Archive for the 'Games' Category

Cut It

Thursday, July 1st, 2010

Cut It - a small puzzle game

I made a small game about cutting stuff. It started out as a tech test for a completely different game. I ended up polishing up the test and creating some levels to it and now it’s a “real” game. And by real I mean as real as a quick and dirty prototype that was created in few days can be.

Dennis will probably compile the OS X version for you mac people out there, and we could technically put the game out for the iPhone as well.

Cut It – Release 1

Cut It shot Cut It shot Cut It shot


Windows: (5.2 Mb) (Release 1)
Mac: (6.7 Mb) (Release 1)

A game about cutting up blocks.

The goal is to get the white box onto the green platform. You can cut any object in the game by dragging your mouse across the screen.

[Spacebar] resets the level.

Game Design, Code & Gfx: Petri Purho ( petri.purho (at) )
Additional Code & Design: Dennis Belfrage
Music: Peter Rudenko – If. The song “If” is freely available at under the Creative Commons Attribution 3.0 Unported -license.

The game uses Erin Catto’s Box2D physics engine under the MIT license.

Inspiration source: Experimental Gameplay Project

Edit: Fixed the fps problems. It should now run 60 frames a second.

Men On The Flying Trapeze

Monday, May 3rd, 2010

Men On The Flying Trapeze

A little while back Kokoromi organized yet another Gamma party. The theme for this year’s gamma was “one button games”. So we decided to give it a go and do a two player version of The Amazing Flying Brothers.

Men On The Flying Trapeze

Men On The Flying Trapeze - shot Men On The Flying Trapeze - shot Men On The Flying Trapeze - shot


Windows: (10.9 Mb) (Release 1)
Mac: (12.8 Mb) (Release 1)

You play as the infamouse flying brothers as they try to perform the flying trapeze act. The game is a two player coop game. Your job is to get as big of a score as you can.

Player 1: Left shift.
Player 2: Right shift.

The game is a one button game, so no more then one button per player is needed. Tap on the button to release your grip. Holding down on the button will cause you to speed up or slow down. If you press down, when going down you’ll accelerate. If you press down when going up, you’ll slow down.

Game Design, Code & Gfx: Petri Purho and Dennis Belfrage

The game uses Erin Catto’s Box2D physics engine.

Sound Effects:
circus_short.mp3 by Harri,
drumroll.aif by Heigh-hoo,
cheer.wav by acclivity,
applause 1.mp3 by Charel Sytze,
applause2.mp3 by Charel Sytze,
applause3.mp3 by Charel Sytze,
bookslapthud2.aif by buzzbox,
whip,slap,belt,punch.wav by scarbelly25,
neck_crack.wav by Halleck,
neck_crack_pure.aif by Halleck,
Bone Cracking.wav by DalomarGrimm,
Applaudissement.wav by thesandro,
meadow ambience.WAV by eric5335,
Ba-Dum-Tish#1.wav by Timbre ,
swosh.aif by man,
punches_and_slaps.wav by Syna-Max,
cartoon poppyup appearances -0001.aiff by martian,
please_no_scream.wav by Syna-Max.

All soundeffects are used under Creative Commons Sampling Plus 1.0 License.

Inspiration source: Experimental Gameplay Project

Hero Programmer Quest

Thursday, April 1st, 2010

Hero Programmer Quest

I made a game for the Experimental Gameplay Project’s March theme: 10 seconds. It’s a silly little Flash game that started out as a joke when we trying to come up with game ideas about 10 seconds with Dylan Fitterer. We actually came up with this pretty decent game idea, but it was just a little too ambitious to do. Also we had some political differences inside team about Sarah Palin 🙂

Hero Programmer Quest

Hero Programmer Quest shot Hero Programmer Quest shot Hero Programmer Quest shot

Play it online

Play it online now!

You’re a programmer at NVIDIA. You’ve just released a graphics card driver that is killing computers all over the world. In order to save the world from a death by exploding computers you have to fix bugs in your code as fast as you can. It’s the game that puts the dead in deadline.

Gameplay is pretty simple. Just click on the line of code where there’s a bug.

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

Special Thanks to: Dylan Fitterer for the idea and Martin Jonasson for the sweet Flash tutorials.

Inspiration source: Experimental Gameplay Project

Count On Me

Monday, March 1st, 2010

Count On Me - my openFrameworks / iPhone test game

In January we decided to check out what openFrameworks was all about. It’s actually pretty good. So I decided to go along and do an iPhone game about matching stuff with it. Unfortunately I don’t have the iPhone build since I didn’t really bother to finish the game properly and submit to the AppStore, but I’ll probably get around to it at some point. Mean while here’s the PC build of the game.

Count On Me – Release 1

Count On Me shot Count On Me shot Count On Me shot

Download (6.1 Mb) (Release 1)

A game about counting, matching and popping bubbles.

Bubbles pop if they have the same color and number. You can combine bubbles by dragging them to each other. The color of the bubble will be determined by which of the bubbles had the bigger number.
Your job is to pop bubbles in order to get the highest score possible in the limited time you’re granted.

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

Sound Effects:
Generated from the following sources:
BUBBLES POPPING.wav by Hell’s Sound Guy.
“slimesquish” -pack by anechoix.
“Acoustic Guitar” -pack by NoiseCollector.

The samples are licensed under the Creative Commons Sampling Plus 1.0 License.

The game uses OpenFrameworks under the MIT license.
The game uses Erin Catto’s Box2D physics engine under the MIT license.

Inspiration source: Experimental Gameplay Project, especially Kyle Gabler’s Super Tummy Bubble I love you, Kyle

The game itself is under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 license.

Edit: The problem with the executable should be now fixed.

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.