Game: “I Dub Thee Able”

I Dub Thee Able

Released On: April 30, 2012

Development Time: About 3 days

Genre: Platform

Info: A difficult retro-platformer. You have been given the ability to spit tranquilizer! Put your enemies to sleep in each level as you make your way to the goal. Some foes must be avoided at all costs, and some can be surprisingly helpful… Made in a weekend for the GMC Jam #6.

Download from YoYo Games

Download from Game Jolt


Game: “Boom Chk Chk Bang!”

Released On: May 2, 2011

Development Time: About 3 days

Genre: Puzzle/Platform

Info: Play as an insane yellow person who, in his insanity, decided to blow up everything he could! Features 14 levels and a whole bunch of explosive fun! Made over a weekend for the 2nd GMC Jam. Use <1> to toggle the music, <2> to toggle the sound effects, and <3> to toggle the shaking effect. If you want some extra challenge, try destroying every possible block in the level.

Download from YoYo Games

Download from Game Jolt

Twitter and the GPC

Hey everybody, I’m on Twitter now: @TheSpydog Follow me, if ya want to. If not, I’m okay with that.

I added two new pages to my blog – a “Contests Entered” page and a “Features and Interviews” page. If you’re interested in seeing my game design accomplishments (and several contest-related failures), check out those pages.

I haven’t been working on anything lately so I haven’t blogged any. However, next week I’m gonna try to participate in the 5th Game Prototype Challenge, which is a sort of rapid-prototyping game jam. (To quote the GPC website: “GamePrototypeChallenge is a spur-of-the-moment motivator for making games. Check the themes, check the date, and make the game!”) Sounds like fun to me! 🙂

Oh, one more thing – five years ago today (on April 16th of 2006) I released my first finished game to a couple of friends at church. Wow, time flies.

Game: “Monica”

Released On: February 14, 2011

Development Time: About 15 hours (started work on the afternoon of Feb. 13th and stayed up all night to finish it)

Genre: Platform

Info: A casual gravity-flipping platformer – the goal is to paint all the blocks in each level by stepping on them. Doesn’t sound too hard, right? But when you add in spikes, trampolines, and disappearing blocks it becomes quite a challenge. Play as an imaginary friend invented by a little girl on a quest to color everything pink. Features 20 levels and an unlockable bonus mode. Sequel to “How”. Made for the Game Jolt “Invention” Contest.

Download on Game Jolt

Download on YoYo Games

Contest Results: Monica placed 3rd in the contest and was featured on the front page of the Game Jolt website!

Game: “How”

Released On: December 11, 2010

Development Time: About four weeks

Genre: Platform

Info: A minimalistic platformer. The goal of the game is to paint all the blocks in the room by stepping on them. You can’t jump – instead, you have to flip gravity upside-down with the spacebar. Features a Level Editor and a Playlist system which allows you to compile a set of custom levels to send to friends.  Made for Jolt Kombat in competition against WITS. (I lost the match, in case anyone was wondering.) Music by Blok Studios.

Download Link:

YoYo Games Instant Play Link:

“Cool! A bit simple, still great. It kept me entertained for quite a long time.” – mindstormsgek (on YYG)

“A nifty little puzzle platformer. I love it!” – Shelby (on Game Jolt)

Featured on Jay Is Games Weekend Download:

Competition06 Runner-Up!

Hey peoples, sorry I haven’t updated the blog in so long. A lot has been going on, though, which might prove to be interesting.

In August, I finished a new game called Circle Rider. It is by far my most innovative game yet, to the point where it’s hard to say what genre it is.

Circle Rider was my entry into the 6th YoYo Games competition (with the theme of “Discovery”). And while it did not place in the Top 3, it did make it to the Top 15 and thus was Spotlighted and Featured on the YYG website. So this is also my most “famous” game to date.

I believe that God has blessed me with a truly creative idea for a game mechanic, and even after finishing this game I still have plenty of ideas for what I can do in the future with this engine. One of my goals with this game was to invent a new genre (or at least a new “sub-genre”) of games, and after seeing the obviously Circle Rider-inspired game, “A Circle’s Adventure”, I think I may be succeeding. 🙂

As for my next project…I’m not sure. It may be another circle game, or it may be something entirely different. I guess we shall see. And lastly, thank you, players, for your support and feedback on this project. It was very helpful and encouraging, and I appreciate it very much. 🙂