Released On: August 27, 2010
Development Time: About 5 months
Info: Play as an alien inventor who must track down a space monster with the help of his “Grand New Discovery” – the Circle Rider device. Spin around and expand the circle to explore each level! It’s a concept that you have to see to really understand. Features an innovative new gameplay style and 18 levels (split across 5 unique worlds).
Download Link: http://www.yoyogames.com/games/142075-circle-rider/download
YoYo Games Instant Play Link: http://www.yoyogames.com/games/142075-circle-rider
“That was awesome! I love the concept! It’s really original (haven’t played anything like that). It’s rare that I give 5 stars but you deserve them.” – Kinta (on YYG)
“Ingenious concept with a nicely rising difficulty curve.” – Zack (on Game Jolt)
“Love the concept. The variation was good, it actually felt like part of the gameplay (lots of games these days just add variation for polish, rather than being an integral part). The music was great, never got old or annoying.” – Snail (on Game Jolt)
Competition Results: The game made it to the Top 15 in the competition (out of 275 games entered). It also was Featured and Spotlighted on the front page of the YoYo Games website as a competition runner-up.
I’ve been working on an innovative new game for the YoYo Games “Discovery” competition. I’m pretty excited since I’ve never seen a game like it before! The only details I shall reveal about the project at this point in time are: 1) Super Mario Galaxy has been an inspiration for the game. 2) It is not a platformer.
Speaking of which, I’ve been playing Super Mario Galaxy 2 a lot since it came out on Sunday. I’d give the game an easy 10 out of 10 rating. There’s just nothing fundamentally wrong with the game. (Not to say that it’s totally perfect – there are a few minor flaws such as an occasionally irritating camera angle – but the amazing fun of the game overpowers any of these little issues.)
Its brilliance is largely due to its sheer variety. Almost every level introduces a new gameplay feature, and 82 Stars into the game, I have not yet encountered a bad level. Some levels are incredibly difficult, some are very quick and easy. But you’ll never find yourself doing the same thing for long, and pretty much whatever you are doing is very fun.
I hope to achieve that kind of fun diversity with my new project.
On a different note, if I were to make a sequel to Vertiglow….any ideas for powerups or new gameplay objects?
Hey everyone. Haven’t seen you in a while.
I haven’t been blogging much at all in the past few months. So what have I been doing? Not much.
As much as it pains me to say, I haven’t been working a lot on any game projects. I’m in the midst of a (possibly permanent) creative drought for game design. I guess I just don’t enjoy it like I used to. Or I’ve just grown lazy and not motivated to work on anything.
I was working on a collaborative game with one of my buddies for the 5th YoYo Games competition but I ran out of ideas for the project and since I was in charge of programming and game design, that kind of spelled doom for the competition entry. He still wants to finish the project eventually, though, without the constraints of the contest. So you may actually see it finished sometime in the next few months.
Other than that, I have been given a very cool game engine to work with by a very popular indie game designer. It opens up a lot of creative possibilities…that is, if I can figure it out well enough to make something fun with it.
So that’s what I’ve been up to. I have a few ideas floating around, and we’ll see if I can pin them down into game form.
Not enough people have heard of the band Maps & Atlases. You should listen to their music. Really. It’s amazing. (Once you listen to it, feel free to send me delicious cookies as a “thank you” gift for introducing you to this awesome band.)
To show you what I mean, here’s one of their songs. Even if you don’t like it, you should listen to some of their other stuff. It’s all so different that you’re bound to find something you like.
Released On: December 18, 2009
Development Time: Two days
Info: A challenging, minimal-graphics arcade shooter with a unique aiming system. Made for a Shmup (shoot-em-up) contest.
Feedback: None yet.
Okay, my idea from yesterday evening didn’t work out. I’m not entering the Ludum Dare after all. 😦 Oh well.
I have learned quite a bit from this, though, plus I’ve animated a cool player sprite that looks better than any previous computer-drawn graphic I’ve made. Also, working on this little project has gotten me a bit more motivated for game development. So maybe you’ll see some awesome stuff from me soon.
Until I have something to say again…farewell, readers. 🙂
So after a day of designing, what do I have to show for it? Surprisingly little.
I managed to draw and animate a player sprite, and that little feller has been in a bunch of different protoypes today. I didn’t like / couldn’t do any of the gameplay styles I tried out today…until tonight, when I whipped up a small prototype that might manage to work itself out into a cool game tomorrow. We’ll see.
I’ll post again tomorrow on whether or not this new idea of mine was an epic fail.
And sorry for the lack of screenshots. There just wasn’t anything to really show.
EDIT: There is now.
Not a great shot (reduced a bit for blog layout reasons), but good enough for a demonstration.
I’m in the process of working on a game for the Ludum Dare 16 contest – theme being “Exploration”. Whether it will get finished or not, it’s still a good opportunity to actually work on something.
As for progress on the game I mentioned in the last blog post… there’s almost none. Ran out of new ideas for it, but I still plan to return to it at some point.
If I get any decent amount of work done on my contest WIP, I’ll post some screenshots later on today.