It’s a tough thing being an absolute nobody in gamedev. There are far too many questions without answers, all of which can point to “what am I doing wrong?” when in fact the better question should be “what is a more successful developer doing right?“. It’s not much an easier question, but certainly one more… Read More DEVLOG: Random Acts of Mining, part 1 – inspiration
One of the most inspiring things about my teen years was seeing games made in the engine of other games. To find out that a game ‘ran on’ the inner mechanics of another said to me a very simple thing; that someone else can do all the hard work and let me personally focus on… Read More Devices of Doom: How a decades-old engine can help you create a game.
I recently made a game that is very personal to me. If you haven’t I would like you to go play it. In earnest, this game didn’t start out as the un-game it eventually ended up as. As part of an internalised knee-jerk response to seeing a video about presentational ‘juice’, I wanted to take… Read More TW: Trigger Warning – an overview.
‘Press Space’ is a game whose title is indicative of my love for wordplay; not only is the space bar on a keyboard the way to start the game (thus rendering the game’s title an instruction), but the ever-regenerating playfield of smashable rocks forces a player to keep the pressure up on clearing the area.… Read More Developer insight: Press Space
This was the very first on-paper material for Happy Turd (then called ‘Crappy’). I’d never have chased the concept if I couldn’t think of a way to make it different from Flappy Bird, and this passive mechanic of placing rolls of paper seemed enough to differentiate. It’s worth noting that this comprises the space of only… Read More Happy Turd Development Material