Here is a new video of a game I am working on!
And now it’s have a web page: fancyskulls.com
Here is a first moving youtube video footage from a computer video game that I am working on which called Fancy Skulls and it is a FPS roguelike.

With Unity 4 we can now easily make games for Linux!
Like that – click! Click! Click! Type-type-type, click! More or less.
So, I have made a Linux build of my first person mini-metroidvania Box Life and updated a game a little. I have added one new ability and hid one secret a bit better.
I’m working on a new game, it’s an FPS roguelike-like. You play as captured creature, who is part of some collection and tries to break free from museum or whatever. You make your way through procedurally generated levels, you shoot foes, jump and find and use cool abilities, like magical time-stopping and magical jetpack.


Steam Greenlight is a new service, where players can vote for games they wish to see on Steam platform.
So, a bit unexpectedly for myself, I decided to put Box Life there. I was planning to submit other game, but said game is still too early in development, and seeing how many games that are submitted are far from perfect I thought, what the hell, why not, and went for it.
I’m planning to add more content if game will be accepted and make it more lengthy and interesting experience.
If you enjoyed the game, you can vote for it here (requires steam account with at least one game on it)

So, I have finished and released a game I’ve started about a year ago. Because finishing projects is cool.
After release I have posted it on kongregate and newgrounds, but game fell flat on those portals. And that made me a bit sad. But then I have tweeted to freeindiegam.es editors about my game, and got mention there, and posted about it on /r/IndieGaming/ – got quite a few players, and good deal of feedback. I’ve updated game with fixes and balancing tweaks after. Game have been mentioned on other blogs and sites. So, it’s important not to rely on one place to getting your game out.
So, year ago, when I started this game, it was a bit more ambitious, there were all sorts of ideas, and it was unfocused. Now recently when I got back to it, I cut away everything I could, focused on light mechanic and player’s fragility, made simple goals for levels, and here is the result. I even cut away crafting mechanics which I were quite proud of coding – by placing coins on a ground in a 3×3 grid, and it would work no matter in which order thy were put.
I think I will return to this game some time later and expand it a bit, adding some depth, making it more exciting, adding something to find, probably.
It is possible that I will announce new project soon, stay tuned, subscribe to rss, follow me on twitter.
tequibo
This is one of my old projects that I decided to finish. So, Ive been working in it past month. I started working on it year ago, and since I haven’t blogged too much, you will find entries about it few posts ago.
It’s a roguelike, where things are affected by light, and you are on a quest to find something cool to fill an emptiness inside.
At may 8th I’ve released improved version of my Ludum Dare entry, which I carelessly titled as “box life”. This post is about what happened later, and what I’ve learned. Game did surprisingly well – I did not expect this. It has higher than average rating on kongregate(around 3.75) almost 40 000 “game plays” at the moment, which are, in fact, views. Game was mentioned by freeindiegame.es, indiegames.com, indiegamemag.com. What I think I got right:
What could be improved. Mostly because I wanted to release the game, and move on to next project. Based on feedback and my thoughts.
I’ve learned a lot from this little project. I don’t know what else to say. Thanks!
P.S. Unity is an awesome tool for making games.
I’ve completed super enhanced version of my ludum Dare entry! Hooray!

Play in browser
Download: PC, Mac, Update: Linux
List of changes:
Thanks to everyone who left feedback to my entry. And Ludum Dare is awesome.
Update:
If you want to see full game with more levels on Steam vote for it on Steam Greenlight
I’ve started to draw a picture every day.
I’m gonna bunch of them here weekly, and I post them on my tumblr daily. This is the plan anyway.
Made in 48 hours for competition. It’s a mini metroidvania, it’s set in a box and player collect powers to access new areas. Unity is awesome! Working on a post-compo version now.
So here is an update on a game I’ve been working on.
It’s a game about place. About place that once was ordinary, but after some event it has changed. And now this place if filled with artifacts and strange creatures.
So, this is my entry for Ludum Dare compo. This is an event where you must make a game in just 48 hours. That was pretty neat!
First of all here is another glitchy screenshot:
I have decided not to use flixel, since I had some performance issues, so now it’s just me, AS 3.0 and some small libraries, like gTween. And it lets much easier to work with animation, without any 3rd party tools. Two of my last games haven’t got love in this aspect mostly because I was to lazy to use create animation and convert it to spritesheets. And because I’m pretty pretty good at animation (and graphics) overall feel of the game will be better. not to brag, I’m terrible at programming, at least I think so. And to be honest, I think I’m OK in animation and graphics, but people says I’m good.
I have made some progress, and I think I may have found interesting mechanic, that serves well to purpose of the game.
Here is what I’m gonna do. I’m gonna write a blog post! About new game I’m making. And I’m gonna do it just for fun, and not gonna think if this is interesting to anybody, or not.
So, here is the PICTURE.

That picture does not, in fact represent how game is gonna look, or even how it is looking right now. It’s just a glitchy effect I liked.
The game is about dungeon, exploration, and danger! Mainly about exploration and searching and finding.
It is based on this prototype, I’m building it in Flixel now, instead of pure AS 3.0, because I don’t really want to write collision checks and all that gibberish nonsense that real programmers usually do. Because I’m only one guy and there is a lots of work to do.
That is my main concern – game I want to make can be too big to complete it in reasonable time. So, I’m gonna keep it simple, and probably present it unfinished, and continue to work on it and improve.
And here is some characters.

It’s rather small project, kind of a worm up.

It’s a game about Fred who shall save his brother’s life by using his astonishing jumping skills.
Play it here
I wanted to make a game. I needed to make a game. And I have made it! Here is the story of how it was.
Development
I think I have managed to create fun and interesting core mechanics. There is some interesting enemies, managing egg and platforms is cool, and I really like bosses I have designed.

Here is an Iron. He came from idea, that sometimes you just need to move the egg to save it. At first, a have made him immune to bullets, but then I just gave him more hp, so sometimes he can be killed with certain power-ups.
Game is here
I will write something about development later. Hooray!