibly well received.
The ratings and comments from the Newgrounds players totally stunned me. I was expecting it to get a bit of a hammering there, but instead it had over 80,000 plays, carried a solid 4.05 rating for several weeks (now dropped down), won a Daily Feature award and has 142 reviews (mostly positive). Quite stunning.
Kongregate actually gave us more plays, but the kids there were far less favourable towards, as the comments show. I think they’re just too young / American to appreciate W&G.
Thanks to Jameson (CEO of Mochi) he pushed the game out via their Mochi Distribution network, which we thank him for eternally (as the game doesn’t actually carry any Mochi adverts). We used a Mochibot for tracking and the new Mochi Leaderboard 2.0 for the highscores / challenges. Both of these worked superbly and allowed us to track with great accuracy the travel of the game across the web. Oh and how it has travelled! Over 600 unique hosts carry it and in less than 1 month it has clocked up 2.1 million plays. Of course activity has dropped down now, but we’re still seeing a solid 30k to 40k plays per day. As a result traffic to our sites and especially to our YouTube channel increased by several hundred percent. All in all, a total success especially given the very short time we had to build the game in.
9th Jan 2009
A keen Abombinaball player emailed to say that level 22 of the game was impossible. I checked it out and sure enough he was right! There were two missing blocks that were essential to completing the level. I have fixed this in the version spread via Mochi, and also hosted on Newgrounds and Kongregate. I also sent new XML files to the sites that sponsored the game, so hopefully this won’t be a problem any longer. Sorry about that! Just incase you’re playing an “old” version of the game, the password for Level 23 is “AFRICA”.
22nd Dec 2008
Well how could I not create a little Flash Christmas demo?
Click the present to open.
Music taken from an Atari ST demo by Baggio. Icons by Delekt. Code by me. Packaged for you. (it’s 500KB so let it load.. and apologies if it grinds on slower browsers / PCs)
Happy Christmas everyone.
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