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Minimum specs - Varied, but all games only run
on Windows,
or require Wine.
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5 stars: Perfect
4 stars: Personal favourite
3 stars: A good game
2 stars: Fun, worth playing
1 star: Worth trying
0 stars: Not complete, maybe one good feature
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Made
in 1 million
years.
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Go Go Dream Samurai
is my current in-progress project.
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Made
in 74 days.
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Broken
Brothers Deluxe is a
strategy game.
Survive, unlock, conquer!
Meet Malakai. He is lost,
wrecked
in a lonesome world and
seeking his
brothers. Harvest hope,
return Malakai's
zeal for life, help him find
his brothers,
then deal with what they
have become.
A
real-time strategy game,
with twisted
angels, industrial spider
queens,
dog-fighting aircraft,
interactive
units, over 26 perks, and
lots of
giant spikes!
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Made
in 6 days.
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An
interactive collage.
Slowly grow the collage of a
garden
from grey and drab to full
of color.
Sacrifice some flowers for
the growing
of others, increase your
focus, and
gather mana in this
building/"experience"
game. Best played with
sound.
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Made
in 3 days.
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A
horror shooter, made at the Toronto
Game Jam.
Survive until dawn against
the deathly
hordes of the Scourge. With
the gameplay
interlocked with the flow of
the music,
and art by S
U P E R B R O T H E R S,
the atmosphere is palpable.
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Made
in 3 days.
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A
Jetpacking FPS.
Glide
around the underworld, doing
quests
for the characters you meet
there.
Find hope, dream of being
alive, collect
gems, and defeat the Fatman
in an
epic battle.
Inspired by Inago
Rage.
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Made in
8 days.
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A game made in December
of 2009, for the GAMMA IV contest.
It was one of the winners, and was
displayed at GDC 2010.
Four
levels long, each level gives a
different experience.
Sorry, but this game is not available
for download.
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Made in
3 days.
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A game made for NoMoreSweden
2010.
An
aggressive tower defense?
Use your limited ammo to push your
troops forward, to unlock new troops.
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Made in
7 days.
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A Real-Time Tactics
game, one of my old experimentalgameplay.com
games.
A fast paced tactics game, where you spawn from 12 unit types in order
to hold a defensive line against
the enemy. Interlocking gameplay,
micromanagement, and many uses for
each unit.
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Made
in 15 hours.
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A
shooter made at No
More Sweden '09.
Basic
shooter gameplay combined
with the
fun of a "hard internet
game"
style. Fast shooter/dodging
goodness.
Made at the No More Sweden
party-game-jam,
which I flew to Sweden for. A
result
of what happens when you
have short
deadlines, Cactus
& Petri
with no pants, Dan
with no shirt, and Martin
organizing pure awesome
for days on end.
List of people who have
beaten Second
Shooter:
- Richard Thiessen
- John Teare
- Dadabhai Naoroji
- Bruno Wolff
- Joel Sterckx
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Made
in 6 days.
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A
techno-platformer.
A
2.5 platformer, with
fast-paced techno
music, in a weird world.
Follow our
lovable hunchback through a
world
of music, helecopters and
nightmare.
With special thanks to, and
permission
from, the creator of Takishawa
is dead.
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Made
in 10 days.
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A
3D Economy-Building game.
As
Bee Keeper to the gods, you
must meet
their demands in this
abstract 3D
building game. Gather
pollen, build
hives, beat the timer, and
defend
against the hell-crows of
Sikander,
the angry god of the
underworld.
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Made
in 8 months.
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A
Shooter/Building game. The
only not-free
game on
this site.
Build
gadgets, using 60+ parts,
and then
fight zombies with your
custom array
of weapons, shields &
sensors.
Mixing
shooter gameplay, with an
interesting
upgrade system. Fight
zombies, collect
gold, then build the complex
inner
workings to your Engine of
War.
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Made
in 4 days.
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A
Arcade/Math game, made for
my sister,
who was having trouble with
her times-tables.
Based
on Platypus-style
gameplay, fly along
collecting stars,
shooting spaceships and
solving math
problems to defeat the big
bosses.
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Made
in 6 days.
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A
click-and-drag RTS.
Dig
trenches and defense points
into the
very fabric of shakespeare,
in order
to help these librarians
defend against
the oncoming zombie horde.
Inspired
by QrP.
One of the very first games
where
I did all the art myself.
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Made
in 7 days.
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An
attempt at a TBS game.
While
this game has a strong
movement system,
and some nice interactions,
it is
unfinished. The lighting and
level
design are still
placeholders and
only three basic unit types
exist.
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Made
in 3 days.
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A
diorama, not really a game,
just a
mock-up of an art style.
I
decided at one point that I
wanted
to design an art style for a
game
(an RTT shogun-style game)
before
I dug into the code to build
it. I
made this, and learned a lot
about
how & when to design an
art style.
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