ROMEOGOGO out now!

Hey guys! Finally back with a new release....RomeoGOGO! It's a physics game where you need to help get Romeo to Juliette by creating lightning, bubbles and weights to interact with various objects in the scenery. I hope you enjoy it!

Play RomeoGOGO

I have one game coming out very soon, as well as 2 in production. Stay tuned on Facebook for updates!

 

CAVE DUDES out now!

Check out my new game with ReconditeArcher, Cave Dudes!

Cave Dudes logo

It's a multi character-controlling puzzle platformer with some insanely creative level design from Recondite himself. I was inspired by the awesome but often overlooked Jaguar 64 classic 'Dino Dudes' where you need to complete levels by using your brains and your team of dudes!

In other news, we hope you enjoyed the Halloween themed update for Pocket Warriors. We will be dropping the big update next. Keep your eyes on the Facebook for info and previews!

Pocket Warriors now in open beta!

PARTY TIME WITH POCKET WARRIORS!

I'm pleased to announce that our PvP multiplayer battle arena game is now live and in open beta on Kongregate. We're listening to everything you say and always taking suggestions! This game is being shaped by the community - so get involved!

Huge thanks to Morgan King over at MDKSound.com for his amazing musical work and the catchy Pocket Warriors theme tune. Click below to download the track!

 

Play Pocket Warriors!

Download Pocket Warriors theme tune

Like Pocket Warriors on Facebook!

Follow Pocket Warriors on Twitter!

Pocket Warriors needs BETA testers!

Pocket Warriors logo

I'm happy to finally announce something I've been working very hard on for a couple months with Nicolas Plumpman; POCKET WARRIORS!

It's a multiplayer game where players can fight other people around the world, unlock new costumes and weapon sets, chat and level up like a boss. It's completely free to join and play - and you can even log in without registration - but won't have access to all the wonderful features. There will be premium content for those that want to look extra badass on the battlefield...and there'll be a half price sale on EVERYTHING on the official launch weekend :)

My main inspiration with the game was Pokemon. Although they're quite a bit different I love the emphasis that game puts on collecting new items and levelling up through battles etc. so I've taken big inspiration from that. The game is easy to play and even if I say so myself; it's very addictive!

Pocket Warriors swords

We'll be launching the game soon, however we're putting out a call for beta testers for a pre-release version. The testing for this game will differ slightly from conventional game testing, meaning we still want people who can give great bug feedback and suggestions but will also need some standard players to just log in, give the game a spin and make sure everything is working as it should.

If you'd like to be on the BETA testing team, just 'LIKE' me on Facebook and leave a comment on my latest post, stating whether you want to give detailed feedback or just play the game. I can't guarentee we'll pick everyone so please make sure you get your name down quick!

Beta test Pocket Warriors

Pocket Warriors Twitter / Pocket Warriors Facebook / Pocket Warriors Contact

 

HARVEST RANCH out now!

So after weeks of delayed releases I can finally proudly present to you 'Harvest Ranch'! It's a farm-themed physics puzzle shooter with some cute visuals and folky music and my first collaboration with Russian programmer Rocanten. It was picked up by our friends Kizi (who also sponsored Bazooki: A Silent Affair) and we hope you enjoy it as much as you did Bazooki!

Harvest Ranch menu

And in other news, I'll be making some original FlashChaz spraypaint/graffiti pieces. I'm working on some sweet designs before I commit anything to board but I'll post pictures as I progress...stay tuned!

MY RANT ON DESIGN COHESION.

Cohesion in game design. Finding an aesthetic may be a difficult thing to do when you initially begin prototyping a new project, however one of the most important things to do is keep hold of the consistency of the visuals when coding the game. What do I mean by that? When I'm talking about cohesion, I'm aiming at minor details that help make up the visual appearance at large. For example, whilst working on a multiplayer game with long-term collaborator Nicolas Plumpman, it took me a few days to realise that the dynamic text on our test builds wasn't displaying in capital lettering like the static text I mocked up in the design. This gives an odd feeling when you're looking at the HUD, however it's not something you can really pinpoint. It's just there. In and of itself it isn't a major problem, but from an artistic point of view, if these minor details were to add up it would greatly affect the larger picture.

Design Cohesion Graph

There are many marketing professionals who will get on their soapbox about how a campaign must stick to a certain colour pallette and use the least amount of fonts as possible, however in truth if you are wanting to keep a brand or certain aesthetic memorable, they are right to say this (as annoying as it can be). There is a fine line between being niggly of certain aspects of your design and being proud and design conscious. An example of this is a game I made called 'farmBee' with talented artist JunkyardSam. Coming from a professional design background and just stepping into the indie game development world, Sam was very attentative to some of the things that alot of designers or bedroom developers may not have even considered, which after numerous amendments and improvements ultimately resulted in a much more polished and enjoyable game. If you are going to scrimp on game design and can afford the time not to, don't do it. It's as simple as that.

One more thing I'd just like to focus on is what I like to call the 'flow' of a game. A decent game mechanic can be overshadowed by poor HUD or interface design. Case in point is the aforementioned multiplayer game Nicolas and I are working on; we are countlessly redesigning our menus and colour schemes to make sure everything fits like a glove. We want players to go from one screen to the next seamlessly, without being overwhelmed or confused by the many options we will be providing. Getting a player's attention to load up your game and play it is a valuable thing, and as a game designer I want to make sure players know I'm trying to provide them with a fun way to spend their time. They have been kind enough to check out my game, I want to reward them with a fun experience. It's important as a designer to respect every player and therefore putting the hours in during the design process is the most important thing you can do as a developer. This all fits into making the game aesthetic cohesive to make sure players understand what they need to do, making it attractive and making it 'work'. If the players like it, they will come back for more and (with a bit of luck) respect your creativity and take an interest in future projects.

I just felt like talking about this. /rant!

I'VE DRAWN A SPIDER. HIS NAME IS KEVIN.

Everybody grab it while it's hot! Everyone's favourite six-legged spider from last century!

I've drawn a spider. His name is Kevin.

BAZOOKI: A SILENT AFFAIR out now!

Wayne Marsh and I started this game while ago (a couple weeks after finishing the original Bazooki) but only got round to finishing it up recently. It's a silent movie themed version of the game where you play as Hanson Snr. and contains more fun puzzles and additions such as an aiming aid. Check it out here! Big thanks to Newgrounds players for the kind reviews and daily 2nd award. It even peaked on Kongregate at 4.14! We hope you enjoy it. I've finished Harvest Ranch (screenshots on the Art page) and will be starting to show sponsors so keep an eye out for that. I think it's my cutest game ever :)

Follow me on Twitter and Like me on Facebook if you enjoy my games! This helps to me to let more people know when a new game comes out!

Bazooki: A Silent Affair out now!

 

AZRIEL: QUEST FOR THE SKYHARBOR out now!

Finally! After about 6 months work and another 6 months in delays, I proudly present my latest game with Plumpman; Azriel: Quest for the Skyharbor! It's an epic RPG with custom music from long term collaborative partner Morgan King and some sweet cutscenes and gameplay twists. Check it out by clicking here and give it the thumbs up now! I'd love to know what you think of the game so please feel free to get in touch using the 'links' page. Cheerio!

UFOWNED out now! Gun Game 2 merch!

Hey! Welcome to the new website. I've got a new game out called "UFOWNED" which you can play on Bubblebox by clicking this link! Big thanks to the IndieGames.com blog for choosing it as one of their 'Browser Game Picks'. See the bottom of this post for a gameplay video of the game.

It's taken a while but finally you can get yourself a "PEW PEW!" shirt from my Spreadshirt over here. I've tried to get the price down as low as possible so if you like it and want to support the development of The Gun Game 3, please go ahead and purchase one - they ship globally, I believe. If you have a request for a shirt with one of my game characters on, just get in touch with me from the links page! I'll be more than happy to get one up in the shop for you. =)

And I finally have a Facebook page now! If you have a moment, please spare a 'Like'!

The Gun Game 2 Fingerbang Shirt