This is based on an unreleased game of mine which I never finished, which itself was based on the old Macintosh shareware game Diamonds. There's also some inspiration from Messhof's Punishment: The Punishing and VVVVVV.
Guide this constantly bouncing Pong-like ball out of this dungeon-like environment. Break through the orange blocks (above the start) and blue blocks (below the start) and avoid the purple objects. You must be the same colour as the block to break it.
This thing is kind of dry and could probably do with a more interesting design, but w/e.
Left, right: Move.
Up, down: Speed up or slow down, depending on your current velocity.
EDIT: Endless respawn bug and some sticky wall bugs fixed.
I've been kind of awful this month so all I have is a quick ROM hack of Gridball, an old game of mine. Instead of a paddle-and-ball game, this is now a Snake-like game very similar to Poing! by Rick Holzgrave, and also very similar to DragBall and, to a lesser extent, TrailblaZer.
Click in front of the moving ball to place a block. The ball will turn 90 degrees at the block depending on the ball's colour. The computer-controlled paddle at the bottom can change the ball's colour if the ball hits it. You can also click on an existing block to remove it.
This game is very simple. A dispenser releases a finite supply of balls. The longer you bounce the balls, the more points you gain when they vanish off the bottom of the screen. On each bounce, the ball's point value increases by the number of times it has already bounced - so repeatedly bounced balls can, after a while, become very lucrative indeed.
You have 1024 balls and have to get as high a score as you can with them. What's the most profitable way to do so? I'm not sure. Work it out yourself.
Use the mouse to move the paddle.
About the scratch-assest game I could make for the Kart. Click on the canvas to make a circle, which will be drawn as large as the empty space around the cursor allows.
Every circle you draw is one point. When you draw a circle that is smaller than the one you drew before, the game is over.
Please enjoy. The source will be up on my Github ( http://github.com/airhadoken ) soon after the game goes live.
An abstract shmup i originally made for a LD48 , but added 24h more into it and overhauled a bunch of gameplay. Most of the time was spent on working out the gameplay and pacing.
Eventually a single hit from an evil red triangle will kill you (they do more damage the longer the game plays), so stockpiling energy early on and good timing of 'Time Slow' and 'Teleport' will keep you alive longer as well as boost the score multiplier.
Instructions are onscreen.
Love it? Hate it? Help me make it better and tell me about what you like and dont like about it.
http://web.mac.com/christinacoffin
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http://www.LightDarkArts.com
Shoot a dude with a shotgun. Good enough for one shot?
This is perhaps inspired by The Haunted Mouse, and to an equal extent by WarioWare: Smooth Moves and WarioWare: Twisted!. Keep the rodent player-character from being zapped, even as your mouse controls are periodically rotated 90 degrees, requiring you to rotate your in-real-life mouse to compensate.
The Windows version works a bit better than the HTML5 version, insofar as the latter can't register the mouse's movement if the pointer drifts out of the screen region.
This is the next evolution of Dark Pong and Pong/Antipong, with a good dose of inspiration from Prizeleaper. Get the ball to the top of the tower by bouncing it off the paddles. A line indicates the highest distance that the ball has reached - in that respect, it owes something to Keep Me Occupied.
Windows version in the Zip. A HTML5 version will appear sometime later.
"Should you buy this game? Get this: not only does randomly spazzing the mouse all over the place NOT work, it's also free! That's right, even the developer thinks it's not worth money."
This is Finderseek. See if you can find the invisible invader! That's all I can say.
Inspirations:
* Frequon Invaders
* This Is The Only Level
In this game, you must place communication towers such that the all-important Signal can propagate from one node to the other. The Signal is life. The Signal is light and vision. Opposing the Signal is Noise, also known as Satan by lesser minds. Noise is death. Noise is pain. Noise is lies.
When a signal reaches a tower, it will then go out toward the nearest tower. This means that unless you place them carefully, a signal will bounce uselessly between two towers. Don't let that happen!
Use the mouse to click and drag towers.