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My blog on game design: Blog
My email: kramff [at] gmail [dot] com
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My youtube: youtube
About me: My favorite color is orange. I like puzzle games and multiplayer games.
This is a web-based game engine with a built in editor for top-down RPG Maker style games, but with built in multiplayer. Work in progress! Old link
A puzzle game with a similar mechanic as Magnet Quest.
Game jam game by me, Andrew, and Dylan. Made for Ludum Dare 39.
A fighting game where the goal isn't to beat up your opponent, but to score a goal.
We (Andrew and I) wanted to re-make our older class project but fix a lot of little issues. We also used Canvas rather than a 32x32 grid.
My senior year MQP project. The team consisted of me, Andrew Strout, Chris Turner, Douglas Davis, and Kedong Ma.
The concept idea: Time is frozen, except within a small sphere you control.
It's a really compelling idea but ended up being really hard to come up with puzzles that weren't just "put the time sphere on the thing and you're done".
The game mechanic is a demake of Antichamber's long-range block placing and collecting mechanic, with the limitation of only being able to shoot and collect in the four cardinal directions.
A feature I like is the idea that there is a standard way to solve each level, as well as an advanced way which lets you leave the level with some blocks and bring them into later levels, allowing for yet more blocks to be extracted.
I plan to revisit this game in my new engine, once that's ready. This game ends suddenly after some new mechanics are introduced in a really unsatisfying way. Additionally, the 3D effect is really rough and is hard to understand.
Escape the cave with your friends and your flashlights. This one was for a class project with very severe restrictions (restrictions breed creativity, etc.). We (Andrew Strout and I) picked the following:
I really like the beginning of this game. The dotted lines to show where the doors and buttons are is great, you get to follow the path with your flashlight. My favorite puzzle in this game is the seventh room - you have to resist your desire to sweep the flashlight around to solve it.
Later in the game we introduce your friends who also have flashlights. Many players had the complete opposite reaction to what we intended: they were seen as enemies. It didn't help that you were in a dark cave, with ominous music, and incredibly loud doors.
We tried to convey the guiding-your-friends mechanic without any words, and it's just a really hard idea to both convey non-verbally and understand without any proper instruction. We have the blue guy use his flashlight on you to indicate where he wants you to go, but it's easy to miss and solve those rooms without understanding the mechanic.
A classic fighting game where the goal isn't to beat up your opponent, but to score a goal.
We really wanted to push the Perlenspiel engine, and made a sprite based fighting game. Andrew made the sprites, which I think have a lot of charm.
It's got a few problems, which we tried to address in our remake, such as the health not being conveyed in the HUD, a few too many buttons, and the special meters getting used up without a way to refill them.
Who doesn't love magnets?
It would probably be better if the game elements were 1x1 rather than 2x2, to reduce flailing and make the solutions more discrete. However, it's my favorite puzzle game I've made so far.
We (Andrew and I) wrote the dialog at 4 in the morning.
Build a bridge to help the little dot guy across! You have to use a limited supply of tetris pieces though. The demo/tutorial was pretty good.
I wrote the dialogue - I really enjoy writing silly text like that.
The third Platform Journey game I made. Featuring a great soundtrack by Andrew Strout.
The best parts of it are the pattern-recognition obstacle courses where you have to understand the movement of the spikes and platforms to navigate through. The game gets a little bogged down when you have to start fetching various items for characters, though.
Out of the triliogy, this one had the most work put into it, by far. Unfortunately, the flash game wave was dying off around that time, so it didn't get a ton of attention.