A single-board action game and my first ZZT game in nearly a decade. Having largely spent my ZZT energies on engine games like Zem!, this was my attempt to make a ZZT game using the built-in objects more or less as intended and with little object programming. This was made for the Glorious Weekend of ZZT Blitzkrieg-a-thon! in 2012, an event I organized at Glorious Trainwrecks. Heavily inspired by HM’s (much superior) ZZT classic Castle/ZZT.
Defy death by pressing X to groove, Princess! Mind your stamina bar! It fills faster when you’ve got more stamina!
Made based on a title from a video game name generator for The Video Game Name Generator Spectacular Event of Spectacularness!
It’s a little later than I’d hoped, but it’s here! I wrote a ton about Ghost Witch, so I’ll be doing seven in this installment and nine in the last one. As a reminder, you can download the Pirate Kart launcher here, and you can click on the thumbnails to go directly to the games’ pages at Glorious Trainwrecks.
10. Owl Forest
What is an “endurance” challenge in a video game? Often it’s something that you can’t endure anymore because you’ve somehow triggered the fail state–death, failing to x enough ys. But real endurance challenges mean you just can’t bear to go on anymore–physically, mentally, emotionally, whatever. This game was conceived as the same thing, but with the player’s ability to put up with something obnoxious. That thing soon revealed itself to be owls. If you play this game, it is imperative that you turn your volume up pretty loud.
Originally, I was going to voice all the owl hoots, but I ultimately realized I can’t make very good owl sounds. So I stole a bunch of sounds off The Owl Pages. There are over 12 owl sound effects in the game, and they come from owls all over the world!
Like a handful of other ideas for the Kart, I thought this would be a nice easy one to breeze through and move onto something else, but I got bogged down in the presentation and it took over 3 hours. Does the moon need to have parallax scrolling? No, but when I realized I could, I couldn’t resist blowing another 10 minutes on it. It’s my very first parallax!
I finally finished watching Mobile Suit Gundam (1979) in February with my roommates. I’m pretty much in love with it. I also really liked using this photographic GIF of the Sun I found in my Vector the Crocodile Pirate Kart game, Vector the Crocodile is Chased by the Sun back in September. So as soon as the phrase “fuck the Sun” crossed my mind (which it did for some reason that Sunday morning), I instantly knew what my next game was. A game where you get revenge on the motherfucking Sun by killing it and preserving Earth as a testament that the rest of the human race once lived. Sometimes you have to kill God. My thoughts are in this neighborhood none too infrequently.
And here’s the other place my thoughts go when “fuck the Sun” is in my head. This is essentially another exercise in using the video game form as narrative, this time for a little joke about playing a “character” with his or her own motivations that might be distinct from the player’s. The controls are broken. I think I know why now, but I wasn’t too stressed about fixing them in the moment, because once I’d had my joke, I was ready to move on. It might be slightly improved by making the player feel less like he or she is stranded on this course (though you still wouldn’t be able to fly back to Earth; you’d continue to move forward).
I had the good fortune of tuning in to the Pirate Kart’s GDC live feed and watching some beautiful guy freaking out and screaming, both about the Sun’s betrayal, and my choice of music.
If there were a Fuck the Sun III, I’m sure it’d be about a distant star hooking up with the Sun. Maybe a dating sim eroge?
I mentioned before that I’d intended to make a whole slew of “sequels” to Watch Ducks. It was always my intention to make versions that looked like they belonged to later generations of consoles (as the first one rocked kind of an Atari 2600 or Intellivision aesthetic). I thought I’d progress them through early NES style, with a Duck Hunt flavor, Super NES, and then eventually other maybe even 3D renderings, if I ever could accomplish that. But the title of Street Fighter II: HD Remix was really just too appealing, so I borrowed that. I almost had to scrap this one because I couldn’t find a decent picture of someone sitting at a bench to steal. But then I found this one and it clicked!
This game taught me a lot about sprite/object scaling in Game Maker, by the way, something I may very well find good use for in the future. Each of those ducks is one of the same two sprites, but they scale according to their y-coordinates. That may seem obvious to some, but it was pretty exciting to me!
Within about five minutes of finishing this game, a friend arrived for my Oscar party. My participation in the Pirate Kart weekend was over with thirteen total games, eleven of which were made over the weekend. I’d aimed for twenty games, but that was a bit over-ambitious. I could’ve easily pumped my numbers higher, but at this point, I’d realized I was really interested in taking each of these little quickie games and exploring some idea or other with them, and wanted to keep doing things that were interesting to myself, spinning out some games that I’d come to actually be quite fond of, rather than just pushing up the stats.
I think this came to me after playing a round or two of Nintendo’s Yoshi for the NES on my 3DS, where Mario enemies fall into a well and the player has to stack them up to eliminate them Dr. Mario style. This idea became fused with the ridiculousness of the falling chicken in ChickenFall, and before long, I’d thought of chickens falling through a well, and then squawking when you poked them with giant, gloved cartoony machine hands.
It’s hard for me to tell how hard this one actually is, because at some point I either fixed the difficulty or just learned to play. Having put this together in just three hours, it’s really hard to know! There’s a silly rainbow-disco chicken feathers celebration reward at the end of the game that I personally enjoy looking at too much myself.
FUN FACT: Until the last second, this game was called ChickenPoke.
A hilarious “demake” of Watch Ducks, put together in under half an hour, almost all of which was sourcing the RGB values of brown-green-red CGA color. As a quickie and the last (or is it??) Watch Ducks sequel, it grew out of a hilarious idea I had about trying to create a version of some game renowned for its visual splendor, like Flower or Journey. This, however, was easier, and a quick, cheap laugh.
The Pirate Kart has passed, Journey has actually come out, I’ve played it, and CGA Journey actually kinda seems like it might work tremendously well, especially with a functioning (14.4 dial-up?) multiplayer (and with switching CGA modes at some key moments).
16. Ghost Witch
First off, I think this is one of the best things I’ve ever made.
The note that this game came from is still scrawled on the white board I keep next to my desk. In barely legible print-cursive hybrid smeared in blue marker before I went to bed the previous night, I wrote “SSP [single-screen platformer] where you make yourself a ghost.” This idea was terribly interesting to me for a couple of reasons.
First, I’ve kind of been obsessed with single-screen platformers lately. The major project I’m working on at present, Caverns of Khron (targeted for release in June or July–my biggest, fullest release to date! more details on that later) is a single-screen puzzle/action platformer very much inspired by Todd Replogle’s Monuments of Mars, something I rediscovered late last year. I’ve also been playing Fire ‘n’ Ice and Donkey Kong 1994 a lot and thinking about Jetpack. Previous results from my ponderance on single-screen platformers have been Holiday Penguin Mania X (mashed up with some basic Lemmings 2 ideas) and Bulb Boy (actually cannabalized and built off an early version of Caverns of Khron–a sequel to that one’s coming before too long!). Doing another SSP was, I felt, a chance to possibly make a really good game in this game-making frenzy.
Two-player games where players have different abilities is something I’ve been thinking about a lot lately, too (and resulted in a less successful Pirate Kart game a few days after this). This isn’t quite that, but it’s the player exploring the level in two different ways with two different sets of abilities. It took me a while to figure out which abilities the ghost would have and which the player would have. Initially, the ghost was going to spit ghost fire, but that didn’t seem to lend itself too well to puzzle-solving, making it more action-focused, which wasn’t my aim. One of the intended uses of the ghost fire was to destroy platforms, and that quickly became the central idea. The ghost witch’s body is fairly weak as far as platformer heroes, only really being able to jump. However, she can’t be harmed by the ghost enemies that litter the levels, which will only pursue and kill the ghost when it’s free. Neither form can damage enemies, and I really liked that that ended up happening. I wish I had figured out a way to put the body’s statue form (what the body turns into when the ghost is free from it) in more jeopardy so the player has to manage the time spent in ghost form more diligently.
I know it’s frustrating that two different buttons are required to transfer the ghost into and out of the witch’s body, but it’s a problem I couldn’t figure out how to fix quickly in the short time I was allowing myself to finish the game. I’m kind of impressed that I churned out eight reasonably solid (in my estimation) levels in under two hours, when I usually spend at least two or three hours designing the levels for Caverns of Khron.
This is an idea I hope to be returning to once a couple other projects are squared away. I think I’ll be able to devise some expansions of the core ideas by adding new types of environmental obstacles. So expect a fuller Ghost Witch game in the not-too-distant future.
That’s it for part 2! Part 3 will be about the last nine games I made. Following that, I’ll be writing up some of my favorite to-date discoveries in the Pirate Kart. As a reminder, you can download the Pirate Kart launcher (which then, itself, downloads the games) at www.piratekart.com.
You are a witch! You must collect GELS from your ENEMIES to drop them down the PIPES into the properly colored BUCKETS. Combination action and pipe game!
ARROW KEYS move
C drops gels into pipes
Made for Timezone Lottery Klikjam #12.
As I’ve mentioned a few times, I contributed 25 out of over 1,000 games to the recent Pirate Kart. These were written over the course of two weeks, about half of which were over Pirate Kart weekend. I’ll be writing some brief reflections on each of these in my next few posts, in the order in which I made them.
(Click on the images to go to the game pages at Glorious Trainwrecks and to download and play!)
People who pledged $60 or more to the GDC Pirate Kart fund (which allowed the collection to be demonstrated on the floor at GDC Play) were given the reward of a game made by a member of the Glorious Trainwrecks community to be included in the Kart. For my first game in the Kart, which I attempted a few days before the start of Pirate Kart weekend when I finished my homework early one night, I wanted to attempt one of these, and this description stood out to me:
A game about betraying wizards after becoming their friend. (Note: This should make the player EXPERIENCE EMOTIONS)
Lately, I haven’t been terribly interested in experimenting with narrative and emotions in my game projects, but jamming out games in under 4 hours is about experimentation if nothing else. Naturally, the execution was going to be somewhat sarcastic, but once I figured out the tone I wanted to take, implementing it almost entirely through the game’s system with no dialogue and no real cut-scenes was an entertaining challenge.
I wasn’t the only one who attempted this game concept. Alan Hazelden and Terry Cavanagh also made a game called The Lonely Wizard that made the player experience a much more frenzied, wider range of EMOTIONS, which was submitted something like minutes before mine. It’s probably more fun.
Before I started working on Kart games, I solicited a bunch of my friends for ideas via email. My good friend Eli Z. McCormick suggested “Grizzly Golf” and nothing else. I contemplated the idea for a bit, wondering exactly where grizzlies might intersect with golf. Do they play golf? Do they just swat a ball around? Do they eat your ball? Soon I’d arrived at a miniature golf with giant grizzly enemies who maul you. There’s still a weird bug in the ball’s behavior, but I’m pretty happy with how the ball moves and slows down. I kind of feel like maybe I should’ve opted for keyboard control of the ball trajectory, but using the mouse was pretty easy to program.
I meant to do a spin-off/sequel with eight different levels and grizzlies replaced with pandas called “Panda Golf” but that never ended up happening. I also began toying with a stick-less pool game where you played the cue ball based on the behaviors I programmed into the golf ball here, but that began to get a bit too daunting for my then-mood.
When Pirate Kart II happened in February 2010, I’d intended to make a bunch of Watch Ducks “sequels” with pallette swaps, alternate scoring methods, and minor changes in controls. I only ever ended up producing Watch Ducks itself, which seemed pretty well-received. So what better time to crank out a bunch of those sequels than Pirate Kart V? On my initial list of intended games (about a third of which actually represent what ended up getting made, the other two-thirds being improvised on the spot), there were about 5 Watch Ducks sequels/remakes. I ended up making 3. When I initially made Watch Ducks, I was much more inexperienced with Game Maker, and editing that two-year-old code was a surprisingly time-consuming affair, because I’d done things in ways that now seem so tremendously illogical. I added a sleeping mechanic that a friend suggested way back when I first put out Watch Ducks as well as a new silver duck multiplier and a fourth duck. It enabled me to list all the new features in classic back-of-the-box bullet-point format.
- Four all-new ducks (a significant improvement over WD1’s three ducks)!
- Recolored and remastered background environment!
- Challenging new sleep system. Watch your character to make sure he doesn’t go to sleep and miss ducks!
- Altered system for gold duck appearance and bonuses!
- New silver duck multiplier bonus!
I can’t resist silly titles with the word “Chicken” in them. My high school notebooks were full of them, especially fantasy games like “Chickenmancer.” ChickenFall sounds far too dramatic for a word that has “Chicken” in it. I’ve been working on a game about falling through a single vertical level for a few months now (called “Fall Free”), but that’s all about falling quickly and breaking obstacles. A chicken should kind of fall slowly, gracelessly, and flap its wings furiously to slow itself up ever so slightly, ever so briefly, kind of futilely. The game features my own voice acting as the horrible chicken. Not gonna lie. This is one of my favorite games I made for the Kart.
How many “Blondie” fangames are there? I don’t know of any others beside this one. This is based on another suggestion by Eli Z. McCormick, this one a little more elaborate: “A Blondie game where Dagwood has to spin on his head to defeat Mr. Dithers.” Apparently, at least recently, Dagwood Bumstead has been taking to spinning on his head to express his frustration and inability to deal with stressful situations. So I did just that.
This one grew out of some suggestions from some friends. Jared Allred suggested “Koi Hunter” and then in response Jane Allred suggested “Koi Puncher. The image of some metal badass monster hunter type sitting in a pool punching some peaceful fish was extraordinarily appealing. The fish will die after 3 hits.
Paul Allred had suggested “Koi Breeder” as an alternate/supplementary idea. I ended up putting in a spawning system that happens when male and female fish of the same color (yes, they have hidden genders) touch each other. It took me forever to finally make it work without creating an instant explosion of fish. This can actually still get out of hand within a few minutes, which a friend pointed out after I released it. I was going to fix it, but I thought, “nah.”
The player chooses to end the game when they like because as the game is called Koi Puncher, I didn’t want to give the player any objectives but to just punch koi to their heart’s content.
I’ve actually written up a really complex system of genetic inheritance for “Koi Breeder” which I had hoped to make for the Kart, but I never got around to it. I still want to, and may do just that for another event/fun little side project one of these days.
This one’s another quickie sequel, after my recent Klik of the Month entry, Demon Forest. Noyb left me a comment on that game that hitting a specific portal was perhaps too frustrating, and indeed, it was a vestigial element from when the game was going to be something a bit different. So instead of making that first game better, I decided to throw together a second game that would contain that improvement, as well as some corrections to the sword’s behavior. And while we’re at it, why not make the sword ON FIRE? I threw in a couple of other demons as well, one which is just a larger palette swap and another that spits projectiles at the player. Between the two games, I think this is decidedly the better.
A game idea that came to me, surprisingly, while waiting for a bus one morning. It struck me that in life I can sit around and wait for a bus at a stop, but in a game, I’d feel compelled to explore, so putting in a small, deadly platformer level away from the bus stop might be a compelling enough distraction to make the player fail to achieve the game’s goal.
Originally, I was going to make the player wait for at least a minute for the scheduled arrival time and have the bus randomly be a little early or as much as a minute late. Then I realized that no one playing the Pirate Kart would have the patience to put up with my bullshit that long. Time feels a lot different in a game than in real life.
Koi Puncher is kind of a pointless, challenge-less score attack experience. But that makes it pretty easy to turn competitive if a second player and a time limit are introduced! This is the exact same game with a timer and a second player. I don’t know whether it’s actually been played competitively yet, but I’m hoping within a few weeks–now that the Kart has been officially released–to see a few streams on Twitch.TV, displacing MvC3 or whatever the kids are into these days.
That’s all for this installment! Next time, we’ll wrap up the Pirate Kart Weekend games with Owl Forest, Fuck the Sun I and II, two Watch Ducks games, ChickenFall: ChickenCatch, a virtual pet, and my favorite of my games for the Kart, Ghost Witch.
Whew! Glorious Trainwrecks recently held its most massive event to date, the Game Developers Conference Pirate Kart (Pirate Kart V). It was exhibited in San Francisco at GDC Play from Tuesday to Thursday of this week, with the major game creation event held the last week of February.
Holy shit, I made so many games. Twenty-five in all! Unlike other Pirate Karts, this one had a lot of submissions before the weekend and about 200 after the weekend. The incredible Mike Meyer and Jeremy Penner put together a kiosk that continued to receive games as they were posted while people were playing the Pirate Kart. Truly extraordinary. As of right now, there are a total of 1,008 games in the collection (it’s supposed to close soon and contain those games in a final version), and I submitted my final one with four minutes remaining until GDC Play closed. And that game, Bulb Boy Infinity, was one of the last to be played at the show.
Some of the games turned out pretty well and some were a bit unsatisfying. However, I didn’t make a single game that lacked some idea I wanted to explore. Each of these represents some gameplay or design concept I wanted to fiddle with. It was an exhilarating experience overall, both for my creative development and for connecting to the community. It’s been a while since I’ve felt so plugged into a community, and the folks on the side of the indie games community who hang out around Glorious Trainwrecks are some of the best. I’ve also been examining why it is that despite my other creative and academic interests, game-making has been the most proeductive and constant in my life. In the coming weeks, I intend to post some reflections on my history with video game design, some ramblings on games as creative expression, my perspective as a hobbyist developer, and commentaries on each of my twenty-five games for the Kart.
In the meantime, here’s my list of games contributed to Glorious Trainwrecks. If you’re going to play just one, I’d recommend Ghost Witch, a game I’m so happy with, I’m thinking about developing it as a larger, more polished game once I’m done working on Ruins. If you’ve got a friend, maybe try Koi Puncher: Championship Edition.
I want to thank Jeremy Penner, Mike Meyer, and everyone else instrumental in the staging of this and the other Pirate Karts for giving me one of the most fulfilling creative and community experiences in my life. It’s been beautiful, and I look forward to wrecking more trains with this crew into the future.
Meanwhile, for the first time in two weeks, I’m gonna spend a little free time not making games. Just a little.
This is an endless score-attack survival version of The Adventures of Bulb Boy, and this game will make more sense if you’ve played that one. If you play just one, please play the first.
Z: Raise wand to attract electricy
C: Switch on and off coils
My twenty-fifth and final entry to Pirate Kart V.
This fickle concert audience keeps changing its mind: Does it want The Piano Man to play them a song? Or do they want Mr. Tambourine Man to play? Spotlight the right one at the right moment to get points! Beat my high score of 30,920!
(The game has an ending when both songs finish at about 2:15)
Made for Pirate Kart V.
Stand atop your tower and launch boulders at the invading soldiers.