We’ve released a new game in the Ossuary universe: “The Hodge-Podge Transformer.” It’s a demo, a prologue to Ossuary, and a standalone game featuring all-new characters, setting, and puzzles. It will give you a good idea of what Ossuary is like (and let you test it on your computer!) while still not showing everything about the full game.
“The Hodge-Podge Transformer” was an odd project. For a while, I had no idea how to make a demo for Ossuary, and then inspiration struck rather fast and it planned itself out in my head. I’ve been downplaying the spiritual aspects of Ossuary, probably to avoid it being known as “that Discordian game,” but it’s a little bit tempting to claim divine inspiration for this one.
The demo should go up on major Flash portals tomorrow, but for now you can play it at Future Proof Games.
My latest game, Ossuary, is now available. It’s a game about order, virtue, and kicking bone spiders.
The last thing you remember is receiving an unsatisfying answer. A plunge through the fundamental chaos takes you to a place of bones. Great power can be found within the Ossuary, but those who are not lying to themselves are lying to you.
Buy Ossuary, DRM-free, at Future Proof Games.
This is the first game I’ve released for sale, and I’m really anxious about it! I hope it disturbs and enlightens you.
In honor of Halloween, here is a new game: “The Whispering Thing,” released by Future Proof Games, the company I’ve started with Melissa Avery-Weir.
Triggers: suicide, bullying, impostor complex, etymology, cannibalism.
Lynn stands on the edge of the roof, the back of her heels over nothing but air.
The whispering thing slowly creeps toward her, its voice lost in the wind. Lights glitter below.
She loses her balance and falls backward.
Today did not turn out how she expected it to.
“The Whispering Thing” is a hypertext horror game created with Twine.
You can play it at Future Proof Games.
Future Proof Games is still in its infancy, but we’re preparing to put out our first big work: Ossuary.
My latest game, “Passing the Ball,” has gone live on the GDC Online website. It’s a game about parenting, playing catch, and digital safety for kids.
The good folks behind GDC Online, a professional conference for connected gaming, commissioned me to create a game for Web Wise Kids. Web Wise Kids is a really cool non-profit that provides curriculum materials and classroom video games for parents and teachers that focus on teaching kids to be their own first lines of defense against digital threats. They help prepare kids to avoid online bullying, viruses, and dangerous adults by teaching them how to safely surf the web and use other digital technologies. They use their own games to educate kids and encourage safe behavior without a lot of fear-mongering. You can donate to Web Wise Kids here.
I tried to make this game communicate a concept about how to protect kids by using game mechanics. I’m usually a story-focused person, but game rules are a great way to make a statement about the way the world works. I hope that you’ll play the game until you win, get the message I was trying to convey, and maybe even donate to Web Wise Kids!
Play “Passing the Ball”
at GDC Online at Newgrounds.
My latest game, Beneath the Waves, is up at Armor Games. Beneath the Waves is a game about love, duty, and the hazards of the sea.
I loved you once, split-toed dirt-swimmer. These idols are the bones of wonders. Why should the sun claim the land any more than the sea?
Play Beneath the Waves at Armor Games.
I’ve just released “A Ride Home.” “A Ride Home” is a game about patience, futility, and walking. It’s my first finished experiment with Unity.
Morning again. Time to check the beacon.
You can play “A Ride Home” at Kongregate. Give it a rating if you like it!
3D is an interesting tool to work with. Unity is an amazing tool and its free version is totally worth checking out for anyone interested in dipping their toes into 3D. EDIT: This game was made entirely with the free version, along with free tools like Blender, GIMP, and Audacity.
I just released “The Day” on ArmorGames.com. It’s a game about birthdays, trading cards, and war.
It’s Tia’s birthday, and she’s looking forward to beating all of her friends with the new card her dad gave her! Beat the other kids by choosing the right cards, and earn more cards until you’re the best of them all!
And don’t go into the woods, or the guards will kill you.
The game is an experiment in orthogonal goals.
Play “The Day” at Armor Games.
I’ve finished up a little game that’s partially a test for a conversation engine I cooked up. It’s called “Narthex.”
After a long journey, you will reach the Narthex, the waiting place before the oracle. There you must wait until your time. Then you will be given the answer to a single question. This game has two endings. The second is not worth getting.
Play “Narthex” at Ludus Novus.
My latest game, Looming, is up at Newgrounds. Looming is a game about… well.
This game is about two lovers named January and September.
No, wait; it’s about a group of people who don’t believe in the sky.
No, it’s about a pantheon of scientific disciplines.
Or maybe it’s about an ancient beast who knew exactly when it was going to die, and how.
It’s about a place. A place called Looming.
Play Looming on Newgrounds.
This past weekend I took part in Ludum Dare 17. Ludum Dare is a periodic informal competition where participants make a game in 48 hours based on a certain theme. This time, the theme was “Islands.” By the end of the weekend, I created a game called “Waves,” which can be played on my site. Kayla Kinnunen posted a postmortem of her own experience, and I thought it would be fun to do one of my own.
Note that the work-in-progress builds linked below will probably require you to click on the game to give it focus before it will react to your keystrokes.