It's time to get away from it all - the hustle and bustle, the noise and the smog. Feel the stresses and strains of everyday life melt away as you enjoy the tranquil pleasures of your very own country home.
Geo Challenge takes you on a tour around the world as you put your geography knowledge to the test! You and your friends can prove once and for all who knows the most countries, flags and cities of the world.
Bubble Tanks Tower Defense 2 takes this popular series to a whole new level! With both open and closed path level types, 20 new level grids, and up to 15 modes per each of those, you're looking at some serious bubble carnage! New levels, new enemies, new towers, over 300 achievements, and tons of game-play upgrades! Just get playing already to see what I'm talking about...
This game has been a huge undertaking for Hero Interactive and we're proud to finally release the game. A special thanks goes out to our fans for all of your continued support! Play hard!
In Word Challenge you are given 6 letters, the objective is to create 3-6 letter words from the letters provided as fast as you can. There are 40,000 to find in this fast and rewarding word game! You can go into a head to head battle of words with one of your friends in the 'Challenge Mode'. Can you come out on top?
For my very final prompt, I wanted to leave the students with one lasting idea: that I make games for enjoyment and want to do it as much as I can, even when I’m limited to a day or two’s work and 8192 Pico8 tokens. I hope that came across in this little game.
In 2021, the last time I taught the class, I didn’t want to hide the homework in the games. Instead I used the games as ways of presenting ideas. I made several, but I like this one, a reinterpretation of the fortune-telling minigame from Ultima IV.
The second hidden-homework prompt for this year is this 3D Maze game, similar to the ‘Zebra’ game. Visually speaking, it’s an homage to Paul Woakes’ Commodore 64 classic, Mercenary.
For 2019 I ran two prototyping classes – one in Pico-8 for the undergraduates and a graduate version with no platform constraint (which generally means they work in Unity). So this year I hid the same prompt in two different interpretations of the same idea. I tuned the Pico-8 game for the youthful reflexes of the undergraduate class, but I did not count on the fact that none of them would have ever played a bullet-hell game, and as a result, only one of them was able to reach the end and find out what the assignment was. I instructed that person that they could keep it a secret if they wanted to.
For 2019 I ran two prototyping classes – one in Pico-8 for the undergraduates and a graduate version with no platform constraint (which generally means they work in Unity). So this year I hid the same prompt in two different interpretations of the same idea. I tuned the Pico-8 game for the youthful reflexes of the undergraduate class, but I did not count on the fact that none of them would have ever played a bullet-hell game, and as a result, only one of them was able to reach the end and find out what the assignment was. I instructed that person that they could keep it a secret if they wanted to.
This is 2018’s assignment, a diabolical puzzle. You’re a monk who has forgotten where his cell is in the monastery, and who must walk the labyrinth in order to remember it. If you can find his room, you’ll find out what the assignment prompt is. I was a bit worried the students would be unable to find the prompt hidden in this one, but about half of them got there eventually. (The rest were expelled from the university.)
2018’s class was 100% Pico-8 so it seemed appropriate that the prompt game should be in Pico-8 too. Pico-8 is so great for prototyping — as a case in point, it builds to a single JS and HTML file which loads quite happily in the browser from a local file, so you don’t get annoying permissions or crossdomain problems.
The game is a simple physics game, a reinterpretation of the speed-skating from Epyx’s C64 classic Winter Games. Downward pressure from the skates on the ice is converted into forward momentum, which would be easy enough were it not for the hazards of the ice rink.
Made in the old version of Ruby Bergstrom’s Luxe, which used to be a rather lovely Haxe library and is now on the way to becoming a rather lovely Wren library. I don’t mind either way; I’m not a good enough programmer to have opinions about languages. Whatever library or language I use, it seems to lend its own flavor to the work you make with it. I don’t want a single tool that I can use for any game… I want a digital toolshed that looks like Depeche Mode’s synth collection.
This short maze game is inspired by Op-Art pioneers like Reginald Neal. It combines two ideas: first, your brain can easily segment areas of an image based on the direction of shading, without any color or tone information to help… making the game quite playable. Second, this kind of image causes conflict as your eyeball moves, making it really annoying to play.
I used it as a talking point in my microtalk on optical effects in games, from GDC 2016.
This is the second time I hid an assignment for my prototypes in a game. See if you can find the secret prompt.
For 2017 I made Last Word, a little action word game where the difficulty increases as your words get longer. There’s a proper videogame version (with no prompt hidden inside it) here. Made in Terry’s Haxegon engine, a nice ultra-minimal Haxe library which is perfect for small prototypes. I love using engines that build to the web as well as native targets – makes it very easy to share prototypes without asking the player to do anything more annoying than play the actual game (which might already be quite annoying, honestly).
I made this little game as a way of learning Terry Cavanagh’s work-in-progress game engine, Haxegon. It’s a bullet-hell game where you are always trying to eat a particular bullet… you try to build unique words to gain points, but it’s game over if you form a series of letters that cannot be a word. I think this is a new idea? But I’m not totally sure.
Too Many Ninjas was the first game Bennett Foddy ever finished. It is a reinterpretation of the excellent and elegant bouncing ball minigame from Archer Maclean’s incredible IK+. Swing your sword to defend yourself against the horde of ninjas and their flying shurikens.
Imagine a digital escape room in which you communicate with AI characters via a familiar messenger interface - sometimes you have to outwit them, sometimes convince them or simply combine cleverly to discover new paths and hidden successes in the scenario. The advanced AI technology gives you complete freedom in your responses - no predefined dialog options, but real conversations just like in real life.
Trans lesbian bathtime eroge. it gets horny, but it's good clean fun. it's very much 18+
SIGNUM MALUM was made very quickly for Trans Joy Jam 2025 with Super Videotome Modded.