He knew he was out of his league. He hadn't practiced for the event. He was out of breath. Gasping for air. Yet he was on the track, competing, trying not to trip or be trampled by the other runners. It could only end in shame.
BETTER LUCK NEXT TIME, MULLET BOY.
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?!
It's not well-known, but Anna Anthropy's When Pigs Fly took a lot of effort to create. For one thing, the act of getting pigs to fly is one of the hardest problems known to science. A number of attempts to make the pig character airborne were tested during development - some more successful than others. This is one of those tests.
The Klik of the Month Klub meets right here on this very website on the third Saturday of every month at 4pm Pacific Time (taking daylight savings into consideration) for a two hour Klik & Play Showdown. Everyone who participates gets two hours to create something from scratch in Klik & Play. Abusing the stock objects is encouraged. If you really loathe Klik & Play you can use whatever game development platform you want. Two hours is a pretty tight time limit, though, so choose wisely!
Klik & Play is absolutely free to download, and learning it takes minutes, so everyone can get in on the action. Want to talk to your fellow Klikwreckers? Join us on IRC -- server irc.freenode.net, channel #glorioustrainwrecks. Join the mayhem!
For more information, check out the KotM N00B FAQ.
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Passage™. Canabalt™. Two masterpieces of the indie game world. But what would happen were they to join forces? Passagebalt™ finally answers this question... and the answer is "the most amazing game of all time".
Passagebalt™. Because Life is a Race™.
In the original version, SXMS (or possibly Game Maker) is super-buggy. If you get an error message, try playing one of the other versions! The game also starts out of focus, probably because of the SID player I implemented out of pure foolish desire.
The HTML5 versions run a lot slower, but I feel they still communicate the idea sufficiently. The font is also way uglier in the HTML5 version as GameMaker HTML5 refused to scale it to the size I wanted. The music doesn't seem to loop in these versions, so try not to play for more than 2 minutes!
Attempt to credit everyone I ripped off:
Creator of Passage, main character sprites, title font, concept
Adam Saltsman (Adam Atomic)
Creator of Canabalt, background / environmental art, sound effects, concept
Canabalt iPhone port
Danny Baranowsky (danny B)
Original music for Canabalt
Mikkel Hastrup (encore)
Commodore 64 song #1: 'Canabalt'
Niklas Sjösvärd (Zabutom)
Commodore 64 song #2: 'Space Fish'
Commodore 64 song #3: 'Rockbuster'
Commodore 64 song #4: 'Golden Axe'
Commodore 64 song #5: 'Plastic Pop'
Alan Petrik (Factor6)
Commodore 64 song #6: 'Magic Afternoon'
Commodore 64 song #7: 'Nemesis the Warlock'
Edwin van Santen
Commodore 64 song #8: 'PCW-Tune '88'
Thomas Mogensen (DRAX) & Søren Lund (Jeff)
Commodore 64 song #9: 'Beyond'
Anders Carlsson (Goto80)
Commodore 64 song #0: 'Datahell'
Game Maker 7
Brandon Rohrer (Shaltif)
SXMS WinAmp Wrapper for Game Maker
Nullsoft DirectSound Output
in_sidplay2 WinAmp module
Nokia Cellphone FC Small font
Director, additional art, concept, 'coding', 'design'
Here's the idea that had I struck upon it a few weeks ago, I would've thrown together for that "You Are the Villain" Ludum Dare. It's been a while since I've done one of these, and it's a bit early for this weekend, but here we go!
It's a riff on the end of Super Mario Bros. 3 in which you are a big turtle-y boss who has to crush the heroes who are trying to break into your castle. Crush them when they're on the bridge, but don't fall in, and don't let them slay you!
Press X to jump. You can move in midair with arrow keys.
Nine stages in all!
(It's maybe a little buggy. Just a little.)
marek is developing a new spirituality that will canonize all game developers as micro-gods creating a world where ontological speculation is not fruitless.
he has a blog at http://www.ludogenesis.org/ which may be empty if you're reading this too soon but he TOTALLY SWEARS there will be content there someday
You appear not to be in control of your arms.
Bystanders may be in danger.
A tinfoil hat might help?
Reunite with your child and give them a proper hug.
(Made for Molyjam NYC.)
v1.1: -- one new gameplay mechanic, two new rooms, four new bystanders, thirteen new pieces of tinfoil, zero new easter eggs, debug keys removed or better squirreled away, slightly augmented fifth room clue, a few minor bugs squashed, 'hallway' room's doors open faster, N Key will now speed through the intro and outro screens, first room's tinfoil text appears more quickly, cute but capricious switch-up removed from ninth room, your child loves you just a little bit more.
The world is ending, just like predicted. The world is becoming a living hell, meteorites are falling like there's no tomorrow. Jesus has been dispatched to hold off the final hour for as long as possible, BY MASHING THE X BUTTON AS FAST AS HE JESUSELY CAN AND JUMPING BLINDLY IN FRONT OF THE METEORS.
It's a quite boring game on the whole, but the intro rules.
Just a very short Viovisian/Ghettoflowerian/bc_ian ZZT Christmas game I decided to put together. Released on January 7 due to < strike >laziness< /strike> this being Russian Christmas (December 25 by the Julian calendar.)
This also functions as a pseudo-tech demo of some neat new ZZT tricks that may or may not have ever been used before by anybody. All of them were achieved via changing various object stats in Kev-Edit to see if anything cool would happen.
Just as a warning, the endgame board is designed to crash after less than 10 seconds of you being on it via stat-edited bullets flying into the menu. This is not a bug, and simply how I decided to end this game.
Dedicated to Ghettoflower/Ghettowreath/Viovis/bc_/cbigbc in honour of his creating the entire style this and many other games of mine < strike >ripped off< /strike> were inspired by, as well as all the ZZT help he has given me over the years.