My September game, “Paladin 0,” is released. It is a three-day prototype about virtue.
VIRTUE IS INSUFFICIENT. DESTROY EVIL. AVOID CORRUPTION.
Play “Paladin 0” on Ludus Novus.
Astute readers will notice that there appears to be a monthly game missing. My August game, The Mold Fairy, is finally complete and should come out very soon. Hey, I’m willing to bend the rules of my New Year’s resolution if you are.
“Paladin 0” is, in part, an experiment using the Flixel framework, which is a library designed to help with making pixelly games in Flash. It is very slick, as you can see from the amount I was able to achieve in just three days of work. If all goes according to plan, my October game will be a procedurally-generated Metroidvania done with Flixel.
If you like the music in the game, it’s available through Creative Commons and is part of Ozzed‘s album Lesser Than Three.
My July game, Silent Conversation, is released. It is a game about reading.
Read carefully. Run and jump through the text of stories and poems, from the horror of Lovecraft’s “The Nameless City” to the simple beauty of Bashou’s frog haiku. Go for completion or race through the pieces you’ve mastered!
Play Silent Conversation on Armor Games.
This game grew out of an idea that I had in childhood. I was a voracious reader, and occasionally, late at night, I would see the structure of the words on the page as something physical: the end of a paragraph was a fissure in a cliff edge, and each indentation was a handhold. I could visualize a little person running along the lines, exploring every crevice of the story. This is an attempt to realize that concept.
My June game is finished. It’s called How to Raise a Dragon, and it’s a game about dragons, humans, and eating things.
The dragon: a majestic and complex beast. How is it born? How does it live and die? Magus X. R. Quilliam’s definitive work, How to Raise a Dragon, describes all that is known about these great creatures.
Play How to Raise a Dragon on Armor Games.
This world is not as it should be. There is no truth. Reality is what we believe it to be. If you think you can fly, then that flight is real to you. Others may see you plummet and die, but you might live on, soaring above the clouds. Anyone can dream, but it takes someone special to make those dreams real.
Here is the release of my May game: LORE, the Lightweight Omnipotent Roleplaying Engine, and its first sourcebook, Belief. Together, they form my first tabletop roleplaying game system.
LORE is an attempt to address some of the common problems with tabletop RPGs. It has an interesting dice system; a quick, easy, and original character creation system; and a system that’s lightweight, because roleplaying happens beyond the rules.
Belief is a game about changing reality, about subjective viewpoints, and about the search for a better world. It owes heavy debts to other sources, but it is its own being.
Download LORE and Belief.
Both of these books are beta releases. They have been playtested, but not enough for me to say they’re finished. Please, read them, play them, and comment with anything you think I did especially right or that I could change for the better. I’ve provided them in bookmarked PDFs slavishly laid out for optimal printing at your local print shop, and they’re released under a Creative Commons by-nc-sa 3.0 License.
These are just the initial releases; I wanted to get them out and in people’s minds so that I could start getting feedback. Expect extras like quick reference sheets and maybe an adventure or three in the coming weeks and months.
Right on the heels of my last release, here’s my April game, The Bryant Collection. This one is a bit of a cop-out; it’s not actually my game. Instead, it’s a translation of someone else’s work into interactive fiction.
An excerpt from my release post on RGIF:
A few months ago, I found an old strongbox at a garage sale. The box was full of papers written by a woman named Laura Bryant. The majority of the stuff in the box was a collection of what she called “story worlds.”
These story worlds are akin to interactive fiction or roleplaying games; they’re designed for one player and one mediator who serves as the parser or the game master. The earliest date on a story world in the box is 1964, which means these works predate Crowther and Woods’s Adventure, Dungeons & Dragons, or Wesely’s Braunstein. The Bryant Collection contains the five stories that I found the most interesting and feasible to convert to IF:
- “The End of the World” is a story about lunch.
- “Morning in the Garden” is a story about dealing with annoying people.
- “Tower of Hanoi” is a rather interesting little puzzle, but not what you think. It came with a sort of feelie in the strongbox, which is included as an IF object.
- “Going Home Again” is a story about growing up.
- “Undelivered Love Letter” is a story about airports.
Download The Bryant Collection.
For more information, including links to interpreters that will run the game, see the game page.
My game for March is out! It’s called “Sugarcore,” and it’s a game about bullets, naturally-occurring candy formations, and the hazards of gardening.
Find out where sweets really come from as you mine licorice, demolish candy orbs, and defend confections from attack! Three quirky characters guide you through 18 levels of sugary goodness.
Play “Sugarcore” on Ludus Novus
As promised, my February game is finished. It’s called Exploit, and it’s a game about computer security, terrorism, and totalitarian governments.
Information is freedom. As a hotshot computer security cracker, you will solve over 50 puzzles and fight against totalitarianism, abuses of power, and terrorism. Story Mode offers a twist-filled story of international intrigue, and Challenge Mode offers 19 more puzzles to engage the mind. When it’s all done, use the built-in puzzle editor to make and share your own creations!
Play Exploit on Kongregate.
Back at the beginning of the month, I resolved that I would release at least one game each month. January’s is “Bars of Black and White,” a game about barcodes and Orwellian experimentation.
You can’t remember the last time you left your room. When you receive a barcode reader in the mail, you discover that the world around you is not what it seems, and must escape the bars of black and white.
Play “Bars” on Kongregate
Play “Bars” on Ludus Novus
I’ve been thinking about a goal to set for the new year, and I’ve come up with a good one. Here it is: release at least one new game each month for the year of 2009. I’m pretty sure I can achieve this; in the worst case scenario, the games for some of the months will be small in scale.
The satisfaction in releasing a game and knowing that people have played it and enjoyed it is incredible. At the moment, “Majesty of Colors” has been played over 700,000 times. I don’t know if I can duplicate that kind of success, but I know that I can put more of myself out there for people to enjoy if they want to.
So expect something by the end of January, and something each month after that, at least through December. Sometimes it may just be a little piece of IF, but I have bigger ideas in the works, too. Wish me luck!
I just released my latest game, “I Fell in Love With the Majesty of Colors.” It’s a pixel-horror game that puts the player behind the tentacles of a titanic, writhing sea creature. “Majesty” is a tale of love, loss, and balloons with five different endings.
Continue reading The Majesty of Colors Released!