Space is Key Christmas is here!

Santa will be giving everyone a few space bars this Christmas!
Santa will be giving everyone a few space bars this Christmas!

Santa will be giving everyone a few space bars this Christmas!

Yeah! Finally it’s released. I worked on this as part of Armor Games “The 12 Epic Days of Armormas” – this is actually the first time I’ve worked on a seasonal game too so it was kinda fun to approach it especially with something like Space is Key which is is a very minimalist style, I felt like If I went overboard it would totally ruin the game. Same with the Christmas feel of it all, I didn’t want to go insane Christmas spirit but I think it’s got the perfect amount.

Waterflame, you magical musical wizard you, you perfected the OST. It’s still in my head & honestly think it was a big piece of this game, slots it all together with the right Christmas feel :)

You can head over to Armor Games and play it up, give it some love (Or hate if you don’t like it, it’s fine, it’s Christmas)

Snow. Snow everywhere!

Snow. Snow everywhere!

Also NCH whipped up some of the extra assets you see in the game. Cause’ as much as I like working with Space is Keys minimal approach – I really can’t draw. He made the snow all fancy!

So what do you think of it?! And throw your scores at me. I love to see how people score!

Nitrome Game Jam!


If you know me just a teeny tiny little bit, you’ll know I absolutely love game jams. They’re one of the brilliant & unique things in our industry that just seep creativity in such a short amount of time and that’s why I just love them! And when I heard Nitrome was having a game jam, even though I’m neck deep in other projects that I can’t wait to show people about – I decided to just drop everything and have some fun! So this game jam was a 5 day one (Monday – Friday) and sadly I really couldn’t do the whole week, but instead of just not doing it, I grabbed Alex and Yuya (Didn’t grab them, a simple message done the trick, no grabbing involved here!) and got to work on an idea that had been floating around my head ever since the theme ‘Dreams’ got announced on the Monday.

Alex initially drew our little guy. Pretty cute for someone who eats dreams, right?

Alex initially drew our little guy. Pretty cute for someone who eats dreams, right?

So yeah, like I said, we started pretty late to this game jam and I had an idea floating around my head that I pitched to Alex & Yuya to see if they could get involved with me. It was kinda totally against what I initially thought when I read ‘Dreams’ and I think it’s why it stuck so well with me. Initially when I thought ‘Dreams’ I pictured really beautiful cloud based worlds and thought about some kinda exploration based platformer, essentially exploring dreams – then I thought this may be too obvious and that maybe other people could have just interpreted the theme like that – so I kinda went the opposite way.

Early mock up of the game. Starting to take some shape but it's lacking that mood and environment that I wanted - art style is what we wanted for something that we'd have to do so fast too.

Early mock up of the game. Starting to take some shape but it’s lacking that mood and environment that I wanted – art style is what we wanted for something that we’d have to do so fast too.

Then Baku was born! From the start, I wanted this to be a top-down exploration game with challenging stealthy stuff thrown in there too. Essentially you’re a dream eater and you’re in a random house, you’re pretty hungry so you’re sneaking around trying to find dreams to snack on that are littered around rooms with sleeping folk in them. One problem though, you’re a bit clumsy and just make far too much noise!

So yeah, you’re sneaking around the house trying to make as little noise as possible & eating dreams. As simple as that I guess.

Our final title screen for Baku!

Our final title screen for Baku!

Feature wise, there is a tonne of stuff I wanted in here however within the three days, I really just couldn’t get them in there. Saying that, I’m pretty proud with how well we coped and how much we did in the time though!

It even got to the point where Alex actually put stuff in the tutorial for features we were planning to get in the game. Stuff like:

– Walking around (Since he’s heavy footed) slowly increases alert, your ‘disguise’ ability slowly decreases alert energy & if you’re stomping around a room with a sleeping person/dog in they will actually wake up and spot you.

– A few more rooms in the house. Who doesn’t want more rooms?!

– Each room will have a threshold so you don’t always have to hit 100% alert to fail the room, if there’s more people sleeping in the room or if there’s a dog, the threshold could be lower!

The finished look for the game jam entry

I think we’re really considering putting in some more time in to this and getting it a proper release on the web, could be fun and I really think it’s a fun little game with potential. What do you guys think though?

oh oh oh, you can play it here too!

Or hit up nitromes site and you can vote I think, sounds pretty cool!

Over the next few days I’ll get a proper page put up for Baku too so it’ll pop up on the side of the site.

Fun fact: Yuya actually named the character Baku – I think it means spirit in Japanese and he’s Japanese so y’know. It stuck with us!

Farewell Mochi!

1309v9-max-250x250 It’s sad month! Mochi Media announced they were shutting up shop (And at no decision of their own) after Shanda decided they kinda didn’t want them any more. Huge shame as Mochi has really turned to many so many hobbies in to careers and fostered the growth of the Flash game industry and really been around since it started kicking off more and at its peak! Sadly it all closes down on 31st march :(

Not only did Mochi really open my eyes (Whilst I was 16 actually!) to the flash game world and still continue to support me as it turned from a hobby to a career but I was honoured to have them work alongside Ernesto and I with Mochi London. They really helped us a tonne financially and with their expertise on running events (From FGS), so it’s sad they won’t be involved any more as Colin is a legend!

So speaking of Mochi London – it will still live on! Just because Mochi went away, doesn’t mean this event will. I’m still willing to put in the time and energy to continuing it all as from the start we wanted to get the community in one place and get creativity flowing, this can still happen! The only thing is I won’t have funding for the event so I’m going to keep my options open and feel around and see what I can do with the event. I still want it how Mochi London was but I want to open the event up a lot more to the indie scene as a whole as in the past it’s been pretty Flash heavy. So yeah, Mochi London will still live! 😉

Here are some cool stories I’ve screen capped from the forums. Seriously so cool to hear everyone’s stories and how everyone really started off the same way when Mochi was around!

My little Mochi story I posted on the forums:

So I started developing games 7 years ago in 2007 (Christ!), it was around the time that Mochi was in beta actually! And to be honest, I feel like I’ve grew up to what I am today with Mochi, so it sucks to hear this! Whilst I was deep in Flash at School and just experimenting, Mochi allowed me to earn whilst I was still picking everything up and even after I was established and earning from sponsorships, it was still bringing in revenue. Aside from the Ads too, Mochi provided some great services, especially Mochibot which I’ve pretty much religiously relied on for accurate and reliable analytics!

One of the best things I’ve got to work on was Mochi London with Colin. I learned so much from it all and having you guys there to really guide me was just priceless! I think it was a brilliant three year run for us & can’t thank you chaps enough for getting involved by both financially making it happen and pouring your time in too!

I think without Mochi being around (Even just in terms of community), it’s going to leave quite a hole and I second what Wayne said, it’d be good to get somewhere to regroup and kind of keep the community side of things going.

So yeah, definitely sad and it’s been a pleasure! Mochi seems to have incubated some insanely talented and cool people so even though you don’t need it, I wish you all the best with what you end up pursuing and hope it’s awesome!

Other peoples stories:

So if you’re a developer/publisher using Mochi’s services/have money in your account, you should head over to and read the official announcement! Also before the 31st of March you should hit up the community and show some love, it’s great to see how people have came together and shared their stories!

But yeah it’s been a privilege to work with the folks at Mochi and I wish every single one of them good luck in finding somewhere new. Huge shame it had to happen! Nice one Shanda….logical decision.

What I think is the best of 2013!

Best of Flash

Kingdom Rush Frontiers


Last year I wanted to put Kingdom Rush in there but it came out in the middle of 2011 so I totally couldn’t. Now I get too! Seriously this is by far the most enjoyable tower defense game I’ve ever played, the game oozes polish and luckily I got to play this in March 2013 at GDD with the Ironhide guys in the Kongregate offices, I felt privledged! All in all though, you can tell what’s been put in to this game when you pick it up, each level is perfectly balanced and feels like it’s been played a tonne of times and tweaked to get the perfect difficulty on it, which by the way, isn’t easy. It’s a tough little game and you’ll find yourself losing a fair bit but it all adds to the game, when you do beat a level if feels like you’ve done a lot to get there and not just tapped a few things!

Crush the Castle Adventures


So you pretty much have to be familiar with the original Crush the Castle that launched with Armor Games in 2009 or so and all the ones in between developed by Joey Betz. I think the biggest thing for me, aside for the huge world to explore as a level map – is the art! The game has had such a breath of life breathed in to it with Jimp’s artwork if I’m honest, it feels like such a new and fresh game now and I had tonnes of fun playing this. A well deserved best of 2013 if I’m honest and It’ll keep you entertained for ages, it’s massive! (As I wrote that I laughed so I’m keeping it in (Ohhh ho ho ho)).


Best AAA

Bioshock Infinite


I was late to the party with this one actually, I only played it in December on PC! Honestly the story in this game left a huge impression on me, one of the biggest in a game I’ve ever had I feel! The story is amazing, sure it’s not perfect and people are picking plot holes but they can shut up for all I can, it’s phenomenal! Combat in this game is pretty much how it’s all been in Bioshocks which is great and hectic with the addition of skylines which just crank everything up a notch. I’d have honestly been happy to just walk through the story without all the fighting though, that’s how I feel about it. But for the budget of this game it doesn’t really appeal to the masses so it is what is it. An insane bloody game :)



It’s hard not to say this game was bloody insane. I’m a big fan of the GTA series however GTA IV didn’t really click with me as much so I when I got this game on launch I didn’t go in to it with huge hype (Even though I should have as Rockstar usually deliver well) and man did I get hooked.  Once I done the story I had to wait what felt like forever for the multi player as I just wanted more but sadly this didn’t deliver as much as I wanted, it felt full of grinding and samey after a while. I’m not sure what state it’s in now but I played for 2-3 weeks after launch. Saying that, that can’t take away anything at all from the single player experience, which is amazing!


Best Indie

Gone Home


So Gone Home was more of an experience for me I feel. And to be honest it’s not something you can really go in depth in to without revealing what it’s all about but it’s a fantastic game! I think I clocked around 2 hours (Although it’s a little short for the £15 price tag I admit) but it’s all about the experience and atmosphere of it all for sure, after playing through it I’ll definitely say right now you won’t regret it.

Best Mobile

Plants vs Zombies 2: It’s About Time


I’m not sure if this would be an unpopular choice for people purely because it’s full of micro transactions and from face value it really shouldn’t work with this game as the first one was amazing without them. You’d instantly think they’d just get in the way – BUT they really don’t. I had an insane amount of fun playing this game and didn’t part with a penny actually. It seems most micro transactions were to unlock stuff that you’d unlock by playing the game anyway so I think it’s fair that I get a great experience without getting nickel and dimed to buy stuff!

So that was a top 6 I guess. Who does top 10’s anyway? Matched last years top 6, just to keep it all the same 😉