Mondo Agency

"Welcome to Mondo Agency! An eerie cyber FPS with horror and puzzle elements. As an agent it is your mission to kill laser indians and save the president!

R-Theta 2: Expanded Edition

The player is in control of a triangular shooter, built into a constantly rotating radar-scope which must be protected from collision with other enemies.

Genetos

Genetos is a vertical shooter by Tatsuya Koyama featuring stages with design styles from different eras of arcade gaming classics.

Midwinter Rites

Midwinter Rites is an incomplete interactive fiction adventure made to mimic the look of a Commodore 64 release.

Thứ Hai, 11 tháng 4, 2016

Draw Physics

The evolution of physics games which involves drawing objects using basic lines or circles. (post updated with download link for Chalk Physics)


Chalk by Joakim Sandberg
download, 3.85 MB



Crayon Physics by Petri Purho
download, 5.63 MB






Draw the Physics by Beatshapers (NDS)
no download available (source: Alex Aktion)



Chalk Physics by JA2
download, 4.5 MB



Scribble (WIP) by Mark Judd, Wildebeest Games
download, 2.12 MB



Marker World by Allen Liao
download, 2.25 MB

1UP Interviews Derek Yu


Bonus: Video walkthrough for Aquaria, full version

Jon Blow Interview

I interviewed Jon Blow, creator of upcoming XBLA (and PC eventually!) game Braid, and found him to be an wonderfully nice and insightful fellow.


EB: How do you go about designing a level? In Braid, the levels are sort of no-nonsense. They're very efficient.

The game is about understanding what it means if time behaves in certain ways -- exploring the consequences of these hypothetical laws of spacetime, and the puzzle pieces you collect are concrete tokens representing the understanding you have gained. So, every puzzle in Braid has a very specific point; it is there to tell you one thing.

Because I wanted the game to be focused (and not long and bloated with filler), I decided early on that the levels would only contain the elements necessary to create the puzzles inside them. There aren't lots of random enemies to jump on or big levels to just sort of wander through. Everything is in the game for a specific reason. After being in the game for a while, the player might start to pick up on some of the nuances (why certain puzzles are grouped together, for example).

What I've said here only applies to Braid, though; if designing a different game, I would probably take a different approach.


IGF 2008 Student Showcase Finalists Announced



The IGF organizers have announced the 12 recipients of the 2008 Independent Games Festival Student Showcase awards from a field of over 125 entries. Each student showcase finalist will receive a $500 travel stipend to help aid their trip to GDC 2008. The $2,500 Best Student Game prize winner will be announced during the same event this coming February.

View the list of twelve entries (after the main competition finalists)