Finally almost done with my Afterburner clone which was the game that was too much for KOTM #4 to handle !!!. So I better get the hype machine warmed up on the bloody thing.
It features patented zoom scaling technology from my previous game Highway Speed only the next step up, which is objects scaling all around the screen rather than just down it. It is also much faster, 600km fast in fact and has sky that is more blue, which is a bulleted feature. If you've ever wanted to fly a jet really fast and shoot down other jets as they shoot at you and are too cheap to emulate arcade games for free then this game is definitely the one that will be for you.
Take me through the danger zone, baby.
I've been playing a lot of Wario Ware DIY lately. It only lets you use one 'button', to tap your DS screen with the stylus or click a cursor using the Wii remote. A lot of the games introduce more complicate controls by throwing in a load of virtual buttons, so you can tell your character to move and jump and things. Personally, I find this very irritating!
So I made a game about it.
The objective of this game is to fight off an endless tide of zombies. You can only attack by playing an utterly unneccessary minigame on the bottom half of the game screen. Click on the roaming bugs to make the karateman punch; punch zombies to stay alive. What could be simpler?!
"HPY NYE RJT: 2015, HvH" for short.
This is for Rylie James Thomas.
All of the stuff on your list is in there somewhere cuz you've been a nice this year.
The biggest suggestion's influence was the "not being at computer", so I made it so you can sort of leave the game on and stuff can still happen. The big thing I made was a system so the car can turn corners automatically and it can take you wherever you want.
I also took another hint from Rylie's philosophy about having music in games. There's only one song and SPOILER: It's in the Circle K.
Edit:
Wow, I just realized because of how scaling works in MMF2, if the screen is scaled differently then the dialogue boxes do not work. I will sometime later make a version of this game where there aren't dialogue boxes, but something else like clickable word art or something. :( So, basically that means this game has to be played in 1280 x 1024 and up.
New Edit:
I edited a few things so some narrative parts are more clear. :)
SORT THE SOSTS (GHOSTS) SO THEY CAN GO TO THE AFTERLIFE
YOU CANT BECAUSE YOU'RE NOT DEAD
MAC / WINDOWS / LINUX made in processing
This is a game where you can play it with 1 or 2 players! I might make some more levels, but this is it for now as I work on something else. 8-)
If you open the game, you win automatically! You'll need to wait for the Congratulatory Screen to finish loading tho, and because it is a very complex procedure it may take a while to do so. But fear not, because you can listen to a sample of a portuguese fado about slavery while you wait.
And it is worth the wait. Hint: use the arrow keys on the winning screen and catch the small squares
A cautionary tale! Sort of a sequel to my last KOTM game. Use the arrow keys!
A four-car drag race down a concrete corridor.
Each car has a max speed of 150mph.
W to accelerate
S to brake/reverse
A to steer left
D to steer right
Space for emergency brake
Note: The timescale has been modified to make each car travel 30 meters per year -- the rate that the Norðurjökull glaciar in Iceland was recorded to be retreating in 2012, assuming I didn't read this too quickly: http://blogs.agu.org/fromaglaciersperspective/2012/04/01/nordurjokull-outlet-of-langjokull-retreat-iceland/
For the MAKE A GAME BUT DONT LET ANYBODY PLAY IT JAM.
Credits:
- Car + most code is from Unity Standard Assets.
- Building model is from Indie_G's 'Mobile Buildings', free on the Unity Asset Store: https://www.assetstore.unity3d.com/en/#!/content/62960
- Road + other props are from Dynamic Art's 'Low Poly Street Pack', also free on the Unity Asset Store: https://www.assetstore.unity3d.com/en/#!/content/67475
This is a sequel to Dodge Bouncing Balls. In this game, Alliteration Parley must puzzle out the identity of each of the bellyballs on screen. Use the sonar, carefully observe their responses, and then tag them with the correct colour to win.
This is inspired by Liquisity, Pac-Man, Hundreds and Finderseek.
Controls:
Arrow keys - Same as WASD
WASD - Same as DAWS
DAWS - Move Parley.
Click - Select weapon, use weapon.
Q on title screen - switch to different colouration. It's intended for colour-blind players, but I don't know how well it works...
Definitively finished June 16th 2018, which feels crazy long ago because back then I had no idea we were plural and understood nothing about trans rights.
This is a tutorial set to the game Chip's Challenge, with all hints and level titles written in the Rosetta language. This was both a practice of non-verbal tutorials and CC level-making in general. Should work with a legitimate copy of Chip's Challenge, but can also be played with the emulator Tile World 2. Works in both the Lynx and Microsoft rulesets.