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Frozen Tech Pack 2013

Tumblr Post

The Frozen Tech Pack 2013 was a collection of my old games I made back in 2013. It wasn't intended to actually be fun, it was mostly tech demos I'd put effort into and never got a chance to show, so I decided the best way to show them was to put them in a box together because it got a load off my mind.

It's downloadable here! Wow! It's 17.39 Megabytes

There's information in the zip itself, but here's a bit more detail on each game so y'all know what's actually in here and it's less lucky dip.





BeingGame/Testbed

Nothing new to say beyond what I said in the in-pack readme file, so, here it is to speak for itself

"

BeingGame/Testbed
2006-2007

Made way back in 2006 during "the worst summer ever", and as a break/testbed for my main game, Project A, which I didn't have to take as seriously. It has absolutely nothing to do with A.

It's just another mess of unfinished content like a lot of these other games. But you can access all of it from my save files (You can't reach the levels from anywhere else since they're not connected, so don't overwrite them with other levels or you may never get back to those levels!)

This impressed me when I finally dug it up this year, it being only a far off memory I didn't even know existed. It was made in a PSP resolution, and had loads of pro stuff I was still really proud of, a cutscene, really polished meshes (for me at the time), really cool menus, shadows, etc. It was designed for a controller because everything I made back then I wanted to be a playstation game.

There's also some voice samples in this folder of my younger self. Not very beautifully acted, but I kept em there cause they're so genuine.

This is one of the defining games of this pack, and also full of random stuff, like a lizard mesh I put out the way behind a wall, and some of my trademarks starting to come through. It was gonna become a huge, sprawling space game with multiple characters. I've got the designs buried away somewhere.

The only thing that has been added to this game is the credit at the beginning. The rest is all how I left it in 2006. There was a gun in this game once. No idea where it went.

Controls:
Arrow Keys: Move
Space: Jump
F4: Save
Backspace: Action

You can go into the distance forever.

"




Bethany Fife and the Biome of Life (But Actually Death)

This is one of my favourites. I'd resurrect it casually if it wasn't for the fact it was made in flash. I no longer have access to flash since I left the course and... oh? What's this? You can play this one in your browser! Here!

"

Bethany Fife and the Biome of Life (But Actually Death)
2010 to 2011

I made this game for class. We could make a game about anything we wanted so I just went nuts. It started out as a poor, ironic game set around a desert environment, but a tileset fuck-up caused it to look like a space station, and the walls looked like floors, and vice versa, and I changed it to that.

It was never finished, there are several bugs, which are detailed in the "extras" tab (give it a read before you play!) And also a lot of cut content, such as the ghosts that were going to hover around the lake, hich had rude words written on their ssides, and the shirt you can get from them, which just has "offensive slogan" written on it and allowed you to ghost through pink walls. There's a whole section in space outside a pink wall which you'll be unable to access.

The game ceased development when my home flash trial ran out, and also I had to shift my attention to other projects that were more pressing. The course was good, but I didn't learn any new skills on it. A lot of the games were outright sluggish to make and I ahd no interest in them, and was sick of game development. This one was my first, and I loved it.

Controls:
Enter: Skip ahead in cutscene/Talk
Space: Rocket boots
Arrows: Move

Occaisionally there's a bug when you get the boots that means you can't skip through the dialogue. This might be a game breaker.

"




Bulb

This one really sucks and I made it in less than one day while depressed

"

Bulb
2010

This was another game I bashed out in a wave of inspiration in 2010 after I was kicked out of University (DSA was the other, main one) and it was only one level long, but it shows what I can do in a day when I'm on a kick. That time was pretty productive and I was able to make myself happy with game development for the first time in ages.

Controls:
Space: jump
Arrow Keys: move

You can fall forever out of the level, as an aside
The blur effect I got off the Blitz samples website, credit to Jeremy Alessi

"




Cupboard of Doom

My parents keep telling me this is the best thing I've ever made. It makes me genuinely upset because I put fuck all effort into it and I hate it Dong Nguyen style

"

Cupboard of Doom
2011

When I first joined Tumblr I cranked out 3 games. Out of nothing but desperation. I wanted to prove I could make a game every day for a week. I couldn't. Then I never mentioned it again.

This is the third of these games. It's a very, very simple game, you click on the door to open it, then again to close it. If you see money, you can click on it to get it. If you see a ghost, your health will drain until you close the cupboard again.

Controls:
Left click: Click on things

"




Offensive Counters

This was a school project and I really like it. There's a lot of depth and I remember it fondly, it almost defined that one Summer that followed after I made it.

"

Offensive Counters
2009-2010


I made this as my final dissertation whatever in College in 2009. It was miles better than my dissertation in University four years later, because I let myself go.

I lost the .bb for this one. I have no idea how! This is all that's left, sadly!

It requires a controller for the second player (who is also the coolest player, Coin Lady). Sorry if your controller doesn't work with it, or if you don't have one!

The Lair of the Crimson tosser is the best stage, and the one I've put the most effort into. Feel free to try some of the others, too!

Am I missing anything? Oh yeah, it's a shooter. You have to shoot eachother with a variety of weapons.

I wanted to add more characters and stages, but this one I lost interest in too. It's pretty well made, moreso than I remember now I revisit it for the first time in years.

Try out the magnet and the barrels together. And the turret gun if you want. I'm most proud of how these ones work.

For some reason there's a bug where the wrong weapon appears at the wrong scale. I'm not sure how this happened, as there was one point where you always had the correct weapon. I think I must've caused it by changing something else. It's poorly programmed. Moreso than I remember. At least you can play it I guess!!!!!!!!!!!!!!!!!!!!!!

I made this game as my final project in college, a place I associate a lot with the great time I had working on my big game, so this game carries a mood of uncertainty and sadness for me

Controls:

Player 1:
WASD: Move
Mouse: Aim
Left Mouse Button: Shoot
Scroll Wheel/Arrow Keys: Select weapon
Space: Jump

Player 2:
Left Stick: Move
Right Stick: Aim
R1/Button 8: Shoot
D-pad: Select weapon
L1/Button 7: Jump

F4: Return to menu

"




Outofbody2

It's okay

"

OutofBody Two/Therapy
2013

I made this game just to mess around with a sidescrolling engine I made a while before for a game for class. I just wanted to put it to SOME sort of use.

This as gonna be a game that was full scale, I might come back to it but I doubt it. The plot was that a young girl and her family get their TV stolen, and they have to go to colourful worlds to get it back, by collecting some sort of power-star-esque? I didn't put much thought into it because I wanted to just not take myself so seriously. That's the point of the title, sort of. I was sick of having to write and be serious all the time, I wanted to make something more lighthearted.

It was gonna have weapons and loads of cool stuff.

I've left the "stage" file open for you to edit (I have no choice in the matter really) go mess around with the levels if you like!

If you wanna go to another stage, you have to quit, I'm afraid. It's not built for stage switching, I had to hack that in.

Controls:
Arrow Keys: move
Up: Jump

Spikes do nothing. But pretend they do if you want!

"




Reaction Game

Literally nothing to add here. Here's the manual:

"

Reaction Game
2011

When I first joined Tumblr I cranked out 3 games. Out of nothing but desperation. I wanted to prove I could make a game every day for a week. I couldn't. Then I never mentioned it again.

This is an attempt at a two player game. I thought because my keys always jammed when there were two players on a keyboard, I'd try making it so each player only had to hit a single button.

So you have to hit the key your colour square indicates. A chain will net you more points. (see the number of rings surrounding your square to see your combo rating)

Controls:
All letters: Player 1 and 2 input
Enter: Menu input

"




Riot!

Guess what! This one's browser playable, too! Check it out. Proud of the animation in this game, even if the actual game isn't very fun.

"

Riot!
2012

A Unity game I had to make during the Summer of 2012 where I didn't stop working. I actually haven't stopped workign since the start of year 2 at time of writing. (Summer 2013). Anyway...

It had some of my favourite spritework I've done, I put a lot of detail into it, and there was one enemy that got cut that had a similar amount of detail put into it. Dropped because I had no motivation to complete it.

When the game ends, nothing happens.

NOTE: THIS IS THE ONLY GAME THAT USES ALT+F4 TO EXIT RATHER THAN ESCAPE.

The buildings also dissappear as you get near the end. It's unfinished but there's a lot of little details in there.

It's a scrolling fighter. You have to outrun the riot police. The theme we were given was "Advancing wall of doom" and my mind was copletely blank until I played Scott Pilgrim and wanted to make something like that. If it was up to me I wouldn't've used Unity, mind.

Controls:
WASD/Arrow Keys: Move
Z/Left Click: Punch combo
X/Right Click: Kick

"




MONSTER GUTS featuring EARL

I am aware of the irony of adding commentary to commentary on something I made myself, and the irony of it compared to how humble I like to come across. Actually scratch that, I am probably not humble. What a big head I've got. Anyway, I don't like this game. Don't feel like there's very much of "me" in it.

"

MONSTER GUTS Featuring EARL
2012

A game I made in 2012 for the Global Game Jam, the theme was the Oroborous, so I made a game where you're in a monster and you go round and round and it gets harder and harder as you proceed (Note: it doesn't. I ran out of time and then I never wanted to see it again)

I tried to interpret the theme as a structure more than a literal theme.

Controls:
Space: Shoot
Arrow Keys: Move

Once the game ends, you just have to exit (esc)

"




Schmup

Not as much fun as it looks

"

Schmup
2011

When I first joined Tumblr I cranked out 3 games. Out of nothing but desperation. I wanted to prove I could make a game every day for a week. I couldn't. Then I never mentioned it again.

This was one of those games. It's a basic shoot em up. I wanted to go crazy with particle effects. I did!!!

You go round and round until you die, it's boring.

Controls:
Mouse click: Fire

"




Shmup 1

Shmup 2

"

Nameless Shmup
2012

Just a random experiment, not much to say. The blocks keep coming from the top of the screen, and they just keep cycling. Actually wait, they don't keep cycling. There are three ships.

Controls:
Left click: fire
Right click: switch ships

"




Stupid Ring Game

This game mentions "looking at porn" in its description. It doesn't go into any more detail, but I really should've noted I wasn't happy to be doing it, or in a decent mental state to understand what I was doing. I gave up porn in 2007. And 2008. And 2009, 2010 (twice), 2011, 2012, 2013, and 2014, too. Porn addiction is no joking matter

"

Stupid Ring Game
2006

Here's something really old for ya. Made in 2006 during "the worst summer ever", this was a weird little completely unfinished thing that I'm letting you play for God knows whatever reason

The time was termed "the worst summer ever" in 2006, and the name just kinda stuck. I just sat around looking at porn. I think it was the first time I was truly depressed, and I think the mood comes across in the dark yet primary-coloured... Half-Arsed-ness of the gmaes I bashed out during that time

The "menu" features a picture of Spiller (That blue ball) the main character of the first game I made in Blitz, way back in 2003. His game is pretty much gone forever, And broken, and only one level long. He's in this because I wanted it to be a kind of mini-game set within his simple looking world (Spiller was entirely built with simple primitives since it was all I had back then)

Controls:
Space: Accelerate/Get off the first screen
Left and Right Arrows: Turn


You can go forever into the void. I wanted to include this game 'cause it hd a wireframe, one of my early trademarks

"




The Party

I feel the order these games arranged themselves in (automatically) tells a nice story of some kind, and I was pleased for it to end on this one. It feels so peaceful. (Calm-before-the storm peaceful)

"

The Party
2013

Another thing I'd have liked to go further with. It started as a test for a fake vector effect (by using 2D and orthographic projection) and I thought maybe there'd be a party at a pool at night or something, and that character could go on some kind of Universe-wide awesome adventure. I might even proceed with it, but in the meantime, you can play this version.

The cursor is wrong. I had some issues with that thing and then I was like "fuck it", I didn't have the time to work out how to get it to work at different zoom levels so I stopped.

Controls:
Left Click: Move to mouse location
1,2: debug trigger animations (try them out!)

There's nothing in the blue space, it goes on forever, as usual.

"