Anyone want to beta test my painstakingly crafted pinball physics for my game #Xenoball? Does it feel good? Can you control the ball all right? Any feedback is appreciated.
Click here to play (html5 web app, should run on all browsers)
Controls: [A] and [->] (A key and Right Cursor Key)
#Xenoball
#gamedev Screenshots of my game #Xenoball for the #lowrezjam. 32x32 pixels
I’m starting to feel bigger #pixelart pixelart is wasteful! I keep looking at stuff on the street, like LED signs, and I’m like, “this could have been said with half the pixels, why are you doing this?”
So yeah, #lowrezjam is helping me gain an appreciation of each individual pixel. It may also be making me a little less sane :P
Lowrezjam game!


Shots from my #lowrezjam game which I’ve named “Xenoball”.#Xenoball A cross between Xenon II and pinball. Store and in-game. Is the interface too much?
I started yesterday, and it’s doing well already. Animated .gif soon.
Made for #lowrezjam a game jam with a 32x32 pixel restriction. You can’t use a larger screen, and it forces me to work on the game design instead of the details.
Check out what other games are being made!
Heaving of the Depths - a jRPG in development.
I started a devlog for my game Heaving of the Depths. It’s going to be a pixelart jRPG with a modern twist. A tiny demo is already playable at my Ludum Dare page
Enjoy a post-mortem of the 3-day development of this game, and stay tuned for more at the devlog .

This LD I had the strange idea of making a j-RPG.
Thus Heaving of the Depths was born. You can play it here

WHAT WENT RIGHT
1. It’s pretty! I wanted a very beautiful game and I think that went well. There’s a ton of art in this thing. As usual, I create new assets as needed. I ended up with two large photoshop files: an overworld sea where you navigate the ocean in your pirate ship, and a battle screen, where I made all battle sprites and animations. What this lets me do is keep a consistent color palette and style across the whole project, and essentially replaces the concept art stage that a normal game goes through. I used amazing references like Legend of Zelda Windwaker and Breath of Fire IV.
Overworld assets2. I learnt tons of stuff! I used cinema4D and my nonexistent 3D skills to make a fast and loose 8-direction ship with minimal effort. I tried my hand at procedural generation: all islands are generated randomly within certain limitations, to keep the level solvable and the sea traversable. I had a stroke of genius at the last moment and created a “miner” entity that swims through the level and places gold coins wherever it goes, at runtime. This was to ensure an interesting curving path through the level, so players would want to explore it.
3. It’s a complete adventure, my storytelling skills were also, I thought, nonexistent, but the story of Sunny and Cod just flowed through me like I was on fire. It’s got a beginning, middle and end, it’s got obstacles and emotions. I usually end up making a very unfulfilling game. This time I feel I made a difference.
4. it has a branching storyline. Well, ok, a few tiny branches. Such as when you are defeated by the 3 blacktopuses you get a different message to the one you get if you clear them. Or when Sunny tells you you need the fast sail if you don’t have it, but acknowledges if you’ve already bought it. But that’s still a lot of work. I have a much better grasp of how to implement a dialogue system.
5. it has a turn-based battle system: implemented from scratch. Boring and barebones, yes. But it gets the job done.
6. I get to develop it further. I’m dedicating the next 6 months to this game. I started a new devlog here

WHAT WENT WRONG
1. No sound I didn’t have the time
2. Button-mashing battles the battle system is uninteresting. That’s ok, and it’s all I had time for, but if I’m going to make this a full-fledged RPG, I need a good battle system. Feel free to send me ideas. Grandia and Child of Light are obviously lovely choices, where the result of a battle can be spectacularly overturned. Also Persona 3 and Fallout 2 have good battle systems. Since you’re spending half the game in battle, I owe it to myself to fix the button-mashing boringness.
3. Time management. Well I don’t know, I did a lot for three days. But it’s not as fun as a more complete experience such as the amazing SCUBA BEAR (go check it out NOW). On the other hand, I like to follow through with my ideas for Ludum Dare, instead of making a smaller game just because of time constraints.
Here’s my Timelapse video:
And thanks to everyone who commented, everyone who played my game, everyone who made a game for us to play. I love Ludum Dare, I want to never stop making games.
Until next time,
love,
Christina
Pixelart: St George slaying a chocolate dragon
I tried to pixel an epic scene. Will get back to this to fix messy pixels. Original: 192 x 200pixels 24 colors. About 20 hours





I made a megaman






For the weekly competition over at Pixeljoint.com
Make it famous
As promised, I made a game in 3 days for the Ludum Dare gamejam !
Here it is! It’s called “The Heaving Depths” and it’s mainly about my fear of dark spots in the water when I go swimming. But cleverly disguised as an RPG and a love story between two girls.
You’ll see!
All graphics are my own and were created during the course of those 3 days. I barely got any sleep, my code started breaking apart at the seams after a while, but I kept at it.
If you play it, and feel the urge to tell me what you liked or disliked about it, please do, I’m all ears. I’m probably going to finish this if there’s enough interest, so it’d be cool if I made something you guys like to play.
It should run on all browsers. Here’s the link again:
http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=13139
Have fun!
I’m making a “St George slaying a chocolate dragon” pixelart for the challenge over at pixeljoint.com
Here’s my preliminary composition and color value sketch. Expect the finished piece within the week
Steampunk Sherlock
I’m terribly geeky. To the point where I do pixelart, pixel by pixel, which to some people feels really masochistic. I find the restrictions help my creativity.
This is a mockup for an SNES-era game. An alternative take on the brilliant detective. An English, steampunk-enhanced super intelligent man of action. Too sarcastic and self-absorbed for his own good, he jumps from rooftop to rooftop to catch criminals for cash. Yes I know he’s not caucasian, it is on purpose, since there’s so few black videogame characters that aren’t horrible stereotypes.
20 colors.
Tumblr resizes pixelart, but you can see the original here, in all its tiny pixel glory.
When I’m not busy making cute videogames ,I like to make things. This is a freebie :)
Aviator/dieselpunk/steampunk goggles out of plastic cups.
