Another game jam down, another toy game/prototype to show for it! Drunkle is based on the theme “two button controls”, and was made with the help of returning team members Nathan, Peter, and Luke.

Drunkle seems to keep getting himself excessively inebriated. Help him navigate the precarious hallways of disreputable inns and taverns so that he can reach the exit before he makes a terrible mess.

As usual for projects I do in Unity, you can play directly from your browser, or grab the Windows 32-bit or Windows 64-bit build.

If you were a participant in Ludum Dare 34, we’d welcome your ratings and feedback on the Ludum Dare entry page. (more…)

A yellow exploding avatar which had just gotten hit by an <EOF>

Death by <End of File>

Ludum Dare 32 is over! It’ll be three weeks before ratings are completed and I find out how well I placed, but I already feel like my experience this weekend counts as a smashing success.

My entry is Deserializer, a vaguely Frogger-like game of network packet sniffing. The objective is to steal the system password by deserializing passing packets of data, without getting caught and blocked from the system.

Play it now using the experimental Unity WebGL build. Also available is standalone executable for Windows (packaged as a 7z file, 64-bit, 32-bit, or packaged as a zip file, 64-bit, 32-bit).

So what makes me feel like this is already a big success? (more…)

Time to take a break from Worldbuilder development, for it is once again a Ludum Dare weekend! This time I’m going to try out Unity 5.0. I’ve dabbled in Unity 4.x in the past, but never quite felt comfortable enough with it to use it for rapid prototyping. I’m looking to remedy that by subjecting my inexperience to the fires of game jam hell.

But before Ludum Dare 32 officially starts, I did want to make sure I am capable of producing at least something playable in Unity in a short period of time, so I made a tiny little vertical shooter. Took around five lazy hours, so I’d say that’s a good sign that I’ll be able to pump something out over a 72-hour timespan. As long as I don’t get paralyzed by game design brain farts.

The game can be played using the experimental WebGL build or the Unity Web Player, and you can grab a Windows build, in 64-bit or 32-bit form. Controls are basic; AD/arrow keys to move left/right, and spacebar/left mouse button to fire. The points you get for each enemy destroyed are proportional to the number of enemies on the screen.