Tag: xna

Oct

2013

I'M FALLING!!!

(A arcade game for the Windows phone)

I'm falling was a simple arcade game for the Windows phone. despite its simple premise it utilised a lot of the phones features, like the accelerometer for movement and an online high score.

I'm falling was my most successful mobile game being featured in the app store in several countries.

Sept

2013

pop

(A arcade game for the Windows phone)

Pop was my first foray into making a paid app. It was a simple arcade game for Windows phone but offered lots of different game modes and unlockables.

Designing a paid game presented a lot of unique challenges like maintaining two builds (one free and one paid) and making sure the free version was still fun to play. It also brought a lot of unique marketing challenges, especially on a (then fledgling) store like the Windows phone store.

Jul

2013

Escape from Bacon Bay prison

(A game entered into the Bacon Game Jam)

Escape from bacon bay prison was my first ever entry into a game jam. It was for the Bacon game jam whose theme was "lights". Working in a pair with an artist names Josh, we decided that we wanted to make something with a unique interpretation of the theme as we were sure most entries would interpret it as light and shadow.

We chose "Lights out", the phrase used in media and popular culture for when they would switch all the lights out for the night in a prison. This manifested as a psuedo memory/action game where you spent the day period planning your escape and then the lights out period executing your plan and avoiding the guards.

Feb

2013

reaction: Chains

(A arcade game for the Windows phone)

Reaction chains was my first commercially successful Windows phone game. It was an arcade game where you had a certain amount of chances to tap the screen to cause a chain reaction of explosions. The more explosions you caused the more points you got.

The game had a lot of replayability and was featured on a few Windows Phone app stores. Seeing user engagement was inspiring, and it felt like persistence in learning and honing my skills from previous projects was paying off.

Aug

2012

Quick Draw

(A card game for the Windows phone)

Having gotten to grips with the tooling for Windows phone development I wanted to challenge myself to make something with what I'd learnt withing a constrained time frame. I decided to make a version of higher or lower as the game mechanics were simple and I could focus on the tooling and polish.

Having just watched "juice it or lose it" I was keen to spend as much time learning how to give the project the best game feel I could. This also helped me stretch my new-found skills in different ways by having to shift my perspective to see how they could be applied.

Jun

2012

reaction: Thumbs

(An arcade game for the Windows phone)

Reaction thumbs was my first ever published project. Players were tasked with tapping lights as they appeared on screen before they turned off and seeing how long they could maintain it.

Although the game had a simple and weirdly addicting charm, the goal wasn't to make the best game but to learn how to finish a project and deal with all the admin surrounding launching a product.

I still remember my nerves as I submitted the game to the store and the rush of excitement when I saw over 100 people had downloaded my little demo game. No matter what the reviews, plays or views on anything subsequent, nothing will mean as much as those 100 people did to me back then.