I felt there weren't enough games with zombies in them so I made a Wolfenstein 3D level that only uses zombies.
I'm actually quite proud of this one. I think the design is quite good and there is a little story going on but it may be hard to tell. There is a very elaborate secret area.
There are multiple difficulty levels, so try the first one if it's proving to be too hard.
The Elephant also known as master of disguise in the world of the animals is hiding from you. Can you spot the whereabouts of this cunning beast?
edit: w00t game number 99 for the pirate kart
It is like a broken, inverse, really fast Pac-Man. Eat all the mice before the the mice eat all the cheese. WIN AND BLUE!
(I am kind of wishing that I had named this game THE MICE WILL EAT ALL THE CHEESE instead.)
Now you'll always know what today is. Use the fan to blow the hearts into each other and score points. You can rotate the fan by right-clicking.
Made for 1HGJ #259: Love
Sources:
https://pixabay.com/vectors/fan-table-air-ventilator-isolated-309553/
Still horribly broken.
For now, just shoot the aliens in an awkward way.
More to come (I hope :P)
Life as a grave robber isn't easy in halloween land. Dig all graves and collect all the money to win...
what
WHAT
WHAAAT
Seriously, please explain.
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Now you can pilot one of the most famous helicopters in video game history!!!!!!!!!!!!!!!!
While I realize this community is relatively new, it seems a pity that so few people participate in such an inviting opportunity to rapid prototype simple games and quickly receive feedback. Much of the humor of this site comes from the internet stigma of Klik & Play, which can both serve as a retro incentive for creators to return to using tools they had long since discarded (and discover new possibilities), and to deter potential creators with our self-deprecating ironic use of horrendous pre-amateur design. While we can appreciate the unique aesthetic of non-design, it should not be the isolated goal of Glorious Trainwrecks to reproduce the past without recognition of the present. There have been changes in the independent gaming scene. Just because we use a tool from 1994 doesn't mean we must use it as it was used in 1994.
A defense of Klik & Play:
On the surface, KnP may appear limited. And in many ways it is. Events will never be like lines of code, and "Active Object" is not the only class we need. But consider this: Many of the games gaining recognition in the independent gaming community today could have easily been produced in KnP, if not for a few surface details in graphics. KnP could be used to make interactive comedy like "I wanna be the Guy" or "Death Worm". It could be used to make surrealist experiences like "Psychosomnium", or introspective commentaries like "Passage". It could even present political commentary like "Harpooned". KnP may lend itself more easily to comedy, but it gives your average Joe a chance to try to say something with a game.
My goals here on this site are twofold. First, I will use my participation in the KOTMK to experiment with pure game design. I wish to see what new goals I can set for a player, and what new ways I can have the player interact with a system. Secondly, I will begin a Hosted Trainwreck, the purpose of which will be to push the boundaries of advanced KnP event writing. KnP is capable of far more complex things than we think. The Moteur engine proved this. KnP Tetris proved this. Time and time again, people have done unexpected things with a limited palette.
And who knows? Maybe my impression that KnP still holds potential is perfectly in line with the overambitious naive klikkers of yesteryear. If my lofty ideals are doomed to irony, there is no better place for me to fail than here.
Shovel some more coal on the furnace, and sound the steam whistle. This train is on its way.