Archive for the 'Games' Category

The Mirror

Monday, February 1st, 2010

The Global Game Jam ended yesterday. So far I’ve seen few really interesting games surface from the what was probably the biggest Game Jam ever.

I participated the Nordic Game Jam again, second year in a row. There were a decent number of indie friends there and we had a blast. This year was way more stress free than the last one. Most of us took things a bit less seriously this time around. Which was a good thing. Here’s a photo from our cubicle in the sky:

Our cubicle in the sky

We tagged the white board and claimed the cubicle with drawings of us and male reproductive organs.

One of the reasons why my output of prototypes last year was so slow was that I’ve become somewhat scared of publishing my games here on this blog. After releasing Crayon Physics Deluxe I realized that a lot of people where reading my blog. Lot more than before. When I started out making prototypes there was literally no one downloading my games. I felt more liberated and creative. I had the license to suck, I could swear, do games about any subject I wanted to without worrying that there is some mom who wanted to buy Crayon Physics Deluxe clicked on the blog only to be surrounded by profanity.

So to give you all the metaphorical finger here’s the game me Jonatan “cactus” Söderström did during the Nordic Game Jam.

The Mirror shot 01

I was responsible for the graphics and Jonatan did the coding. Our game turned out to be an “interesting” one. To be honest it’s pretty bad as a game. But the concept behind it was somewhat interesting and the execution is certainly disturbing. I’m kinda glad we decided to go all the way with the game. Literally.

You can go and download the game from GlobalGameJam website. BE WARNED THE GAME IS SOMEWHAT NSFW (there’s a penis in the game). Here’s link to the game

The theme of the jam was to make games about deception. We decided to experiment again with what defines a game and ended up with an interesting experimentation.

I recommend that if you’re interested you try to the game and don’t read the spoilers hidden underneath:
So our idea was to do game that didn’t really have any real rules or a goal. It’s all deception. You can interact with the game and you’ll get points randomly from doing things. There are no real rules to the game. It ends at a random point. The game is open to any interpretation and we’d love to hear yours.

Sticky Notes Shooter

Saturday, July 11th, 2009

Unexperimental Shooter: Sticky Notes Shooter (not made of post it™ notes)

Here’s my first Experimental Gameplay Project (v3.0) contribution. The theme was Unexperimental Shooter. Don’t ask me why. I tried to stick to theme to the best of ability, which turned out to be harder than I originally thought it would be. My first try spinned off to the experimental territory faster than cactus makes games. (I’m still working on that more “experimental” game, but it has already passed the 7 day deadline by mile).

Sticky Notes Shooter is a shooter made out of non trademarked stick notes. Basically it’s a low resolution (32 x 24) shooter with a stop motion esque rendering. The other cool part about the game is that it generates space invaders randomly. The algorithm for this was way too fun to write and play around with and it was inspired by Jared Tarbell’s Invader Fractal algorithm.

Sticky Notes Shooter

Sticky Notes Shooter shot Sticky Notes Shooter shot Sticky Notes Shooter shot

Download

Sticky_notes.zip (7.4 Mb) (release 1)

Instructions

Your company has just trademarked all the pixels in a 12×8 space and it’s is your job is to travel around the galaxy and fight pixelated monsters that violate your precious trademark. Your name is Tim L. and you’re a professional trademark troll. You’re the best there is.

Arrow keys move Tim around and use space to fire his cease or desist gun.

Credits

Game Design, Code & Gfx: Petri Purho
Music: Martinibomb - The Love God. The song “The Love God” is freely available at http://www.comfortstand.com/catalog/049/ under the Creative Commons Attribution-Noncommercial 2.0 Generic -license.


Sound Effects created with the DrPetter’s sfxr.
Fractal Invaders inspired by Jared Tarbell’s Invader Fractal.
Sticky Notes Shooter uses: SDL, SDL_Image, SDL_Mixer and GLEW.

4 Minutes and 33 Seconds of Uniqueness

Monday, February 2nd, 2009

I’m not sure if I’m ready to start doing monthly games again so this is not a promise that there will be a new game on March 1.

This is a game that I created at Nordic Game Jam (during the last day in couple of hours). It’s an experimental art game, that is so going to win the 2010’s IGF award for innovation (Edmund! You better watch out).

The theme of the Nordic Game Jam was

As long as we have each other, we’ll never run out of problems

Additional restrictions included:

  • Game session has to last 5 minutes
  • Choose one: Developing, Trapped, Falsified
  • The game has to language independent

The game won the Innovation award at the Nordic Game Jam!

4 Minutes and 33 Seconds of Uniqueness

4 Minutes 33 Seconds of Uniqueness shot 4 Minutes 33 Seconds of Uniqueness shot 4 Minutes 33 Seconds of Uniqueness shot

Download

4mins33secs.zip (0.4 Mb) (release 1)

Instructions

This section contains SPOILERS (explains what the game is about).

You’ll win the game if you’re the only one playing the game at the moment in the world. The game checks over the internet if there are other people playing it at the moment and it’ll kill the game if someone else is playing it. You have to play the game for 4 minutes and 33 seconds.

It’s an exploration to what actually defines a game. You can win or fail in the game, but there is no user input or interactivity of any kind. I was tempted to leave the graphics out completely, but I figured that the white progress bar is abstract enough.

Credits

Game Design, Code & Gfx: Petri Purho
Inspiration and Music: John Cage
Design: Heather Kelley
Design: Jonatan Söderström

Pirate Fishing

Thursday, October 16th, 2008

This is the last game of Season 2 of Kloonigames. The whole season -thing is more a self proclaimed deadline and/or motivational tool than anything real. It’s very much like prisoners counting days left in prison. But I promised myself back in November 2007 that I’d do at least 12 new monthly games and I’ve more or less accomplished that. Season 2 has had its ups and downs and the whole thing was a bit more painful than Season 1, because this whole time I’ve been also working on Crayon Physics Deluxe.

So this all means there won’t be any more monthly games for a while. I’m going to finish Crayon Physics Deluxe and after that I’ll decide if I’m going to start another season of Kloonigames.

Anyway here’s the game. The game was made back in 2006 and I’ve been keeping it as a backup if I ever for what ever reason won’t be able to do a game that month.

Pirate Fishing

Pirate Fishing shot Pirate Fishing shot Pirate Fishing shot

Download

Fishing.zip (4.7 Mb) (release 1)

Instructions

You’re a pirate and you have to catch some fishes at the Baltic sea to make money.

Control the boat with mouse and pour oil into the ocean by left clicking.

Credits

Game Design, Code & Gfx: Petri Purho ( petri.purho (at) gmail.com )

Music: Weirdomusic - Fiber visits the Q Continuum. The song “Fiber visits the Q Continuum” is freely available at http://www.comfortstand.com/catalog/020/ under the Creative Commons Attribution-Noncommercial 2.0 Generic -license.

Greetz
Experimental Gameplay Project

Knock the Monster

Monday, September 1st, 2008

A little over month ago I was in Sweden, participating this awesome event called No More Sweden. (I’ve been meaning to post a small blog post about that ever since). No More Sweden can be best described as an indie game jam; bunch of friends getting together during a weekend and making games.

Me and Erik Svedäng (of Blueberry Garden -fame) made a game together during that weekend. That game turned out to be this NSFW art game, with a feminist message and we weren’t sure should we post it online or not. So what we did was I continued to work on the game a little and we agreed that I could release the SFW version of the game here.

Knock the Monster

a screenshot of Knock the Monster a screenshot of Knock the Monster Knock the Monster screenshot

Download

Knock.zip (7.4 Mb) (Release 1)

Instructions
Your girlfriend is dead and the Gods say that to bring her back you have to knock over dozens of Monsters.

The goal is to knock over the green monster with the 16-ton weight. You can draw chains and if the boulder hits the end of a chain it will get attached to it.

Draw chains with your mouse. Right clicking will remove chains. To start the simulation click on the Start button (or press space).

Once the simulation is running you can cut chains by clicking on them.

Troubleshooting
If you have problems getting the game to run I’d suggest on installing the newest DirectX 9.0c drivers and making sure you have .Net Framework 2.0 installed.

Credits
Game by:
Erik Svedäng
Petri Purho

Music: Martinibomb and the Coconut Monkeyrocket - Munster Beat!

Sound Effects: anvil_strike_1.ogg - anvil_strike_8.ogg are from Sample package “Industrial_Percussion” by l0calh05t.
chained_up.ogg is from cadenas.wav by plagasul.
click_ok.wav is from click 1 d.wav by TicTacShutUp and
click_deny.wav is sampled from click 1 off click.wav by TicTacShutUp.
Sound effects are licensed under the Creative Commons Sampling Plus 1.0 License.

The game uses Erin Catto’s Box2D physics engine.

Inspiration source: Experimental Gameplay Project.

Knock the Monster uses: SDL and SDL_Mixer.