#1GAM December – 12 Games in 12 Months


I did it! I completed 12 games in as many months this year. I am so proud of myself. I realise that they aren’t all the best games; some only scraping through as proof of concept pieces, but I am excited by my abilities even though I often find myself doubting them.

Wanderlust finished up as a neat little well formed game. I completed it in good time so that I can have the rest of the year to celebrate Christmas and revel in my achievement.

Click to Play

Click to Play

To anyone wondering if they should take the plunge I say go for it! Even if you only end up completing a few games, that’s great!

#1GAM December – Wanderlust


It’s the last month of 2013…one more to go. Awesome.

This month’s game is called ‘Wanderlust’. It is another sort of brain training-esque style game where a path is briefly revealed and the player must find their way from one side to the other. It’s not an original idea for sure (I was first exposed to the mechanics in a twin study of all things) I’ve even used it previously in subject at college.

This is however the first time I’ve digitised it and I’m happy with my progress.

Click to play

Click to play

I’m only a couple of days in so there are still bugs but I’m having fun coding which doesn’t happen very often.

The month will be short with Christmas right around the corner but the prospect of completing my 12th game has me working with renewed enthusiasm.

#1GAM November – Skills Tester


This week has been great! I’ll keep this short but I’ve been working on the following:

  • fixed the pesky mac only bug
  • added tweens to the shape rotation (still needs more tweaking though)
  • added a results page so the player can keep track of their progress
  • added a ‘How To Play’ page (rather ugly but does the job)
  • added a skip button so players can now continue even if stuck
  • added progress markers

I’m very happy with how things are going. Next week will be spent on implementing sound and bug fixing.

Check out the new changes and play below.

Click to Play

Click to Play

#1GAM The Number of the Day is: 10!


My October game is complete!

I’ve never really been super excited by the idea this month so I found myself procrastinating rather often. I let you decide on your own what you think but I find the game a little underwhelming.

I’m not upset by this though, as experimentation is the an important part of #1GAM for me. Sometimes ideas just aren’t good or aren’t there yet but that doesn’t mean you shouldn’t try them.

Screen Shot 2013-10-28 at 3.31.22 PM

Click to Play on GameJolt

Onwards to next month!


#1GAM October – Pinatarama


Hey there! I’ve spent a couple of days working on this month’s game and thought I’d share what I’ve got so far. The idea was inspired by the boxing bag training game from wii sports and this month’s optional theme of candy. Thanks to my big sis for the name idea ๐Ÿ˜€

I’m still deciding where to go with the idea so have two game types at the moment. ‘Smash’ which is just a click/tap as fast as possible and destroy as many as you can, while ‘Focus’ requires you to tap/click the targets in numerical order to get the highest score. It is still only at proof of concept stage but as cut down my dev time town this month (work, expo, my upcoming birthday ๐Ÿ˜€ sucking it all up) I’m not really fussed how polished I can get it.

Focus Mode. Click to play

Focus Mode. Click to play

EB Expo

If you follow me on Twitter or have liked my Facebook page you would’ve seen some of the really cool press that has come out of the expo. Check it out below!

Android Spin Roundup

C’mon Rockets Blog post

So far the Expo has been worth it and I’ll definitely be back next year!

#1GAM September – Busy Busy Busy


So this is the first time I’ve blogged this month and it’s the last day…sorry about that but as the title suggests I’ve been very busy.

First off lets get this month’s game out of the way. Ship Shape is this months game. It is really only a proof of concept as, due to aforementioned busy-ness I had very little time to work on something new. It has no bells or whistles, is fugly and is very basic, but is a good indication of what the game could be like.

Click to Play - prepare to be underwhellmed

Click to Play – prepare to be underwhellmed

The most exciting thing I have to tell you is that I’ll be exhibiting at EB Expo’s homegrown gaming area this coming weekend. In prep for that my month has been spent dividing my time between adding final touches to Devolution (included having to make a standalone build – not hard just a little annoying) and revamping Jelly for public consumption. I’ve made heaps of progress with Jelly:

  • I’ve added new enemy types in the form of fish hooks and whales
  • Added gem combos
  • Added bubbles
  • Added music and sound
  • Built it for iPad mini (oh I bought an iPad mini by the way and it’s rad)
Check out the new changes over on GameJolt

Check out the new changes over on GameJolt

I’m very nervous but excited nonetheless. Hopefully people enjoy the games and I get lots of great feedback to funnel back into making my games better.

At last news item for the day, I’ve entered Devolution into the Australian Game Developer Awards. I’ll let you know if anything comes of it.

#1GAM July – Vigilante


As I mentioned in my previous post, July’s game is an interactive fiction gamebook type thing called Vigilante.


In a nutshell:

You attend a peaceful protest which takes a turn for the worse when the police arrive. You burst into action with a superpower you never knew you had and find yourself thrust into a world you never knew existed.

The most recent protests and subsequent civil conflicts in the middle east have served as great inspiration. Combine that with my omnipresent love of superheroes and BAM I’ve got my premise.

Turkey’s Gezi Park protests and the police response has probably been the biggest influence thus far, and as I read more about it my interest grows. I’m not however using any explicit setting, hoping instead to give the sense that the events could happen anywhere. For the same reason I’m also keeping the player character a blank slate; they have no name, gender or any visual description to hopefully see the reader more easily project themselves and their choices onto them.

I don’t think I’m a great writer but one act in, I’m having fun regardless. I’m also really liking the format as a way to create/test cool worlds that would otherwise be too hard or take to long to make on my own as a video game.

If you’d like to read what I’ve got so farย (feedback would be great!) click here:ย http://writer.inklestudios.com/stories/m3fx