Sleights (02011)

A strategy game playable with a chess board and a deck of cards for two players. Individual games last upto 10 minutes each.

It was first made as an experimental alternative to most modern collectible card games, while still trying to retain their randomly-tactical appeal.

Signal Mosaic (02012)

A ludological criticism of automated art and recent trends in English poetry. (Postmodernism, Procedural Writing, FLARF, etc.) Programmed in HTML5, PHP, and Javascript. Published in Issue 4 of the Incongruous Quarterly.

It is a video game which generates poetry when played. Like most pretentious things in life, I originally made the alpha for this as a convoluted way of not actually doing a writing workshop assignment that required me to write poetry in a style I thought was bullshit. (And still do.)

  • Platform: Web
  • Period: 02010/02012
  • Publisher: Incongruous Quarterly (Out of Print)
  • Internet Archive: Game, Leaderboards
Alpha and Beta Testing

I do intensive and heavy-duty alpha and beta testing for indie game developers.

The following are some of the projects I have done testing for.

Qasir al-Wasat: A Night Inbetween

Qasir al-Wasat: A Night Inbetween by Studio Aduge

Brazilian indie studio's first game. While always somewhat limited by the Portuguese-to-English translation, it was a game whose narrative and beautiful atmosphere gripped me from the very first public alpha. (Effect of the writer, Miss Ingrid Skare.) The gameplay itself is light, but functional for what it goes for. It's a kind of slow game where you just find yourself wandering around and taking it all in.

First released independently in 02012, and after some difficulty interfacing between the American and Brazilian markets, finally found a publisher for their International Edition in 02016.

DarkMaus

DarkMaus by Daniel Wright

The indie child of a graphics programmer who normally worked on big-budget AAA games, seeking his own individual expression away from the corporate machinations of the crunch-time games industry. I was initially drawn to it as an idle wonder, just having gotten into the Mouse Guard books beforehand. What ended up keeping me there was the high amount of raw gameplay, with systems deeper than most other indie projects could dream of.

Circumstances had the game red-lined in early 02016. My only regret is that it couldn't have a deep and intense narrative to match its deep and intense gameplay. Indeed, much of it hangs on by just as much of a thread as my oft-reduced lifebar.

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