Wednesday, January 4, 2012

Quiet, Please! Post Compo Version

QuietPlease

Since making "Quiet, Please!" for Ludum Dare 22, I've taken some time to improve on it and add additional content. I was really happy with what I was able to accomplish in the 48hr time period, but I had a lot of ideas that I was not able to get to.

The biggest criticism of the compo version was its length. This updated version has new areas, new and improved puzzles, an intro and a lot more sound and art assets.

The new version of "Quiet, Please!" can be played in a web browser (Unity) here:

Quiet, Please! Post Compo Version

The original, 48hr entry is here.

Here are a few screenshots from the new version of the game:

QuietPlease

QuietPlease

QuietPlease

Sunday, December 25, 2011

Monday, December 19, 2011

Quiet, Please!

Crappy TV Effect

This past weekend, I made a little adventure game for the Ludum Dare 48-hour competition.

Whenever I do something like this, I'm amazed at how much it is possible to accomplish in two short days when you really focus. I'm also reminded how hard it is to complete a game in a short period of time...

Anyway, have a go at the game. It is called "Quiet, Please!" and it is about a girl who just wants to be alone (the theme for the competition was "Alone").

Play it on the web here.

Ludum Dare entry page here.

Friday, October 14, 2011

Title Screen Sequence for Block Zombies



I added a bit of violence to the title screen sequence in Block Zombies.

Saturday, October 8, 2011

First stab at box art for Block Zombies

Block Zombies Box Art

As part of putting together a playtest build of Block Zombies I took an initial shot at doing some box art. I'm going for something simple, but (hopefully) eye-catching.

Friday, October 7, 2011

Flamethrower and RPG in Block Zombies



I've added a flamethrower and an RPG to round out the array of weapons in Block Zombies. I think that should just about do it for the core combat mechanics.

Friday, September 9, 2011

Block Zombies Playable Credits



Block Zombies will carry on my tradition of having playable credits in my games. This is what I have so far.

I haven't decided exactly what the "game" will be yet. Maybe you get a trophy if you manage to take out all of the zombies.