Experience finger madness while trying to collect orbs at the same time.  The game is made using Unity 5.

Once the game is loaded press P to start the game.

A – Turn Left

D – Turn Right

A+D – Turbo

[If game does not load kindly install Unity Web Player]

Chase on TrainJam

Chase is a Jam game created in 48 hours on a train traveling to the Game Developers Conference from Chicago to San Francisco. It was nice to colloborate with another developer from Austrilia as well as two students from Arizona.

Chase is a local multiplayer game where 2 players race each other. Each lane has a limited amount of charge that speeds player currently on that lane. The aim is to constantly switch onto the green lanes as they contain the most charge.

Who will get to the finish line first?!

Party Pooper

Party Pooper is a game created during the Malta Global Game Jam 2015 by Clayton Curmi, Malcom Pace and myself.

A local co-operative social party game where players must pass a ball between them as fast as they can within 60 seconds. Communication, physical or otherwise, is paramount for the team’s success. All for one and one for all! Players can’t pass the ball back and forth to the same player consecutively and must not repeat the cycle more than once. Watch out for the rooster or you might get cock-blocked!

The Malta Global Game Jam weekend started off with a dinner on the night before the actual jam started off. I was lucky enough to be invited to a private dinner where I spent the majority of the night talking digital and board games with Leigh Alexander, a well respected writed in video games industry.

The next stage I arrived at the University of Malta just in time for the Leigh Alexander keynote talk pre-launch the Global Game Jam. Once the theme was announced we set out suggesting ideas on what type of game we would be creating for the next 48 hours. We knew we wanted to create something with simple controls that easy to play but hard to master. Being the Jam theme was “What do we do now”, placed heavy focus on making the game a local co-op game where players had to communicate with one another.

Even though we didn’t win anything, we were happy with how the final product panned out and definetly look forward to taking part in next years jam.

Red String

Red String is game that came about during a 48hr game jam. The story revolves around a young woman walking home alone late after a party. Unbeknownst to her, there have been a string of unsolvable disappearances around the country lately, all people who have been in a long term relationship (either dating or married). Tying in qualities of the red string of fate legend with that of a spurned, malevolent spirit (thinking along the lines of Orpheus and Eurydice), this woman (on her way home to the apartment she shares with a long-term partner) is next on the list. The entity only communicates through her cellphone, toying with her – can the player make the right decisions to avoid becoming the next victim?

The initial goal was to have multiple path system the player will go through depending on the choices being taken. However due to the 48hr time contrain a dyanmic story path system, together with creating the 3D world was too much to handle.

The final result did not fulfil what should have been the final narrative for the game. Instead its a linear-based approach to the original story.

If for some reason the game doesn’t load simply download Unity Webplayer.

(Right-click – Go Fullscreen)

I would like to thank the whole team. It was cool working with such talented poeple.

The team consisted of:

  • Chelsea Saunders – 3D Artist (@pixelatedcrown)
  • Dirk Schembri – Unity 3D Programmer (@dirkmalta)
  • Chris Kukla – Sound Design