Archive for the 'Jam Games' Category

Jesus vs. Dinosaurs

Thursday, May 23rd, 2024

Jesus vs. Dinosaurs

Back in 2011, me and my good friend from Sweden Martin Jonasson, ended up making a two player party game called: Jesus vs. Dinosaurs. Somehow we got Danny Baranowsky to do the music and Evan Balster to do the voice acting.

Over the next few years the game was featured at a quite a few events. It worked really well at these events. But somehow we never officially released the game. Reasons were a mix of laziness, busyness and indecisiveness about what to do with the game. Now 10+ years later we decided to just put the game out there. It’s a fun two player party game, that requires controllers to play proper.

Jesus vs. Dinosaurs – Super Turbo Edition2

Jesus vs. Dinosaurs - a party game about building cars from jesus and dinosaur parts Jesus vs. Dinosaurs - a party game about building cars from jesus and dinosaur parts Jesus vs. Dinosaurs - a party game about building cars from jesus and dinosaur parts
Jesus vs. Dinosaurs is a 2 player versus game.
2 x Xbox 360 controllers are highly recommended

Trailer

Download

Windows: jesus-vs-dinosaurs-windows.zip (24 Mb) (download from itch.io)

Instructions

God travels back in time to kill all the dinosaurs, because they’re not in the bible. Darwin gets wind of this and travels back in time to stop god. They both build cars a have the ultimate chicken race in history.

Player who gets a car across the screen will score a point. First player to reach 10 points wins the game. There are also power ups (which are usually bombs or mines). To get a power up you have to get a car to touch one of the crates that falls from the sky.

There 2 phases in the game.
In building phase both players build cars from tetris blocks. In simulation phase you can’t do anything except drop bombs (if you have any) with a button.

Playing with Xbox 360 controllers

  • [Left Stick] – Move the blocks around.
  • [A] – Place a block (or drop a bomb).
  • [Left Shoulder] – Rotate a block counter-clock wise.
  • [Right Shoulder] – Rotate a block clock wise.

Keyboard Controls

Player 1:

  • [WASD] – Move the blocks around..
  • [c] – Place a block (or drop a bomb).
  • [x] – Rotate a block counter-clock wise.
  • [v] – Rotate a block clock wise.

Player 2:

  • [ARROW KEYS] – Move the blocks around..
  • [k] – Place a block (or drop a bomb).
  • [j] – Rotate a block counter-clock wise.
  • [l] – Rotate a block clock wise.

(Note you can modify keycontrols by modifying the file in data/keybinds.xml)

Sound

  • [m] – Mute audio
  • [+] – Increase volume
  • [-] – Lower volume

Screen Resolution

You can change the screen resolution by modifying the resolution.xml file. You can also set the game to run in fullscreen mode by modifying this file.

Credits

Game by Martin Jonasson and Petri Purho

Music by Danny Baranowsky
Voices by Evan Balster

Conveyor Worm

Wednesday, July 5th, 2023

Conveyor Worm - Puzzle game about a worm pushing and pulling.

Back at the end of April I participated in the Ludum Dare 53 Jam. I figured I’d just do a quick game over the weekend. And I did just that and the game turned out okay. Unfortunately on the last day I started feeling like I’m about to get the flu. So I did the adult thing and went to bed instead of pushing through. I did finish the game, but I never got around to making the web version and putting a real release together. It’s here now. Better late than never I guess.

Conveyor Worm- Release 1

Conveyor Worm - worm game for pushing and pulling blocks Conveyor Worm - worm game for pushing and pulling blocks Conveyor Worm - worm game for pushing and pulling blocks

Download

Windows: ConveyorWorm.zip (0.16 MB) (Release 1)
Play in browser: At itch.io!

Instructions
Push and pull the blocks, complete the levels!

  • Arrow keys: move
  • Z: Undo
  • Space: Restart level

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

Hide No Seek

Tuesday, January 10th, 2023

Hide No Seek - Single card social board game

I made a simple – maybe the simplest – board game! Its called Hide No Seek and it is available at the a print and play service The Game Crafter. Although if you want to play it you can also just print it out, or write the rules on a card with a sharpie.

The Game Crafter had a single card game design competition. You had to design a whole game with rules and everything on a single poker size playing card. I liked the challenge and ended up making a design I thought was rather obvious. As illustrated by this image of the card:

Hello! You found me! This is a GAME. And it is your turn. Hide this for someone else to find.

Download

You can download the print and play files from here.
PDF: boardgame_hide_no_seek.pdf (0.3 Mb)

The game is distributed under Creative Commons Attribution-Share Alike 4.0 License.

Maze of Space

Tuesday, November 9th, 2010

Maze of Space - pixelated adventure

A while back I experimented with the idea of rendering pixel art using post it notes. That game was pretty bad, but the idea of rendering pixel art in interesting ways was pretty neat. Inspired by past experiences and this painting by tubbypaws I decided to test out if I could render pixels to look like they were painted. The results were surprisingly good, so I crafted a smallish game around that. A big chunk of the game was made at Karlshamn game jam with Martin and Niklas.

Maze of Space – Release 1

Maze of Space shot Maze of Space shot Maze of Space shot

Download

Newest version:
Windows: MazeOfSpace_r1.1_win.zip (9.0 Mb) (Release 1.1)

The original blog post version:
Windows: MazeOfSpace_win.zip (9.0 Mb) (Release 1)
Mac: MazeOfSpace_mac.zip (10.6 Mb) (Release 1)

Instructions
A game about killing space monsters.

You’re trapped on a space station.

[Arrow keys] Move the guy around.
[CTRL] or [Z] Fires your gun.
[ALT] or [X] Strafes.
[I] for inventory.

Credits
Game Design & Code: Petri Purho ( petri.purho (at) gmail.com )
Random Space Station Generator: Martin Jonasson
Additional code & design: Dennis Belfrage
Music: Niklas Ström
Sound Effects: Niklas Ström & Petri with SFXR
Pixel Art:
Oddball’s small offerings used under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License.
And Oryx – LOFI Fantasy 2D/3D used under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.

Testing:
Anders Falk
Simon Gustafsson
Olle Lundahl
Kalle Wiren
Harry Lundström
Lemmi
Jonas Svegland

The game is distributed under Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License.

Inspiration source: Experimental Gameplay Project!

Edit: Release 1.1 – Thanks to the feedback I removed the shaking camera and made the movement of the player a bit faster.

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

Counton.zip (6.1 Mb) (Release 1)

Instructions
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.

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

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.