Odlaw (as seen on Waypoint) is a two-player stealth game about visual distraction. You and your opponent must seek each other out in a field of one hundred fake players, but with such a populated space, the first challenge is to find yourself. There's also a black-and-white mode for folks who have trouble discerning color.
Sometime around December 28th 2016 I entered a Strange Mood and, grabbing some parts from a previous work, began building a lo-fi top-down map game of some kind. [more inside]
Hocus Growcus is a puzzle bullet hell game about a witch trying to switch majors in college. When you are forced to take the entrance exam to your new major, you have no time to study, so you go in blind -- all you have is your wits, a minor magical plant-growing talent, and the ability to change the flow of time. In order to succeed, you must face down twenty waves of enemies, but without a direct means of attack, each encounter becomes its own puzzle. Can you pass the test? [more inside]
A found poetry/ruins exploration game about a mysterious facility in the desert, inspired by this article about creating a nuclear waste disposal site so that it's left undisturbed for ten thousand years. The trailer can be found here!
An multimedia storybook and its inscrutable magazine, The Seers Catalogue is a world of weights and measures, strange encounters and necromantic cabals, where the key to all secrets is an obtuse and enthralling magazine. [more inside]
A free, one-button arcade game for Windows and Mac. [more inside]
Some friends and I made an IRL puzzle hunt. We ran it near the end of July, and now all the puzzles, hints, and solutions are up online, for your print-and-play enjoyment. This is in the same vein as DASH or Puzzled Pint. [more inside]
Pong meets Simon Says. A retro-arcade-style mobile game available on Google Play. [more inside]
Do you like roguelike computer games (such as Nethack) or games they've influenced (such as Diablo, Dwarf Fortress, and Spelunky)? (See also: past Metafilter posts.) Roguelikes are a fascinating genre of game that started in 1980, with both old and new ones still actively developed. My friends and I are organizing a one-day conference about roguelike games on September 17, 2016 in downtown San Francisco! Get a ticket here. [more inside]
A short story game about being lost in an unfamiliar place. [more inside]
Doo doo doo! This is Link finding things on the web and holding them up for you to see, as he does! Except he's doing it on Twitter instead of your NES, which doesn't even work unless you hold in the cartridge a certain way.
A quiz game that takes a critical look at some of the weirder propaganda coming out of Silicon Valley. It's a quick play through and I'd love feedback. There's a short writeup with screenshots for those interested: http://www.buzzfeed.com/westleyargentum/stuff-vcs-say And the code is here: https://github.com/buzzfeed-openlab/shit-vcs-say
I have a book out! It's a compilation of my @Play columns on roguelike games, with some new material. It's part of the current StoryBundle too, with some new material. ALSO, one piece on the book is up as @Play 83, AND another is up now on Kotaku! [more inside]
This is for that tiny fraction of MetaFilter that might remember an old computer/board game called Code Name: Sector. Now you can play it in your browser. Yay?
One of the most fun projects I worked on this year was a recreation of William Higinbotham's 1958 videogame, Tennis For Two, which has been installed in the New York Historical Society's Silicon City exhibition, up through mid-April, 2016. I worked with Brookhaven National Laboratory to build an accurate recreation of the original game in Unity, and the end result is something that I'm quite proud of. I wrote a bit of a postmortem about it. If any of you will be in New York City during the exhibition, I think you'd enjoy it. For best results, bring a friend to play against!
Tetrakinesis is a puzzle game for windows that's easy to learn, but difficult to master. 25 levels of grid destroying madness. [more inside]
I made a game! It's a roguelike. Would appreciate any suggestions and feedback to continue improving it. [more inside]
A game where you play as a bird, or possibly as a chess piece, or somehow both. You want shiny and warm things for your nest. Fly to other nests and negotiate trades for your existing shiny and warm things. Accrue wealth. Crash the economy for fun and profit. [more inside]
Monkey Pop is a local 2-player game you play on a shared keyboard. You can play it right in the browser, or download a Mac or Windows version. Computer only, no mobile version, sorry. It's sort of a retro single-screen platformer in the vein of Joust or the original Mario Bros, except with monkeys and saws and brain control helmets. [more inside]
Exobike is a silly little browser-based motorcycle racing game vaguely inspired by Excitebike as cloned on an early 80's educational computer by 14-year old me. You race along a straight track, avoiding obstacles and trying to minimize your time. [more inside]
Uses abstract game theory and an application of EM theory to demonstrate a time-space-thought continuum. Originally posted two years ago. [more inside]
My first experiment with the Twine platform, inspired by Channing Tatum's recent AMA. Guess how many jellybeans are in a jar to win. Tell Channing about all your problems and Channing will make it better. [more inside]
asylum-exe is a GameMaker-created, retro-styled chase game for Windows in which the goal is to escape each room of a mental institution, being chased the whole way by the proverbial (and literal) men in white coats. 20 levels in which new twists to the game are added frequently. [more inside]
A rules based engine for life simulation games. Draw some graphs for your world model, build rules out of "cards" representing functions, let it run for a while, then rewind time, change things, and do it again differently. [more inside]
@Play, my old four-year column on roguelike games, play, history, theory and development, has returned.
Rogue is the original roguelike game. I made the java applet version of it in 1997 here. I wrote hexagonal rogue a few years later. [more inside]
A simple quiz: Guess whether the text is from a subject in my spam folder or a news headline. Or: 21 scandalous true uncensored answers no one wants you to know, but everyone — including your future life partner — is talking about. [more inside]
A humorous interactive fiction/visual novel game about dealing with customer service representatives. Available free for download on Windows, Linux & OSx (40mb .zip). [more inside]
I've recently completed my first Unity game, and I'm pretty proud of it. Much like the original, Dragondot 2 features a heroic circular dragon defending her territory from encroaching monsters, collecting gold to level up and gain new powers, and protecting/tolerating/eating her loyal kobold followers. The game features a diverse cast of foes, including four distinctive and challenging boss fights which will test your mastery of all your draconic combat abilities. There's a free demo built right into the website, and if you try it and want more the full game is only $3. [more inside]
Hey guys me and a few friends made this game. More links to the various app stores are over here, and the source over here.
It's a zombie apocalypse rogue-like/sim, where you direct survivors in saving others. Think FTL+Dwarf Fortress+Zombies. It's fairly early in development, but I think it's at an enjoyable stage where near limitless zombie stories play out before you.
Surrealist video game featuring jet bikes [more inside]
Do you use Twitter? Instagram? Don't you wish there was a more fun way to look at the feeds than just a list of tweets? With Keepskor, you can build mini-games ("Who said it?" or "Who shot it are our first ones) that allow you to challenge this vs. that. [more inside]
A real-time strategy game where you design airships and then fight with them. The aim is to have pretty chaotic explodey fights and interesting ship design choices. I've been working on this since October and just released an "early access" version. [more inside]
A few years ago, I helped build a prototype of an original idea for a web game, and today it's out of beta and open to all! "What is it?" you ask. It's one of the very few games in which you are yourself and not playing a character. It is an experience you can have over the course of a month or so, a few minutes at a time. It increases your understanding of exobiology. It's exploring a new planet, one picture at a time. [more inside]
Can you help gran to survive winter? A game that portrays the bleak challenges faced by some older people via the medium of virtual pet toys. [more inside]
A few weeks ago my 8 year old daughter was set an assignment to bring an ancient Greek myth to life, and she decided to do the project in the game Minecaft. It ended up being something we worked on together most nights for a couple of weeks and we had a heap of fun. Now she needs something tangible to turn in, and some comments from other players would be ideal. So.. if you have the game installed and want to spend a few minutes enjoying our work please head over to http://labyrinth.tinla.com/ and follow the instructions. [more inside]
A fast-paced dungeon delving webgame inspired by Gauntlet and roguelikes. [more inside]
A game where you're shown an outfit and have to guess the owner. Includes characters from TV, film, gaming, and the darkest corners of pop culture. Made by repurposing the DIY costume guides from Carbon Costume.
My husband and I wrote this Android app for serious Scrabble players to train their anagramming ability. Unlike similar apps it allows the player to choose between various scrabble competition dictionaries (SOWPODS, TWL, etc), to choose to get a rack that includes J, Z, Q or Z, to require that at least one 7-letter word is available and to specify whether or not blanks should be allowed. Word definitions are available, although in my experience most Scrabble players don't really care about those! There's also a free version people can try out that doesn't have some of these "professional" features. [more inside]
Make large triangles out of four smaller ones. It's a simple concept, but you score more points and earn more time by extending your triangle combos into more complex shapes. A completed combo returns a newly upgraded tile, and you match those up the same way. There's a timer, and you push it back by gathering initial tiles. By making different shapes, you can unlock symmetry, mirror and kaleidoscopic bonuses and even capture other tiles to raise your score multiplier up to 20x or more. Most games take about 5-10 minutes to complete. There are 30+ achievements and 3 leaderboards to measure your skill; Game Center supported on iOS and OSX. [more inside]
I was working on being able to identify musical intervals by ear, but the apps I had tried weren't very fun. So instead of cursing the darkness, I got a few musical folks together and we made Project Unison, an app for iPhone, iPad, and iPod touch that turns interval ear training into a fun arcade game. [more inside]
My first commercial video game just got published on Xbox Live Indie Games this week. 'Death Goat is a bloody twin-stick shooter featuring hordes of brutal enemies & eardrum destroying Heavy Metal. Featuring the music of Between The Buried And Me, God Forbid, Holy Grail, Vanisher, Konkeror, Immortal Guardian, Lorelei and Ovid's Withering.' Check it out.. or don't! youtube trailer. facebook page.
You are an Android user? In the Google Play Store reside numerous games for users to pass the time. The new app "Color&Move" broadens this variety with a little game of color recognition. Have fun! [more inside]
Explode patents. Freeze patents. Set patents on fire. Dissolve them in acid. But they'll fight back. A sidescrolling shooter inspired by the awfulness of patent illustrations. Available on Windows/Mac/Linux.
I made AN EXPERIMENTAL INDIE 1D ROGUELIKE called YOU ARE DEAD [more inside]
ONOPO is a reimagining of an iconic American board game. I attempted to simplify and clarify the game system, removing any thematic metaphors and other non-essential elements. Inspired by abstract strategy games, I designed a minimal iconographic system which uses as little language as possible. [more inside]