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August 2019


So if you follow the work I do, than you are aware I was working on a Pokemon/H.P. Lovecraft styled homage called The Contaminos. As my efforts stalled and my back was playing up I found myself unable to focus on this topic anymore and eventually I found myself working on other games to try and stretch my brain a bit in order to return. This ended up driving me to feel more fulfilled with more flexibility to make two new Twine based games and a new release called “The Werewolf Ninja.” At first what was initially an experiment to see if I could run a browser based game, I find myself excited at the prospect of doing more with this project.
I may return to the roots of the Contaminos, which was initially thought of as a “open world dodge and dash” but in the meantime, I'm having fun as I try and recover my spine a bit. I will post more as I come along with updates to the game.
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Abyss

Space. Endless void. Rustling air vents. Banging walls. I changed direction from a cabin in the woods to the final frontier. Initially inspired by Stanley Kubrick's The Shining, I found myself floating more and more off topic. The deciding factor was after I began implementing a new lighting engine. Testing it out on the Cabin gave me the chills and after listening to endless podcasts about Silent Hills: P.T. And watching Prometheus and Alien Covenant back to back I decided to go the route of a more traditional psychological horror game. What had to happen though to realise this new aesthetic was that I had to pick up a months work of development and toss it into the fire. Letting go is sometimes just as important as catching up to your goals even if that means destroying something you firmly had visualise to come through to the end properly.  Special thanks to everyone who contributed and I look forward to seeing you all next time.