I am open to partnering with publishers for certain games!
The following are games I feel would be a good fit for publishers, in approximate order of release. They range from 70% to 90% done.
Please contact me at $EMAIL$ for more info!
***Disclaimer: If you identify as a Republican, Alt-Right, White Nationalist, White Supremacist, Nazi, or Donald Trump supporter,
I am not interested in working with you, as I see it as an indicator of poor character***
"This is the best color blending game I've ever played." - Tim FitzRandolph, creator of "Where's My Water?"
Targeted at both PC and iOS, Chroma Cave is a unique puzzle platformer based on color blending, originally conceived during a
24-hour game jam. Mix red, green, and blue lights to enable cyan, magenta, yellow, and white platforms, petrify enemies, and
destroy blocks. It's best suited for players who like puzzle games, especially platformer puzzle games.
All level design is by Sebastian Janisz, who was also a level designer and coder on "Where's My Water?" known for making the best hard
levels. The final version of Chroma Cave will feature about 60 levels; the harder ones can take a half hour or more to complete. The levels
range from easy at the start to very hard at the end, so players of almost any skill level will get enjoyment out of it.
Art will likely be re-done before release. The game is currently targeted at PC and iOS. It's made in Clickteam Fusion,
so it's also easily exportable to Android and OSX, and even portable to consoles using a tool called Chowdren, though currently
only PC and iOS are planned.
#Snake2 DX: Reawakening
"Finally, a Video Game with Machine-Gun-Wielding Flying Snakes." - Kirk Hamilton, Kotaku "This is the only way a sequel to Snake could work." - Tony Ponce, Destructoid
#Snake2 is an unconventional bullet hell, originally prototyped for the 2012 Global Game Jam by a team of five, including famed videogame composer Virt (Jake Kaufman), who
contributed a high-octane DnB/Dubstep soundtrack. Similar to "Pac Man 2: The New Adventures" for SNES, #Snake2 was concieved
as a sort of middle finger to the player's expectations of what a sequel to Snake might entail (the # in the name was originally so it
would shoot to the top of alphabetical lists, but doubles as a handy hashtag). It's best suited to players who like bullet hells or action
games, or people who just want to play something really, really weird and intense.
The game itself is aggressively absurd to the point of being surreal. Careen through a city as a giant flying snake with a hand on its tail, smashing through
buildings, grabbing machine guns, destroying helicopters (which explode with blood in hard mode), eating various objects (apples, unicorns, babies), and fight the final boss, the "Butt King,"
a gigantic butt wearing a whoopie cap that rises out of the ocean, and is also your father (with full voice-ons).
Post gamejam, #Snake2 has been polished into a fun, highly playable bullet hell with multiple modes (including
a mode where you play a version of the original "snake" over the player's head... using the same buttons you use to move around). The
game's hard mode is so brutal, it will leave even genre veterans shell-shocked (especially due to the game's highly nonstandard damage
mechanics). And while the game is still just one level, a slew of achievements and even a hidden unlockable game add lots of replay
value along with the different modes.
"Worm-based indie games have been a little thin on the ground since 2007's Death Worm, but the invertebrates are back with a vengeance in Sebastian Janisz's Trike."
- Tom Sykes, PC Gamer "Trike's gameplay is brisk and claustrophobic..." - Danny Cowan, Indiegames.com
Trike is a highly experimental twin-stick shooter arcade game for one or two players (co-op). In trike, you aren't just fighting enemies, you're fighting
an entire Worms-style "terrain grid" with trails left by every enemy and bullet onscreen. It's aimed at players who like
to be challenged, who like action/arcade games, who like co-op, or who like unique, experimental new forms of gameplay.
A solo project originally conceived in Clickteam Fusion's predecessor almost 20 years ago, Trike uses a lot of custom plugins and sophisticated shaders,
and aims for top-notch graphical polish. Its beveling terrain shader achieves sleek, satisfying metallic looking lighting, while the
background runs on a custom multi-threaded water simulation that rivals the likes of Geometry Wars.
However, all the custom code makes porting difficult, so Trike is currently only aimed at PC. Ports are certainly possible but would
be labor intensive. Because it's so experimental, it's unclear how much more iteration Trike will need, so I've shelved it while I
get Chroma Cave and #Snake2 out the door.
"It looks like developer Ultimate Walrus (of #Snake2 infamy) started making a rhythm-based Bomberman clone, but then went off the deep end somewhere between floating doughnuts and giant snakes. Bonus points for the playable moai head statue."
- Darren Nakamura, Destructoid "It's not very often that you see a game that is pretty much entirely unique that can't be compared to anything else. Props to them this looks fun, and I've never seen anything else like it."
- Scissors (Destructoid commentor)
Imagine Smash Bros as a turn-based Roguelike on a grid, and you're part of the way there to understanding what Beat Bros is about.
Multiplayer matches are frought with carnage and chaos, yet everything is rigid and deterministic, like a game of chess flung
completely off the deep end. It's aimed at players who love chaotic couch multiplayer, players who love weird puzzle games, players who like
roguelikes and turn-based games, and players who like unique, experimental new forms of gameplay.
Features 10 different characters, all with different superpowers, randomly-generated multiplayer arenas,
the ability to steal and stock up on other players' powers, AI computer players, and a fleshed out single player puzzle mode.
Originally billed as a
rhythm game, I plan on shifting the game's focus to a more thoughtful approach, with turns happening at the player's leisure rather
than on the beat (though this will still remain an option). This may also entail a name change to downplay the rhythm aspect.
"Turn Undead" by Nitrome is a handy reference to what I mean by turns happening
at the player's leisure.
The game is made in Unity, so is portable to virtually any platform (beta was already
released on PC). It still needs some siginificant work, and though it's easier to estimate how much is left than for Trike, I currently
have it slated behind Trike for completion.