Most of you are now asking yourself, “Who is John Cooney?” John is more commonly known as Jmtb02 (John MounTain Bike 2002 *snicker*), and he is the Head of Game Development for Armor Games. Basically, he gets paid to go to an office and make flash games as well as oversee the progress of the rest of the in-house team. Now, why is he a machine? Since 2002, John has pumped out over 50 games. Think about that… FIFTY different games. Granted, there are a solid number of sequels, so you’re really talking 30-35 original concepts. But that is still an insane number of ideas that have not only manifested in his mind… but actually been worked on through to completion and release. So I tip my cap to this crazy machine of a developer. He also happens to be a really cool dude… just don’t IM him randomly with nothing to say, he doesn’t like that (really, we ALL dislike it… but again, topic for another day).
Also, a slightly disappointing development took place this week. John released his newest game, I Hate Traffic, to much fanfare and rejoicing. The disappointment is that I had been talking to him for a few weeks about the progress on the game… but apparently there was some miscommunication between us that led to him releasing it without giving me an opportunity to test it, give feedback, and get a walkthrough prepped. In the scope of things, no biggie, but it was a bit disappointing in that the game wound up being released with a memory leak in it that I spotted within 5 minutes of playing. John found it quickly after I described what I thought was causing it, and it was promptly fixed… but I’m sure everyone would have rather caught it before it was public.
In more Armor Games news… I’m REALLY looking forward to getting my hands on Joey’s upcoming puzzle platformer (or phuzzle, I forget which). I can just picture Joey sitting in his chair, lollipop stick embedded in his keyboard, cackling at my inevitable frustration from his devious creations.
-I’m going to try and post to this at least once a day… with random updates of the Flash world or my life.
-Been recording vids of Rudy Sudarto’s newest upcoming game, Epic Quest. It’s grindtastic… as you’d expect from Rudy. Probably will do ok; not amazing, like the EW series did.
-Still playing lots of Sacred Seasons. Am currently level 472. 2 people are a solid bit ahead of me, and then I’m shifting back and forth with 2 others for 3rd-5th. I’m over 100 levels higher than the 2nd highest person of my class, which is nice.
-I’m already looking forward to FGS… 4 months from now.
-I say that I like cake, but I actually don’t really like cake. Cake is too dry and fluffy. I have weird salivary glands or something; tons of foods taste dry to me, and I need lots of condiments or liquids with my meals. This is not to say that I don’t like cake-like products… I greatly enjoy brownies, which are richer and moister than cake. Not to mention cookie cake and ice cream cake.
So, over the years, I’ve had an idea or two for a game. I’m not a developer. I also do not consider myself a good writer. Oh yeah, I really don’t enjoy level design that much. Because of this, I haven’t put much thought into taking any idea of mine and going forward with it. Until recently.
I was talking with Krayz, a good kid who I’ve become friendly with through Kongregate and FFR, about random game designs, and I happened to mention 1 concept 2-3 times… and he kinda went with it, saying that he could program it up. Which then put me on the spot to actually work on the hard parts… like plot and puzzles.
Since then, I’ve written the 1st half of the game, and have a good idea how it’ll play out. It won’t be very long, and it won’t be that hard. But it’ll be a little unique, and hopefully quite funny. The protagonist is a bit like Cyclops… he shoots lasers out of his eyes. You’ll have to wait a bit for more details than that. I’ll also mention that deep down, it’s a point and click adventure, and my mind hopes that it resembles Zeebarf’s games in terms of gameplay (it sure as hell won’t match in graphics though, sorry Krayz).
Coming soon to a Candystand near you is Nudge, a tasty morsel of Atomic Cicada puzzley goodness. It starts off as your standard “push” puzzler… move the object through the obstacles and to the exit. Sometimes baddies will try to stop you. But then it throws some new stuff at you. Purple and Green blocks that mirror your horizontal or vertical movements? That’s been done once or twice before, but is still fresh. But you may be asking yourself, “Self, why is this game called Nudge?” And that is what sets Nudge apart from other similar games. If you are 1 block away from a purple or green block, and you move towards it, it will Nudge you back a space. So you wind up not moving, but the blocks move a whole row. This creates a whole new world of possibilities for level creation.
Atomic Cicada is known for hard puzzle games, such as Minim or Grid. Nudge fits the bill. As I told Candystand’s Head of Game Development, Dave, “Nudge is hard. Really hard. Kick your grandma in the kidneys hard. But it’s still fun. As if grandma were a cartoon of herself.” You’ll be pulling your hair out, but you can’t stop playing because of the cute little creature you control and the catchy background music and sound effects.
Lastly, because I know you’ll want to explore the Nudge world a bit more, and create devilish puzzles yourself… Nudge comes complete with a level editor.
Look for Nudge soon of Candystand.com, and for my walkthrough of it at the same time! Here are a few more teaser screenshots of the game to whet your appetite: