The Dangerous Unknown

 

The dangerous unknown is an experimental twist on hidden object games. I made this game concept in less than hour.

What people are saying:

“I think we just got pranked…”

Download for free! The Dangerous Unknown

Platform: PC/mobile
Controls: tap/mouse click; PC only: r to reload, esc to quit

Genre: Hidden object with a twist. Experimental.

Credits

Nancy Newren: Original concept, sole developer
Tools used: Unity, C#, git, quick coding

Special Thanks: Jose Zagal for the theme.

Constraints: theme, less than an hour

Inspriation

Theme: Hidden Object with a Twist

I literally only had about an hour to make this game, but previously I had brainstormed some simple ideas. A common theme arose: what if the object you are locating bites back? It’s almost like the game doesn’t want the player to play: because the player gets punished for doing the only thing they can: find objects.

Development Journey

I knew the game would only play with player feedback, so I set out to implement the simplest of mechanics (tapping on an object to “find” it) and then implemented audio and visual feedback.

The entire game concept is a simple 2D orthographic camera, some UI elements, and I had the concept made: a flat map with the objects on top, which switch to a “found” texture, apply blood splatter to the screen momentarily, and plays one of two pain sounds.

Cool Things I Learned

“Code doesn’t always have to pretty, but it always has to get the job done.”

-Nancy Newren, Experimental Gameplay Engineer

The first thing I learned is that I have gotten a lot faster at prototyping. It’s certainly not my best work or my best concept, but knowing I had an hour I made deterministic engineering decisions to not architect a game that I could build on, but rather chose engineering design that would enable me to make the game work. I cut decisions like modularity and optimization, and opted for simplicity. I think it’s important in development to be cognizant of best practices and to know how optimize and make code modular, but to also be aware of deadlines and all important feature richness. Code doesn’t always have to pretty, but it always has to get the job done.

As I mention frequently I love designing games that can be played without explanation. So I had a friend in front of a class play my game. From the first “bite” the entire class jumped. I think that was the most enjoyable part to me. A feeling of being pranked prevailed. It was fun. And not just for me. It was also interesting to tap on these objects and see and listen to the feedback.

But even though the game was simple, I still learned some simple things. First: it didn’t read like the player was being hurt, it felt more like the pain sound was coming from the squished spiders. To resolve this I think a squish sound that is layered with the pain sound would help. Also, it would be good if the player didn’t necessarily get hurt each time. That way the player associates the squish sound with the spider, so the pain audio must be coming from a different source. Finally, I would also stagger the audio so they don’t play at the same time, though they could still overlap. This would increase the ability of the player to separate the meaning of the different audio.

To make it clearer that it is the player that is taking on pain is a border located blood splatter: instead of having the blood splatter cover the center of the screen, have red along the borders. The intensity and amount of red then can reflect the amount of pain the avatar is feeling. This plays well in other games this way and I think would translate well.

Also, I had to google blood splatter again as the stuff I had wasn’t a good fit for this game. If you don’t have a strong stomach, don’t google “blood splatter.” Just saying.

Ideas for Future Development

Found object games are typically played as static images and you located images within the image, but I think they would be more interesting if they were almost 3D: A “static” image with moving objects that you are searching for on the screen. This would add life to the game and make for more interesting gameplay as not all the objects may be visible all the time. This could potentially add to frustration as well. But adding things like timers, or find X when there are Y (where X is of course < Y), could dissipate expectations of finding all the objects.

I would really play on the jump scare, but keep it fun. I’m not personally a huge fan or horror, but I like a good scare and Half Life will forever be one of my all-time favorites. But I think the buildup of the scare and the buildup of a joke are similar. I spoke with Jose Zagal about wanting to keep the jump scare fun and he mentioned these similarities and how it’s a buildup: you build up to the punch-line or the scare. You do it again. And then sometimes you have a relief instead: in terms of horror this would be the audience thinking that a monster is about to attack but it turns out to be a cute cuddly kitten. The buildup of anticipation is what creates the pay-off of the scare/punch-line.

I particularly had the idea of a two level puzzle for this game: you are using your finger to squish spiders, but that can back fire, so if you find a different object to squish them with you might have some better luck. This is where the buildup comes from. There’s quite a bit of tension in the game design for a game like this: as a designer you need to keep the game predictable enough that the player can play the game, but not so predictable that there isn’t any challenge or surprise to it. There is also the biggest source of frustration for a puzzle gamer: knowing what you need to do and not being able to do it. It’s why I rage-quit The Turing Test. With this kind of puzzle game though, which would be building up jump-scare tension, it adds an additional layer of tension: that is player expectations of what should happen and whether what does occur fits within the boundaries of what the player would accept. It’s not always easy to tune all of these variables, but if you do it right it can be a very enjoyable experience for the player, even while they’re screaming.

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Prideful Eyes

You are a shadow in the universe and the light has its prideful eyes on you. There is no sure safety: on mutual destruction.

Praise for this game:

“I like how the physics movement is free form.

Jose Zagal Ph.d. (Associate Professor, EAE Univeristy of Utah)

“I like the character. He looks funny.

Ezekiel Newren (Computer Scientist, Gamer, Cryptographer)

“This is my favorite part!”

Edward Newren on Falling (Software Engineer 40+ years)

“I like the circular movement of the lights.”

Several people (gamers and game developers)

PridefulEyes_Splash

Dive in now:

Free download: Prideful Eyes

Platform: PC
Controls: WASD/Arrows to move, space to jump. Esc to quit. R to restart the level

Genre: Experimental. A dark twist on experiential 3rd person games
Genre Inspirations: 3rd person, physics based movement, experiential

Credits

Nancy Newren: Original concept, Sole developer, AI, game design, level design, more
Tools used: Unity, C#, git

Special Thanks: Jose Zagal for the theme, Ezekiel Newren for sparking the game idea.

Inspriation

Theme: Pride

(as in the most deadly sin)

This is the first time that I was given a theme and couldn’t come up with a single idea! Literally! I could have spent the entire week just trying to come up with an idea! When I asked my Dad what kind of game with a pride, he suggested a game about lions. Thanks Dad.

Luckily a game idea that my brother had pitched me last year came to mind, just like it does every week when my bro says, “Why haven’t you made my game yet?” Well, I still haven’t. But his game pitch got me going on this game.

Development Journey

I started with the main character. Since you were a shadow that means that light destroyed you. So light was the prideful enemy.

I also chose to go with a simple camera again. This was a slight variation of the camera from To Save or Not to Save. I did play with making the camera rotate, but I found It distracted from the lights, the theme (pride), and made me a little dizzy. That last one aside, I really liked the idea of thinking you only need to see what’s in front of you, but if you’re not careful the lights come from behind and get you! It made the gameplay more fun with this simple camera.

Initially I had a bunch of blocks that you could move around to stay hidden from the light (being hit by light = death). But in the process of game development, and with my level design, I soon found that it was more fun to use the blocks to mutually destroy the light.

Next was the light. I wanted it to look dark without being dark so I made it red in a dark blue reality. I also wanted the player to see the light in effect searching for the shadow to destroy it. Originally I had it shooting out four spheres — one in each nautical direction. The plan was to have the main light rotate (you can’t tell, by it is rotating the entire time), and have it fire out these search spheres every 0.5-6.5 seconds. Then a happy accident happened: to track the search spheres I childed them to my mother light. Since the mother light is rotating, once the search sphere shoots out it begins to rotate around the center on an ever increasing outward projection: a circular movement outwards. The effect took my quite happily by surprise. If I had been intending this behavior I’m not sure I could have achieved it, but this happy accident gave life and interest to my enemy light in a way I could not have predicted.

I wanted the whole feel of the game to be dark. Not creepy, but strange to the player. Light, which normally gives us hope, and life, the enemy. As a shadow your very existence depends on light, but too much light and you are nothing. So rather than use a nighttime sky to place my character in a world, I thought, “Why be in a world at all?” So I added a galaxy skybox to make the game feel unworldly.

Cool Things I Learned

On the scene reload my scene was very dark, unplayably so, and got darker each reload. This is because I had a lot of dark, baked lighting. Layer that all on top of each other and it keeps getting darker and darker. The solution is to turn off auto generated lighting. This youtube video was helpful. https://www.youtube.com/watch?v=F-aUMLdIxRY

Childing objects is an easy way to get cool effects. Since my child lights were ever moving forward in their forward direction, and the parent is always rotating, it gave a fascinating, yet simple to implement effect with very little effort, and no math involved.

Ideas for Future Development

There is no winning with pride.

Once you destroy all the lights you have destroyed yourself. I would add a blackout. There is no winning with pride.

My brother suggested particle effect moving in towards the center light so the player has a feeling that they can move into the light – I wonder if these effects are instead shadows that only get destroyed when they touch the light.

He also wanted a way to pick up and throw the objects to make it easier to destroy things. That is also a good idea, but I’d be sure to keep the free form physics too. Most games like this one limit your physics capability to grabbing the object and then moving, but I really liked the free form feel of these blocks. But it would also be fun to pick them up and throw them.

My friend suggested that the blocks could be important statues that the player is destroying, or books. I like that idea. Especially the statue idea. In the game world they don’t even have to be anyone the player recognizes as important. But statues are difficult and expensive to make. Which means they are only made for/of “important” people. Destroying statues is disrespectful to religions, culture, nations, and your mom. It’s prideful. That’s why I like the idea: giving the shadow his own deadly pride. In pride no one wins: so I’d be careful to carry on the theme of mutual destruction.

Tech Escape: If You Can!

You are either a really dumb tech out to prove your boss wrong, or you’re just a really dumb tech who’s about to be fired. Maybe if you can do some damage and not get caught or killed you’ll show your boss what’s what. Which you are on your way to do. That is if you can remember how to close all those stupid programs and get the heck out of dodge before the thing in the room gets you…

Praise for this game:

“Oh man, Nancy’s game looks great!

–Stephen Dona (Game Designer, Engineer)

“Her game had the best graphics. By far.

Jose Zagal Ph.d. (Associate Professor, EAE Univeristy of Utah)

DankRoom

Test your keyboard command skills in this fun and short gamebook adventure featuring keyboard controls!

Play now for free on the web

Platform: Web Browser
Controls: Read and click! (You can do it!)

Genre: Experimental, Gamebook
Genre Inspirations: Text Adventures, Gamebooks, Fighting Fantasies

Credits

Nancy Newren: Original Concept, Sole developer, game design, narrative, cover image, more
Tools used: Unity (created the game cover image), C#, git, Quest, Chrome, Writing Skills 😉

Special Thanks: Jose Zagal for the theme, Rhett McNamara for the initial game idea.

I hope you make your way to the happiest of endings…

Ispiration

Theme: Feature a Keyboard

I was tasked with making a game featuring a keyboard. After several failed experiments I realized the game I wanted to make wasn’t so much about showing a keyboard in the game, but having the avatar use a keyboard in the game. A game book was the perfect solution!

A few weeks back my boss suggested I make a game about trying to exit from Vim properly. The idea intrigued me so I filed it away. When I was tasked to make a game featuring a keyboard this idea came back to me.

Development Journey

I struggled a bit with making this game. I kept playing with 3D objects in Unity, but never really made a game. I thought about making different games, but I knew that I really wanted to make a game based off the Vim idea. It wasn’t until I realized that I didn’t need to the player a keyboard in order to feature it that I finally came across the right game engine: Quest. Even then I ended up choosing the wrong game type (text adventure), but it was because I felt that a gamebook was too simple.

I had envisioned a game with open-ended input. But when I realized that that was really just making an infinite multiple choice, I realized that simplifying the choices didn’t break the idea of the game: to tell a story. And that was best suited in the gamebook type.

After that the game came together rather quickly. I have always enjoyed writing (if you couldn’t tell by my blog), and was even a professional writer and editor for a while. It was nice to get back to something I enjoy in a creative way and be making a game at the same time.

As far as narrative goes I was really aiming for the player to step into the shoes of a dumb character.

Cool Things I Learned

“…It’s important to use a game engine that is designed to support the type of game you are aiming to make.”

I think the biggest thing I learned is don’t shove a game idea into a specific game engine/platform. That was what was holding me up the most. My game simply didn’t fit into Unity nor a text adventure. Which the first felt strange to me as I’ve never made a game before that I felt wouldn’t work in Unity. Now that’s not to say that I couldn’t have made the game in Unity, but I think it’s important to use a game engine that is designed to support the type of game you are aiming to make. Once I found the correct engine the game came together quickly and I got to play with what I really wanted to make!

“To feature something in a game you don’t have to actually see it!”

To feature something in a game you don’t have to actually see it! This stretched me mind! I got stuck on the idea of showing a keyboard in my game, but when I finally stepped back and let the avatar be the one to see and use the keyboard that’s when I hit gold.

“There’s a difference between a bad player and a dumb character.”

There’s a difference between a bad player and a dumb character. I think the hardest part of designing and writing this game was the balance between the player playing a dumb character (what I was aiming for) and the player feeling dumb (not what I wanted). I think in a couple spots this could have been improved. For instance I could have allowed the player to select the correct choice, but the avatar still messes it up. Or instead of giving correct answers each time I could have given just part of the answer, letting the player pick the part that is right, and allowing the character to mess it up. This was a fun challenge, and since the game is entirely text based the game design had to come out in the narrative after the choices were made. That’s also where the narrator comes in.

I wanted the narrator to break the fourth wall, so to speak, to add humor, but also to show the player that they are different from the character they are controlling. I felt very quickly into making this gamebook that I was writing a story similar to the game The Stanley Parrable. That was the feel I was going for in this experiment.

Ideas for Future Development

I like keeping this game in the text version. So I would fill it up with more narrative. The quest engine also allows for adding audio and images, even videos. I think it would be neat to add those in as well. I think the biggest design detail though would be to keep that distance between the player and the avatar while still allowing the player inside the character’s shoes.

If I made it graphical (which I would do after filling in more of the narrative to test out more ideas in an easier to develop and iterate environment), I would have physical things that the player could do (like pound on the keyboard), visual payoffs (like cool effects when answering correctly), and adding some eerie music, and of course some creepy critters…

To Save or NOT to Save…

You are Rudey, a cool guy who finds himself in a universe alien to him. Impending destruction hovers over the unaware but cutest of inhabitants: bunnies. It’s always bunnies! Unsure of what to do next, and unknown here, you find yourself immediately faced with a decision: to save or NOT to save them. Even your indecision leads to consequences that are inescapable. What do you choose?

GameCapture_Achievement

To Save or NOT to Save is an ethical dilemma game where player decisions create game-world consequences which the avatar is forced to experience. Careful your decisions! They are not free!

Download a FREE copy!

(easy one-click download)
And tell me what you think!

Platform: PC premium (but could be modified for mobile later on)
Controls: Movement is WASD/Arrow Keys, and “E” for the quick time event for bunny saving

Genre: Experimental
Genre Inspirations: Runners, push your luck, 3D platformers

Credits

Nancy Newren: Everything! Original concept, game design, gameplay programming, unique camera, UI/UX, more
Tools used: Unity, C#, git, brains 😉

Special Thanks: Jose Zagal for providing the theme (Push Your Luck!)

Continue exploring this universe by reading below to discover how this game was created.

What inspired me

This was an experimental game made in a week based on a theme from the board game mechanic of push your luck. 

I’m not a fan of push your luck games (though admittedly there are a few I enjoy). I came up with a few ideas, but they were even more dull than the versions of push your luck games I didn’t like. None of the ideas excited me or seemed thrilling. As the game was for an assignment, and I could “free pass” once in the class I thought about using that up for this one where I felt so dispassionate about the theme. But I wanted to challenge myself. I thought about an experimental game made by a previous experimenter, Sydney, in which she combined two genres she didn’t like either (idle clicker and match three) which turned out fairly interesting. I thought then, “What would a cross between push your luck and a runner look like?”

What I Did: Lucky Running

My first thought was, “What if you were a runner and had to pick up a bunch of somethings as you ran, but as you picked them up they obscured your screen? How about that something was bunnies (because they’re cute!) you need to save, and if you don’t pick them up it kills them?” When I pitched the idea to a friend she said she’d just kill the bunnies. So I thought, “Fine. Kill the bunnies, but blood splatter is going to obscure your screen anyway!”

Either way, you end up with a covered screen the longer you play. The only difference is that the bunnies don’t go away after you’ve picked them up, but the blood splatter does go away slowly over time. If you want your screen to be full of blood you have to keep killing. So evil!

To add depth to the ethical choose presented to players to save or kill the bunnies: I added judgements based on their behavior.

As far as camera and perspective went: I found the 3D avatar in the standard assets of Unity and was a bit enamored by him. I liked moving side to side and even backward with the basic camera I made for him and knew that a basic runner wouldn’t fit this movement. So to give the sense of urgency (which also plays into the narrative of impending danger) that comes with a true runner, I added a timer. If you fall off the edge or when your timer runs out, you get passed judgement. Then the game restarts.

I spent more time on this 7-day game than previous 7-day development games because I stepped out of my comfort zone to try something different and experiment with styles of games I haven’t really made before. I’m happy with the end result, though it’s not my personal favorite of the games I’ve created. But it does get immediate laughs, which at the end of the day was what I was going for, and I enjoyed working on the project.

What I Learned

Something unexpected was just how fun it was to play with an obscured screen that doesn’t clear up, but only gets messier the longer you play. I think the bloodiest juiciest part of the game was the obstruction to the screen.

However the re-playability increased when I added the judgements based on the player’s behavior. In play testing: the obstruction of the screen and killing of bunnies got quick laughs, but people kept re-playing to see what judgements befell them based on their choices.

“I love designing games that are ‘Pick up and play!'”

I originally planned on making the game a 1st person game, but after seeing this cool looking dude I was intrigued and made it a 3rd person game. Other play testers where also intrigued by this character who clearly doesn’t fit in this world. He’s gray and colorless, while the world around him is full of color, including the effects of “his” decisions.

With concern to the perspective, I don’t believe 1st/3rd really made a difference in gameplay, but I do believe the simple camera I made did. Though the camera moved in all directions, unlike a typical 1st/3rd person camera, it didn’t follow the player in rotation. This added to the obscurity of the world as you couldn’t rotate the camera around to achieve different viewpoints from different angles, but could only move side-to-side to possibly see between the cracks. Moving backwards is particularly difficult, and it adds to the fun. Camera controls are also one of, if not the hardest mechanic for new, and even more experienced players, to master even in well-designed games. Thus a natural consequence to the player not being able to control camera angles is that it actually makes the game easier to pick up and play, which is my thing: I love designing games that are “Pick up and play!” But that doesn’t make the game any easier to master, nor does it detract from the experience. In my opinion simple cameras add to the experience by removing a layer of complexity in controls from the player. It’s why I think side scrollers, 2.5D, and other fixed rotation cameras are so popular: it’s not about the camera! It’s about the game experience.

Ideas for further development

“The level I created was very basic and meant to merely communicate a basic idea: obstruction and an ethical choice.”

Game Level Design: Adding Life

Though I think this game works as an endless “runner,” I think it would work best as a procedural level based game. With a few crafted game level pieces (and by a few I mean probably 20), and a creative procedural level creation algorithm, I think interesting levels could be made at every reload thus increasing the re-playability of the game.

Adding to the depth of the world by creating an environment for bunnies to live and hide  in (more on that below) by creating a space for the bunnies to be unaware of the danger that the player is trying to save from, or add to, would immerse the player more in th world.

And of course adding to the life of the bunnies by making them move, breath, eat, (poop?), and react to the player based on player decision. Giving them a voice through audio and reaction would make them so much more real and make the decision the player makes have that much more weight. In games like Skyrim — which present you with ethical decisions — when you see the consequences of your decisions you feel more connected to those things: it becomes an ethical consequence and although in a virtual world, it still shapes the way you feel about the decision and even yourself.

I could add other animals or environmental threats, but I think keeping it simple would play on the thing I want to push on the most better.

Pushing on Obstruction and Ethical Choice

The level I created was very basic and meant to merely communicate a basic idea: obstruction and an ethical choice. I think the combination of choice and obstruction played well together. It would be interesting to push on those ideas combined more.

“To play on ethical decisions in games it’s not enough to merely present the player with a decision. You must also provide a consequence to that decision. Their choice must not be without consequence.”

I think the combination of choice and obstruction played well together. It would be interesting to push on those ideas together more.

To push on screen obstruction

I had wanted to make the placement of the obstruction random but ran out of time, but that would be the first thing I’d add. Also, on the technical side, the size of the obstruction would need to be scaled properly with the screen resolution.

An interesting idea that was pitched was actually having the bunnies take up space around the character instead of on the screen. It would still obstruct the player’s view, but in I think a more interesting and immersive way.

To add interesting gameplay ethical decisions…

To play on ethical decisions in games it’s not enough to merely present the player with a decision. You must also provide a consequence to that decision. Their choice must not be without consequence.

Good

I could add making it more difficult to pick up bunnies the more bunnies you’ve picked up (even adding the chance of accidentally dropping them and killing them that way), could even make player slower the more bunnies that are collected. But on the flip side I (with the basic game addition of slow-moving pace for the bunnies), to make it easier to save them the bunnies to come to the player. Screen obstruction could increase by making the screen could become lighter and brighter the more bunnies are saved. If you manage  to save all the bunnies (Is that a challenge?) it could be a fun bright-out moment! The player could further witness what they’ve saved the bunnies from: or what they’ve left the bunnies they were unable, or unwilling, to save, were left to.

Evil

On the reverse, after adding a base slow-moving pace for the bunnies, I could make the bunnies faster and even attempt avoiding the player the more bunnies the player killed, especially when the player is clearly intentionally killing bunnies. As an additional threat the murdered bunnies could come back to haunt the player. Player’s insanity could increase shown by a blurred screen, tinted red of course. The more insane, the blurrier the screen. If you manage to kill all the bunnies (Is that a challenge?) there could be a red-out moment with the player witnessing what they’ve done.

Conflicted

A lot of the game results are based on the difference of choice: a scale if you will, between these ethical choices. But what if the scale was basically equal? The bunnies become unsure to trust you or hide from you. Maybe some of the bunnies you managed to already save try to get away, maybe some you haven’t come to you. And your insanity is the highest because of the conflict. The screen could glitch with black and white and red. I mean, you got problems, so it could also become increasingly more difficult to control your avatar and his decisions as your insanity takes over!

Platform Porting

“I think… the biggest issue with mobile games [is] when the game designer/developer doesn’t design gameplay mechanic input specifically for the device they are targeting.”

I think this would play well on a mobile devices, perhaps better than on the PC where players are looking for more immersive, longer gameplay. This game is more about a quick experience which most mobile players look for. But to play well on mobile the controls would need to be modified. I think that’s the biggest issue with mobile games: when the game designer/developer doesn’t design gameplay mechanic input specifically for the device they are targeting. But with a few purposefully designed tweaks to gameplay mechanic input I think this game would work beautifully on a tablet or phone.

Possible mobile gameplay mechanics

  • Maybe a single tap rotates through the speed of the player (stop, walk, run), OR add a single speed uncontrolled by the player in the forward vector (for the direction the avatar is facing)
  • Drag to change the direction of avatar movement
  • Make the quick time event a quick double tap (if using a single speed), or a swirl.
  • Jump (unnecessary in this very basic, experiment of concept level, but would work well in a platformer with either crafted or procedural levels) could be a quick swipe.

 

Schrodinger’s Uncertain Butterfly: A Principle in Perception

This is one of my personal favorites: Become a butterfly and explore a meadow of treasures. But beware: things are only as you perceive them to be!

2nd Place Judges Choice, Global Game Jam 2014

Praise for this game:

“OMG this game rulezzz!

–Roger Altizer Ph.d. (Associate Director, EAE University of Utah)

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Experience life as the uncertain butterly.

FREE download: Uncertain Butterfly

Platform: PC
Controls: Use the mouse for the menus. Then discover a different way to move with the same WASD
Genre: Experiential, Experimental

Credits

The More Betterflies team

  • Nancy Newren: Team lead, gameplay engineer, unique player movement, original concept, game design
    Tools used: Unity, C#, SVN
  • Shane Sumsion: artist/tech art
  • Swapnil Sawant: engineer
  • Casey Deans: producer

More Betterflies is on Facebook. We’d love to hear what you think!

Armadillo Smash N’ Roll

Armie has been a “lab rat” — nearly nothing to compares to that insult! — to aliens for far too long. But what the aliens haven’t realized is that they’ve trained and taught him, possibly enough for Armie to make a daring, and fun, escape!

Editor’s Pick Award, 2013

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Help Armie smash n’ roll his way to freedom in this fun experimental mobile game for windows 8!

Free on the Windows store: Armadillo Smash N’ Roll!

Platform: Windows 8
Controls: Touch the direction on the circle to roll armie up and manuever your way to freedom!

Credits

My contribution: UI/UX, platform build and publishing engineer, ideation
Tools used: Unity, C#, SVN

Rest of the team:  Gagan Singh (engineer), Nancy Newren (engineer), Robert Guest (artist), Casey Deans (producer), Brad Dedea (producer).

Soon after this fun little project, and before we could refine our level designs, our small team moved on to bigger things, but we’re on Facebook!

80’s Arcade: MOD

Test your gamer skills against this difficult arcade game! Remember it only counts as winning if you carry the plumber with you to the little blue “door” at the bottom. You’re wearing heals so you can’t jump on/off ladders, and carrying him really slows you down, but you can’t leave him behind! Jump over the barrels or, in a pinch, throw him at a barrel to avoid getting hit yourself. He’s a man. He can take it! At least a couple times…

This game is really tough. Many have played. Few have won. Good luck!

level2_mock_up
This is concept art for future levels that sadly will never be made.

Play now for free on the web!

Platform: Web
Controls: Noted on the webpage. Be sure to click on the game window before attempting to make your escape!

Credits

Nancy Newren: gameplay engineer, player controller, design, and the juiciest and most important part: the plumber toss!
Tools used: ActionScript, git
Rest of the Team: Swapnil Sawant (engineer), James Hulse (producer/engineer), Christopher Cherrington (artist), Travis Turner (producer)

What Inspired Us

Just for promoting girl power I had to include this fun little game we made in ActionScript. The assignment was to take an 80’s arcade game and riff off of it. We decided to base our game off the arcade game where a certain pumbler goes against a certain giant monkey; only this time the woman gets to be the hero! That poor, tall plumber dressed in green did everything but stay concious after defeating that monkey. Now this strong woman has to carry his heavy self out of the building and all the while jumping over and dodging barrels, in a dress and high heels no less! Her date just had to end badly…