Games

Games I've designed and coded

Go Rabbit, Go!


Go Rabbit, Go! (beta latest revision: 2007/3/2)

This game was developed over a few days as an entry in the DonationCoder.com Accessibility Game Design Competition.
The parameters were to simply make a 'switch game' (or alternately a game relying only on audio).

Escape to Obion | Episode 5: The Chemisphere


Episode 5: The Chemisphere (beta latest revision: 2006/3/2)

length: long

difficulty: hard

This game is more linear than the others, which is necessary because we've added level codes for the 4 levels in the game.

The levels represent junctures in the game that tell you that you've solved everything necessary to get to that point.

Escape to Obion | Episode 3: The Alchemist's Notebook


Episode 3: The Alchemist's Notebook (latest revision: 2006/2/14)

length: medium long

difficulty: very hard



Not sure how long we can keep up a weekly publishing schedule before running out of ideas, but #3 is done.
This one is quite a bit trickier than the other two.

Escape to Obion | Episode 1: Fire and Ice


Episode 1: Fire and Ice (latest revision: 2006/2/11)



The first point-and-click adventure we've done, which is a surprise now since it's so much easier to code than other sorts of games.

length: short

difficulty: medium

Escape to Obion | Episode 4: Closer to Zero


Episode 4: Closer to Zero (latest revision: 2006/2/10)

length: medium long

difficulty: very hard

Week 4, Game 4.
Many found #3 too hard, and while we could edit that game, it makes more sense to move forward - though I may add more clues to #3 at a later date for future players.

Escape to Obion | Episode 2: The Hidden Map


Episode 2: The Hidden Map (latest revision: 2006/1/27)

length: long

difficulty: hard


OutFoxed!

OutFoxxed! (latest revision: 2004/12/18)



Designed and developed by Matt Slaybaugh, Joe Versoza, Isabel Staicut, and Dave Maccarella




OutFoxxed! is a two-player game using Flash Communications Server that combines elements of Rock-Paper-Scissors with traditional board games such as Checkers and Go

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This game is probably the best of any game I've ever been part of.
Unfortunately, the multiplayer aspect is disabled and we haven't fixed that, nor created a single-player version.

Gladiator

Gladiator (latest revision: 2004/05/10)


Designed and developed by Matt Slaybaugh, Wontae Kim, and Joey Silayan



Gladiator is a one-player game with a core mechanic of having to collect spent arrows before being able to fire again.

Gladiator Concept Realizations

WolfHunter

This first version is weak in gameplay, primarily because the AI is too rigid and the number of user-choices on any turn is too limited.

IceBreaker

IceBreaker Concept Realizations

IceBreaker never made it past the concept-realization phase, but it has potential to be a decent game.

Icebreaker

This first version explores the idea of using a Sokoban-style game mechanic against a static, firing enemy AI. It's tricky to win, but possible, mostly an element of timing rather than strategy.

Icebreaker II

Ant Farm

Ant Farm

I later learned of a number of similar games, but this was my first effort at employing multiple 'cellular automata'-style agents.

Ant Farm

The same game with an auto-generated music feature that is somewhat interesting.

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