Crocodile Cat

Crocodile Cat is a game where you control a cat that has become trapped between the jaws of an infinite crocodile. It is a reflex game where you must tap the screen before the cat reaches the jaw of the crocodile. Once you tap, the jaw moves to the location…

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Game Flow and Control

Further thoughts on level design The last blog was about pattern design. After testing even more patterns, I found that players enjoy patterns that take the height of the screen, giving them lots of choice and targets to hit. These also allow players to focus on avoiding the jaws if…

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Level Design: Arranging Coins

In my last blog post, I introduced Crocodile Cat, the one touch mobile game I’ve started working on. The gameplay flow is that of an infinite high score chaser, players see how long they can last without being eaten by a crocodile. During the game, that player collects coins. When…

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Develop Jam 2017: Risky Business

I was lucky enough to be part of the Develop Conference Game Jam 2017! The theme was Risky Business, since the Develop Conference is all about the business of games. Talking the theme over with the team, we all wanted to go for a game design focussed around risk and…

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Dances With The Elder Gods: Global Game Jam

Last weekend was Global Game Jam, which very quickly became my favourite event in the game dev calendar. I’ve done Ludum Dare a couple of times and a few local site jams, but the sheer scale of GGJ – the feeling of being part of something so huge on an…

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Mood and Tone in RememBear

This blog contains some thoughts about about mood and tone. In games, I’m arguing that mood is mostly created by design, whilst tone is created by art. Both have to be interpreted by a player. For me, RememBear is mostly about mood. The feeling of being in a forest, the…

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Collaborating on RememBear

Remember RememBear, the third of SeptemBear! As a solo, hobbyist game designer I have made some dreadful games. I have made some OK games. I have seldom followed a game through to its fullest potential. I think this is because we seldom do our best work alone. I’ll often show…

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RememBear SFX

As someone with a background in audio for games, SFX were always going to be an important part of RememBear. Audio for mobile games needs to be chosen carefully so as to not be intrusive, since players may be running background audio from other apps. Audio should not be vital…

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Game Trailer Music: RememBear

My last entry was about how I created the trailer for the RememBear. This post focuses on the trailer’s music composition. If you’ve not seen the trailer yet, I’ll let you catch up below: In my last post I talked about my storyboarding process and how I blocked out the…

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