Right, so: long story short, I don't write about enough geeky stuff on this blog. So it's time to jack that up a little and post some regular updates on my game development efforts.
As I mentioned earlier, a recent mini-death in my blog updates was attributed to two weeks of caffeine and heavy game development. That game is currently called Variance. And it currently has a prototype version available for download.
Variance is a puzzle-platformer ... WITH A TWIST (a tip for marketers out there: never ever ever use the phrase “with a twist” when promoting your stuff. Clichés are a pet hate of mine). If you've ever played the likes of Shift and Sokoban, then you can imagine what it would be like if they ever got together and had horrible mutant offspring. Localised gravity fields have your avatar moving up, down, left, right and wonkways in an effort to navigate obstacles, solve grid-based puzzles, dodge enemies and get to each level's exit for glory and presumably some sort of reward.
As mentioned already, the game is in the prototype phase. What I'd like to call the “last” prototype, yes, but still a proto. This means two things: firstly, I've been focusing on getting gameplay down to pat, but acknowledge the need for better graphics. They're like doggy doo, I know – get over it. Secondly: there currently exists a bigger, better game behind closed doors in a whole different engine and stuff (I'll be keeping my lips sealed on the details, at least for now), and this particular bugger is just a version that I hacked out for public consumption to get important stuff from people ... like FEEDBACK.
That means that I'd like everyone to pick up a copy, dust it off, play a little and give me some useful advice about making it better. There's some handy feedback guidelines over here if you choose to accept this quest, o reader.
But yeah. Have fun. More blog updates soon, I've got a bunch of photos in my camera which need to hit this page before they explode.