A 2D top down golf game.
Beppo's Hole in One Golf is a 2d top down golf game featuring exciting golf game play and a challenging 9 holes of golf. It was made as a prototype for Wizard Jam X.
Some links to other things:
Idle Thumbs Dev Log Forum Thread
A (mostly) diegetic gamepad testing game made for Precision Jam.
This was created to learn some new input libraries and create a fun and precise way to test out gamepad hardware.
A candy manufacturing game.
This was made as a prototype for wizard jam 8. You must build a manufacturing line to ship 3 types of candy.
Some links to other things:
Idle Thumbs Dev Log Forum Thread
An extremely goofy game where you play as the purple Game Cube introduction logo cube.
A stealthy, hacky, robotic first person puzzle game.
This was made as a prototype for wizard jam 7. You sneak around and hack things to solve puzzles and escape rooms.
Some links to other things:
Idle Thumbs Dev Log Forum Thread
A zombie-hell arcade shoot-'em-up.
A taxi mechanic (walking) sim. The spiritual sequel to Cruisin': For Something.
Get Hoisted is a taxi cab mechanic simulator. Take jobs from the computer, fix cabs, and get scored on your performance. Or just poke around the shop and get into trouble. I'm not in charge here, the robots are.
*this game started as a wizard jam entry, and turned into a ~2 month project that was a lot of fun!
Some links of other things:
Idle Thumbs Dev Log Forum Thread
A jokey Walking Simulator with Creepy Robot Content(TM) for Wizard Jam 5.
You enter a movie theatre. It's quiet. There's no one around. It's nearly show time, so get your ticket and take a seat.
Some links to other things:
Idle Thumbs Dev Log Forum Thread
Mutually Assured Distraction is a nihilistic nuclear apocalypse simulation.
You are the leader of a major nuclear super power, and have been briefed of a pending strike on your region. You must use provided intelligence to target and destroy your enemies before they destroy you.
You will get phone calls provided intelligence. You have the launch briefcase and code biscuits at your disposal. Don't screw it up!
A production quality version of my 2012 Mini Golf game. Mostly on the back burner for fun, but I'd like to finish it eventually.
Drive a taxi like a pro skateboarder
Wizard Jam 2016 entry, named after the Idle Thumbs episode "Cruisin' for a word that rhymes with Cruisin'". You drive a taxi to collect letters to spell words that rhyme with Cruisin'. The city is filled with powerups, ramps, jumps, and collectables. Perform stunts and chill out in Just Cruisin' mode, or test your skills in Time Attack.
Xbox 360 Controller recommended
Full game page available here.
Some links to other things:
Idle Thumbs Dev Log Forum Thread
A Let's Play of the early alpha test build
A dystopian near-future manufacturing simulator
You work at Shape Shifter Inc., the world's premiere manufacturer of giant cereal marshmallows. There are typically manufactured for Monsters. You work in the Monster Marshmallow Manufacturing facility, and you are due to work 5 shifts down at the plant. Each shift gets more complex, but all are achievable and fun to complete.
After your shift, clock out, and you'll be evaluated. Choose to clock back in for your next shift, or leave the factory.
Full game page available here.
A very simple, but pleasant screen saver kind of thing. It has lovely colourful bubbles, not unlike an animated movie about brains.
Crimson Skies meets Crazy Taxi, with Helicopters...or something.
A (really, pretty fun) little prototype of a helicopter game.
Full game page available here.
A remix of the classic game for the first fruit-named mobile device. Get your trackwheels out!
Problem: An old classic mobile game is no longer available for purchase or play. Solution: Remake the original with modern technology, amp it up a couple of notches, and have some fun!
Full game page available here.
Also available for BlackBerry Q5, Q10, Classic, P'9983, and Passport
Walk. Shoot. Etc.
First release of WIP game. Feels fun. We'll see.
Full game page available here.
A game about trying to live as a person of color
****WARNING****This game contains rapidly flashing lights in some scenes.
This game is an attempt to provide some window into what life is like living as a person of color and interacting with the police. It is not fun, and will not make you laugh. However, I do hope that you find it meaningful or insightful in some way. Thanks for playing.
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This is my "Entire Game on One Screen" Ludum Dare #31 48 hour compo entry.
Full game page available here.
My 7DFPS 2014 Entry. It's more a thumbnail sketch of a couple of ideas.
Full game page available here.
A super early alpha build of a golf game.
Full game page available here.
A game about making financial decisions while remaining ethical.
You work for Mega Industries Inc., a consumer products company. You have been tasked with overseeing manufacturing overseas. You must build factories to make Mega Industries products. You will be challenged with local government intervention, factory breakdowns, workplace safety issues, and threats from the press. The goal is simple: Make as much money as possible.
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This is my "Connected Worlds" Ludum Dare #30 48 hour compo entry.
Full game page available here.
A game I made for some lovely friends of mine. I am really happy with the result, and think it's worth including in my public portfolio.
This is a first person exploration game, set in a 1950s American Diner. There's lots of things to look at and touch. Sit down in a booth and take in some music from the jukebox.
Full game page available here.
A quick game prototype about bringing blocks together...forever.
Only 3 test levels, which are editable in notepad (or equivalent). Base game mechanism in place, zero polish so far. I want to make a proper level editor at some point.
Full game page available here.
A very quick environment test thing.
I had an idea for something at night in the woods, so I made this in an evening. It is fairly empty, but feels nice.
Full game page available here.
A game about empathy and attending to train cars.
This is my "Beneath The Surface" Ludum Dare #29 48 hour compo entry.
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This is my "Beneath The Surface" Ludum Dare #29 48 hour compo entry.
Play the Unity Web Post-Compo version
Full game page available here.
An experimental game related to the "100 Prisoners and a Light Bulb" riddle/puzzle/problem.
You play one of the 100 prisoners - the collector. You need to keep count of how many inmates have visited the light room. Once everyone has been in the room, you can all go free.
Full game page available here.
"Reeeeach for the skyyyyy!"
I want to make a western game, with shootouts and breaking bottles and saloons and poker and the desert and spurs and stuff.
Full game page available here.
A sort of fun air hockey prototype
My One Game a Month entry for December 2013.
Full game page available here.
An (updated) arcade space rescue simulator
My One Game a Month entry for Novemer 2013. A more polished version of Moon Lander, made in unity 4.3 (new 2D stuff).
Full game page available here.
Also available for BlackBerry Z10 and Z30
An arcade space rescue simulator
My One Game a Month entry for October 2013. A no-polish but kind of fun to play arcade game.
Full game page available here.
A classic arcade shoot 'em up.
My One Game a Month entry for September 2013. A fairly polished and fun to play arcade game.
Full game page available here.
My 7DFPS 2013 Entry. More like a learning test bed thing.
My 7DFPS 2013 and I guess One Game a Month entry for August 2013. A space FPS thing...that does stuff. I learned a lot, and want to carry these skills forward :)
Full game page available here.
A game about work life.
My One Game a Month entry for June 2013. A board game for 3-6 players.
Full game page available here.
An homage to the days of warped CRT monitors, 16 color graphics, and mighty square square waves.
My One Game a Month entry for May 2013. A sort of fun 1-2 player arcade game.
Full game page available here.
A game of sonic minimalist puzzles and colors.
My Ludum Dare #26 48 hour compo entry and One Game a Month entry for April 2013. Very polished, and I'm really proud of the result.
Full game page available here.
See timelapse of the compo here.
You can also check out my notepad pages here [ p1| p2| p3| p4| p5| p6]
A single player 3D ambient experience, based on the middle ages.
My One Game a Month entry for March 2013. Not so much a game, but a 3D...thing.
Full game page available here.
A single player run and gun arcade game where you play as a commando, conquering foes in your army jeep. Weapon and defense upgrades will help you defeat the enemy.
My One Game a Month entry for February 2013. Just a prototype, and not very polished.
Full game page available here.
A multiplayer turn-based strategy game where you try to destroy your enemies and complete objectives along the way. Made in the spirit of Atari 2600's 'Combat', with some slower paced strategy elements found in Sim City or Civilization.
My One Game a Month entry for January 2013. Just a prototype, really. I want to keep working on it and finish it properly in the coming months.
Full game page available here.
Mini Golf Master is a very serious mini golf game. Too serious, in fact. Ridiculous, even. It's a mini golf game made for hardcore golfers who like the Masters and other PGA tournaments. Or for those who kind of like golf, and want to have a good laugh at the formality of it all. Features Photorealistic Graphics(TM), rich stereo sound effects, and a modern user interface. Available now on 15x1.44MB Floppy diskettes, or CD-ROM.
I made the game with some of my old favourites in mind. Basically, this is an homage to the "Requires SVGA, comes on too many 1.4" diskettes"-era games from the likes of Accolade and other early PC game companies. I had a blast back then, and I had a blast making this now. I hope you enjoy it.
This game was made as an entry for the Nov-Dec 2012 tigsource compo/jam. Here's my game development thread, and "finished game" post.
This game is a themed, per the Ludum Dare 48 rules. The theme here was "Evolution". This game takes (several liberties with) Richard Dawkins' theory of memetics, and how our society's genetics (or memes, as it were) are pretty screwed up. The game takes place sometime in the future after the apocolypse. Richard Dawkins is now a ghost but guides you to collect up all the good memes (bits of culture) left in the world, so that you can restore society to what it once was. You must fight evil foes such as reality TV stars and socialites to take back our culture and rebuild the world.
See timelapse of the compo here.
You can also check out my notepad pages here [ p1| p2| p3| p4| p5| p6| p7| p8| p9]
This is just a simple platformer in which you have to collect coins and not die. It was made in ~2 evenings as a warmup game for Ludum Dare #24.
Just wanted to shake some rust off and focus on: Decent controls/movement, a core mechanic/goal, and play with a consistent color palette and tileset (Hint: PURPLE.)
My ham-handed attempted at making an FPS for the 7dfps.org challenge. It's late, and nothing special. But it's my first go at Unity3D, so huzzah I learned something. And had fun.
Exactly what you think it is. A very easy and fun paddle and ball game. 2 Player paddle game with local multiplayer or cpu controlled paddles. I am missing LD23, so I wanted to make something this past weekend instead :)
An 8-bit-ey arcade style shoot 'em up game where you defend a hospital against zombie infestation! See how long you can last against the endless waves of flesh hungry monsters. Beware, once they infect the hospital you are really in for it. Fun bonuses for conservation of health, ammo, and taking out zombies with style.
I made a new trailer for the Itch.io Launch. Visit the full game page for details!
This game is a themed game, per the Ludum Dare 48 rules. The theme here was "Alone". This game looks at the concept of a person's preference for being alone (introversion), or never being alone (extroversion). While I know the science and exact nature of these things is not captured in the game, but the game is meant to be funny too. In short, you select your "alone" preference then play through day (office) and night (city/street) cycles. You must carefully balance your anxiety and energy levels, while striving to be understood by those around you. The more anxious you are and the less energy you have, the more likely you will be misunderstood. At the end of the day (you're understoood, or too anxious), you get to recharge in the way you like. The goal of the night cycle is to lower your anxiety and raise your energy for the next day. Failure to do this means you won't be understood, and ultimately your self worth and lonliness will increase. If your self worth goes too low, you will die. Boy did I make that sound boring. HAH :)
See timelapse of the compo right here.
You can also check out my notepad pages here [p1| p2| p3| p4| p5| p6| p7| p8| p9| p10| p11]
This is java-based OO 2D game engine/framework I started working on about 2 and a half years ago (damn.), and I just never got around to finishing it up into something worth sharing as a game. I still want to come back to it and do something fun with it, but for now it's just an experiment that has some good features and robustness and some flaws. Please download the code and play with it. Make something cool if you want, or just flame about how the game tick clock is not functioning correctly or whatever you want. It's pretty well organized, and things make sense for the most part. There are lots of comments and stuff, and a changelog so poke around and let me know if you can't figure out what's going on.
All source code (include the broken stuff and likely some curse words) available "as is" for free, right here.
A very basic utility thing that shows you what buttons do what in game maker when using an xbox usb controller for windows. This download includes both the exe and the game maker 8.1 file so you can use if for your own games. If you use this, credit is certainly appreciated :) Enjoy!
A very simple "game" which includes a skydiver falling to earth and a working alti :) Use arrows to control the skydiver, and press space when it's pull time. Someday I'd like to elaborate on this and make a real game out of it. For now, it's just the product of a couple hours fun and geekery.
A sample game demonstrating a very basic 2D tile-based colored lighting system. Allows for variable light radius, hue, and saturation. There's also a sample flickering campfire effect.
A sample game demonstrating a basic camera shake effect. It's really basic so feel free to tweak the movement distances, timings, etc. for your self. Press 'S' to shake (high tech, right?).
Just a dead simple tutorial/sample to demonstrate a basic game menu with frozen game screen in behind
Just a simple tutorial/sample to show how easing/tweening works.
Tweening functions are from this tigforums post. Thanks to Gabriel Verdon (@gabrielverdon, http://gabrielverdon.com) for porting the functions!
A very simple game maker sample that shows how easy it is to switch to arbitrary rooms using indices and room names.
You get kidnapped by bad guys and they want to drop you from a helicopter into the ocean. You steal 2 guns (acquisition mechanic/sequence unfinished) and shoot back at them as you fall. They then try to kill you because you're trying to kill them, and happy fun arcade times happen. Or something.