The Mumble Indie Bungle was created in GameMaker for Mac and GameMaker: Studio. The font is Commodore 64 by Devin Cook.
You can read my writing about the bungle on my blog. The Mumble Indie Bungle was featured on Joystiq, Rock, Paper, Shotgun, IndieGames.com, PC Gamer, Kotaku Australia, Free Indie Games, Indie Statik, Eurogamer, The Escapist, and Independent Gaming.
Art Game was written in ActionScript 3 using Adobe's FlashBuilder 4.6 and the excellent Flixel library. The font is Commodore 64 Pixelized by Devin Cook.
You can read my writing about the game on my blog. John Brindle wrote an extraordinarily good essay about it on his blog. Art Game was featured on IndieGames.com, Rock, Paper, Shotgun, The Huffington Post, Free Indie Games, Hyperallergic, BuzzFeed, Super Level, Gamescenes, PC Gamer, Animal New York, and Gamasutra.
Kicker was written in Inform 7 and is based on an idea concocted at dinner with Doug Wilson and Simon Christiansen. See the game's 'walkthrough' for testers' names, bless them all.
You can read my writing about the game on my blog. Kicker was reviewed by Emily Short, Too Much Free Time, and LMD Adventures. It placed 20th in the 2012 edition of the Interactive Fiction Competition.
Ludwig Von Beatdown was written in ActionScript 3 using Adobe's FlashBuilder 4.6 and the excellent Flixel library. Sound effects were made in bfxr and the font is Commodore 64 Pixelized by Devin Cook. Just between you and me, some inspiration was drawn from the game Johann Sebastian Joust by Die Gute Fabrik.
You can read my writing about the game on my blog. Ludwig Von Beatdown was featured on The Verge, Free Indie Games, and IndieGames.com.
War Game was written in ActionScript 3 using Adobe's FlashBuilder 4.6 and the excellent Flixel library. Sound effects were made in bfxr. The screen font is Digital 7 by Chess 7 and the label font is Misery Loves Company by KC Fonts. Much inspiration drawn from Pica Pic, especially Sub Attack.
You can read my writing about the game on my blog. War Game was featured on Kill Screen, Game Church, The Verge, and IndieGames.com.
Hot Coffee was written in ActionScript 3 using Adobe's FlashBuilder 4.6 and the excellent Flixel library. The soundtrack is care of Wolfram Tones and the font is Commodore 64 Pixelized by Devin Cook.
You can read my writing about the game on my blog. Hot Coffee was featured on Kill Screen, Free Indie Games, The Verge, IndieGames.com, Rock, Paper, Shotgun, Kotaku and "Game Hunters" on USA Today.
PONGS was written in ActionScript 3 using Adobe's FlashBuilder 4.5 and the excellent Flixel library. You may not be surprised to hear that it is based on Atari's PONG. Sound effects were made in bfxr. The font in PONGS is Commodore 64 Pixelized by Devin Cook. The references in PONGS are mostly pretty obvious, but if you haven't heard of Shit Snake by Draknek or B.U.T.T.O.N. by Die Gute Fabrik, then now you have!
You can read my writing about the game on my blog. PONGS was featured on Kill Screen, Free Indie Games, The Verge, Rock, Paper, Shotgun, and Edge Online. It has also been discussed in German on NEGATIV and Superlevel!
Epic Sax Game was written in ActionScript 3 using Adobe's FlashBuilder 4.5 and the excellent Flixel library. It is based on the Eurovision song "Run Away" by SunStroke Project and Olia Tira and the immortal "Epic Sax Guy 10 Hours". The music comes from the MIDI version of the song made by David Sexton. The font in Epic Sax Game is Commodore 64 Pixelized by Devin Cook.
You can read my writing about the game on my blog. Epic Sax Game was featured on Kill Screen, The Verge, IndieGames.com, Rock, Paper, Shotgun, Superlevel (in German!), and on Terry Cavanagh's excellent Free Indie Games.
Two Player Breakout was written in ActionScript 3 using Adobe's FlashBuilder 4.5 and the excellent Flixel library. It was made in a couple of hours and is based on Breakout code from Photon Storm and uses the same colour choices. It uses sound effects made in bfxr. The font in Two Player Breakout is Commodore 64 Pixelized by Devin Cook.
You can read my writing about the game on my blog.
You Say Jump I Say How High was written in ActionScript 3 using Adobe's FlashBuilder 4.5 and the excellent Flixel library. It uses sound effects made in bfxr. The font in You Say Jump I Say How High is Commodore 64 Pixelized by Devin Cook.
You can read my writing about the game on my blog.
Let's Play: Ancient Greek Punishment was written in ActionScript 3 using Adobe's FlashBuilder 4.5 and the excellent Flixel library. It uses sound effects made in bfxr. The font in Let's Play: Ancient Greek Punishment is Commodore 64 Pixelized by Devin Cook
You could read my writing about the game on my blog if I'd written anything about it. Let's Play: Ancient Greek Punishment was featured all over the place, including BoingBoing, The Verge, Edge, Open Culture, Joystiq, Kotaku, Rock, Paper, Shotgun and many more. There is a genuinely hilarious "Let's Play" of the game on YouTube by SirTapTap.
All's Well That Ends Well was written in ActionScript 3 using Adobe's FlashBuilder 4.5 and the excellent Flixel and Box2D libraries. It uses sound effects made in bfxr.
You can read my writing about the game on my blog.
ZORBA originally comes from an idea Rilla and I had while walking through the Piazza San Marco in Venice. It was written in ActionScript 3 using Adobe's FlashBuilder 4.5 and the excellent Flixel library. It uses sound effects I made in bfxr and the music was thieved from a MIDI file that floats around the internet. I used Aria Maestosa extensively in working with the MIDI. The font in ZORBA is Commodore 64 Pixelized by Devin Cook.
You can read my writing about the game on my blog. ZORBA was discussed (in German) on Superlevel and (in English) on gamescenes. And some crazy people made a guy play it while on a swing, so there you go.
Trolley Problem was written in ActionScript 3 using Adobe's FlashBuilder 4.5 and the excellent Flixel library. It uses a sound effect I made in bfxr and the title track was made with WolframTones. The font in Trolley Problem is Commodore 64 Pixelized by Devin Cook.
You can read my writing about the game on my blog.
The Artist Is Present was written in ActionScript 3 using Adobe's FlashBuilder 4.5 and the excellent Flixel library. The font in The Artist Is Present is Commodore 64 Pixelized by Devin Cook.
You can read my writing about the game on my blog. The Artist Is Present was featured on IndieGames.com, written up by Kotaku, Joystiq, The Huffington Post, Spiegel Online and many more. I was interviewed about the game by Slate, The Village Voice, ARTINFO, and Hyperallergic among others. The game was even tweeted by The Museum of Modern Art itself.
Safety Instructions was written in ActionScript 3 using Adobe's FlashBuilder 4.5 and the excellent Flixel library. It uses sound effects I made in bfxr and a soundtrack made with WolframTones. The font in Safety Instructions is Silkscreen by Jason Kottke.
You can read my writing about the game on my blog. Safety Instructions was featured on IndieGames.com, written about by Gamers with Jobs, played on YouTube by lordJolteon and by azuritereaction, and totally ripped off by silvergames.com, among other things.
Let There Be Smite! was written in ActionScript 3 using Adobe's FlashBuilder 4.0. It uses free sound files from the internet provided by people who didn't ask for attribution and aren't getting any!
You can read my writing about the game on my blog. Let There Be Smite! was also written about by Gamers With Jobs and Trinn, got some love from Unwinnable, and was mentioned on O'Reilly Radar.
GuruQuest was written in Processing and uses Minim (for sound) and Eliza (as the basis for the guru "A.I.").
You can read my writing about the game on my blog.
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