Archive for the 'Jam Games' Category

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


Windows: (0.16 MB) (Release 1)
Play in browser: At!

Push and pull the blocks, complete the levels!

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

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

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.


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


Newest version:
Windows: (9.0 Mb) (Release 1.1)

The original blog post version:
Windows: (9.0 Mb) (Release 1)
Mac: (10.6 Mb) (Release 1)

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.

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

Anders Falk
Simon Gustafsson
Olle Lundahl
Kalle Wiren
Harry Lundström
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 (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.