Korrode – New Game Preview

Game Business Games

A challenging level from Korrode

Korrode is a brand new game that I have just finished. You get to play the part of entropy as a racing rust spot zipping around corroding metal bolts. It’s a level based racer that combines aspects of puzzle and time trial agility games.

My initial seed of an idea for the game was about crossing a 2d Katamari Damacy with Flow. The game has also drawn heavy comparisons to the excellent game Osmos but I had never heard of that game before beta test players started pointing that out. I wanted to explore the fun level design that would occur in a game where the level topology is constantly changing based on your scale.

The game isn’t released yet but I created a video game trailer so players and potential sponsors could get a sneak peek at what it is all about. Sponsors with an account on Flash Game License can also play the game here to consider placing a bid on it.

I’ve worked on Korrode on and off since January of this year. It is the largest game in both scope and time commitment that I’ve developed yet. I was very inspired by some entropy-themed texture photos a good friend of mine (Jeremy P. Bushnell) took from his travels around Philadelphia, Chicago, and New York. He gave me permission to use these photos as the base for a lot of the photo manipulation work I did to create both the UI and the levels for the game.

Grease is the natural enemy of rust.

I also had the pleasure of recording the game’s soundtrack which was a refreshing break from coding. I was able to create 9 unique music loops using the sounds of factories, metal clanging, machines, and other industrial ephemera to build the rhythm tracks. I then composed some simple melodies to go over them. The trailer features a longer version of one of the songs from the game.

The game uses a pretty cool technology from the Playtomic analytic service I use that allows me to embed player replays in the actual highscore data for a level. This means that when a player finishes playing a level their new best time is automatically submitted to the global leaderboards for that level. Then when players view the leaderboards they can actually watch the replays from anyone’s run in the score charts. It’s a great way to encourage competition and allow the players to race each other’s replay “ghosts” after they finish watching the replays. It also provides a built in walk through of sorts if player’s are just curious how other people solved a level in the quickest time.

Watch out for the moving walls!

I’m pretty excited about this game and I really can’t wait to see the replays that top players will generate. I’ve already learned a bunch about the levels I designed by watching the beta testers solve them! The sponsorship process can take awhile though so I have to be patient. I’ve got plenty of other projects to keep me occupied anyway!

 

 

Alien Broadcast

Game Business Games

Greetings from the alienGreetings Earthlings! I am making an appearance to broadcast some brief news from the studio.

Dave has been too busy in the game development trenches to update this blog recently so as an ambitious underling I am stepping up. If I do a good job perhaps I won’t be vaporized at the end of the day!

What has been going on lately? Well–many things!

Hybrid Mind Studios is now officially an LLC. Dave was excited to take that step this February after a successful first year in 2009 that saw the release of six Flash games and one iPhone game.

Since his return in March from the Flash Gaming Summit and the Game Developers Conference Dave has been hard at work on three new games.

Two of these games have been finished and will be launching any day now.  The third game still requires a bit more time in the oven though.

Dave did have a chance to tell me that both the Flash Gaming Summit and the Independent Games Summit in March really inspired him and made him thankful to be part of such an exciting profession!

He got to meet many fellow independent game developers as well as meet many of the publishers that have sponsored or licensed his games over the past year. That was quite a treat as normally there is little face to face contact when working from a home office.

Well–that’s all I have time for this morning. There will be more updates soon as the new games fire from the studio launch tubes. Let’s hope I don’t get vaporized for taking the initiative and updating this blog for Dave!

Robot Reaction – New Flash Game Released

Games

screenshot1

Spent the past three days cooking up this fun little robot-themed chain reaction game.  I’ve wanted to do a chain reaction game for quite some time and I really wanted to do a side perspective version that explored some fun and quick game play mechanics.  I spent a week or two mulling ideas over in my head before beginning development.  I’m rather happy how this turned out all things considered.

Play it here.

Orange You Glad – Preview

Games

I know it has been a bit quiet around here lately. That is because I spent most of March and the beginning of April not only learning ActionScript 3.0 but also working on a new game! I have just put the game up on Flash Game License to seek sponsorship. In the meantime, here are a few tasty screen shots:

oygscreen1

oygscreen2

I’ll have more info and a big announcement once the game secures a sponsorship and/or is ready to be released into the wild.  In the meantime I’m going to be combing my list of sponsor email addresses encouraging them to take a look at my game over on FGL.

TurnStyle – New Flash Game Released

Games

Well after an incredible amount of work I have finally released my first Flash / ActionScript 2.0 game!  You can play it here for now.

turnstyle

TurnStyle is a unique visual and memory based puzzle game where each of the 15 puzzles are original illustrations that follow a complete story arc over the duration of the game.

Every puzzle is made up of individual pieces which have been randomly rotated so that they are scrambled each time. You must work quickly and efficiently to rotate the individual pieces into the proper alignment before the timer runs out.

There are easy, medium, and hard difficulty puzzles mainly guided by the amount of individual image pieces that make up each puzzle and the way that I break up the images into pieces.

Personal best records are stored locally for score and rotation count per puzzle. Global high scores may be submitted to the Mochi Leaderboards at any puzzle progress screen. You are able to retry a level if the time runs out.

The original game play idea came from my Cryptid Puzzle Challenge entry in the Mini-Ludum Dare #7 competition back at the beginning of the month.

I will try to post more about my adventure in creating this game and learning Flash but for now this is finished!