Berlin. Independent videogames. Events. Yellow stuff. Currently making one WarioWare game a week.
A game about why breaking stuff is not always a good idea. Art taken from one of the games included in WarioWare D.I.Y., except for the egg's content – it's not like I became good at drawing all of a sudden!
Took 1 hour to make (since art was already existing).
A game about a hole in which you throw stuff. This weekend I co-organised the first Civic Game Jam in Berlin (http://civicgamejam.com), one of the teams came up with the idea of a game featuring a hole, I really liked the concept so I did my own version, without looking at their creation first (of which you can see some bits on Twitter). Here's a comprehensive recap of the event if you're curious.
Adding a face to the hole was 100% inspired by Jenny Jiao Hsia's excellent GDC 2017 talk about cuteness.
Took 2 hours to make.
A game about peeling a banana. It's actually more like a tribute to the Velvet Underground & Nico album, which celebrated its 50th anniversary this week. From Wikipedia: "Early copies of the album invited the owner to "Peel slowly and see"; peeling back the banana skin revealed a flesh-colored banana underneath." The game melody is based on Sunday Morning, the opening track of the record.
Took 3 hours to make.
A game about Susan Kare's pixel art work.
It took me 4 hours to make the game. Thanks to Nomi for suggesting me to look into her pixel art, I was already familiar with some of it as a long time Mac user, but redrawing a few pieces pixel by pixel made me appreciate it even more. I had no idea she also designed the Chicago typeface, which used to be the system font. Check out her work at http://kare.com/portfolio/
Agame about watermelon emojis. This is also my submission for the A MAZE. #MelonGameJam, which is running right now: https://itch.io/jam/melon-game-jam.
It took me around 6 hours to make the game. 60% of that time was spent replicating the Facebook Messenger app UI, the rest connecting all the chat feed images, making the animation feel good and get the timing right – I wanted the win state to end with the screen getting all red.
This was inspired by other WarioWare D.I.Y. games replicating the UI of an app, like these two gems by Duncan Robson (who in general inspired me to do the Wario Year):
A game about punching nazis. For context: https://www.nytimes.com/2017/01/21/us/politics/ric...
This game was fairly rapid to make, less than 3 hours in total, probably also because I had a clear reference for the visuals (I copied the original scene where the punching took place, based on the footage found online). I wanted the punch to enter fast, slow down when hitting and then exit fast once again, had to play a bit around with the Contact trigger and Travel action before I got it right, but I'm happy with the results.
A game about making tea.
Took me 3-4 hours to make this. I've used the Dry Eye game (http://www.mariowiki.com/Dry_Eye) as a starting point and kept the basic gameplay idea, in the end I replaced all the sprites except for the hand, which was modified to better fit the tea bag.