Sniffy's Flip Trip already!

posted Oct 2, 2013, 7:46 AM by Eric Rosenzweig   [ updated Oct 2, 2013, 7:47 AM ]

So we released Sniffy's Flip Trip over at yesterday (FREE!), to little fanfare, but that's probably because we hadn't contacted the press earlier, which might've been a good idea. I'm hoping they start publishing about it soon, because it would be nice if people played it, but what can you do! 

I find that whenever I make a game, waiting for people to get back to me about it is always the hardest. Game development is not good for people without patience, and the fact that the game is completed and there isn't really anything left to do on it. Time to start another game!

In other news, it seems like Amalgames might be slowing down considerably since Explat Creations is my new venture. There are pluses and minuses to working with other people, but the biggest plus will probably be the ability to make games quicker than working alone. This also has me focusing on art and music and not on programming. I feel weird calling myself an artist, but I guess I am one now!

Good news, everybody

posted Jan 21, 2013, 1:14 PM by Eric Rosenzweig

I'm kinda psyched as I've gotten a couple of Let's Players interested in my game, and then a nice little mention on Nitrome's blog!

Pressing Matters

posted Jan 18, 2013, 8:06 AM by Eric Rosenzweig   [ updated Jan 18, 2013, 11:01 AM ]

Things move kinda fast in the online flash game world! Already got some cool reviews and mentions and stuff:

Plus, for some reason, googling Uirdz mostly leads to my game. It's as if "Uirdz" isn't really a word... hmm...

Uirdz released today!

posted Jan 17, 2013, 11:33 AM by Eric Rosenzweig   [ updated Jan 18, 2013, 7:56 AM ]

Hey everyone who reads this, i.e. very few of you!

The game I've been working on has been released today on newgrounds! Go play it over at and rate it well and tell everyone you know and make them play it at flounder-point!

Am I there yet?

posted Dec 14, 2012, 11:46 AM by Eric Rosenzweig

I think I might be done with Uirdz. Like, it's practically complete. Gotta make sure though...

What's a headway?

posted Aug 3, 2012, 8:49 AM by Eric Rosenzweig

Making lots of progress on the newest project, a flash platformer somewhat similar to the mini-LD project, but with a different mechanic, more levels (including secrets), and possibly some voiceover stuff. There's also swearing, and kids love swearing. So far got 22 main levels created and ? secret level(s). Stay tunificated.


posted Jul 19, 2012, 11:59 PM by Eric Rosenzweig

Hey, Contraste got put up on and! Awesome!

Fast and Wobbly

posted Jul 14, 2012, 8:29 AM by Eric Rosenzweig   [ updated Aug 3, 2012, 8:50 AM ]

    Got my hands wet with some Flixely goodness for the mini-Ludum Dare 36. Never did an LD before (although this is not a full LD), but it was a good experience. Good to complete a small project while working on this large one. I may start up a medium-size game alongside the current one. You can check out the end result on the games page (Contraste).

Slow and Steady

posted Jul 5, 2012, 12:39 AM by Eric Rosenzweig

    I've been steadily working on the breakout clone and I'm making a lot of progress, but it's still pretty slow. As of now I have the workings of a basic breakout clone. In other words, I've put together somewhat robust collision detection between the ball and blocks and between the ball and the paddle. It also has the basic sword swipe, although I need to institute some more advanced (although really not complicated) collision detection for that now.

    I also spent a good deal of the last week and a half learning Lua and implementing some scripts and scripted tools to make things easier as I'm playtesting it. I'm using Mappy for the basic layouts, but it's not the best for some of what I'm doing. Regardless, I built a small Lua script that takes the .csv file exported from Mappy and serializes it into a Lua script that the game reads and gets the level data from. So now, hopefully, it will be less work when I try to implement levels and edit them on the fly. Either way, I'm learning a lot.

    There are a lot of decisions about what to build out fully and what to just make a hacky version of. For example, do I continue using Mappy and my Lua script or do I make my own level editor that outputs in the format I want? The latter sounds tempting, but what will be the final payoff? It may be more time invested, but I will learn. Plus, it's possible it will save time in the end to write my own level editor.

    There are so many things to do and so many decisions to make. I still feel motivated, though, so I want to continue with it.

    I seem to get a lot of advice that says "build small games first and work up to larger ones" with examples cited about Super Meat Boy's and Angry Birds' devs making tons of games before they "hit it big". I do have several shorter projects under my belt, but it seems like there are going to be new things for me to explore regardless of how many smaller projects I've done. To put it another way, I'm going to have to build my first large game at some point, and I don't want to waste the motivation I feel right now for it.

    So, to that end, I'm going to be working on small games and in compos on the side while I develop the breakout clone, or BC as I call it now. Moops and I are making a small html5/js game based on an entry this list of game names I made up when I was in some sort of weird frenzy: . The one we're working on now is Frantic Reading.

Breaking Out

posted May 31, 2012, 8:57 AM by Eric Rosenzweig

So since I've scrapped the puzzle game, I've started work on a new game, a more gamey game. The gamiest. Like venison. And like venison, I have a picture of it on my computer. This is only a mockup, but it does show a good amount of material that I've made for it so far and a general hint at what the gameplay will be like:
If you haven't surmised, it's a Breakout clone (or Arkanoid clone, if you prefer), except I'm throwing a bunch of RPG elements into it. Before you say anything, the way it's designed at the moment makes it considerably different than Wizorb, another awesome breakout clone which you should go check out right now if you haven't already. For now, though, a picture is good enough. Maybe I'll divulge more as I implement.

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