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Block Puzzle? Block Puzzle! 2

Posted by
Monday, October 15th, 2012 9:50 pm

Ok — I hadn’t made any plans at all to participate in the October challenge, but I’ve had a project sitting around for something like 2 years now (a full-time job thingy got in the way of it being finished) and it seems like maybe this is a good opportunity to force myself to get the thing wrapped up and online somewhere.

I’ve always thought block pushing puzzles in other games were interesting (I particularly liked how devious La Mulana was with a couple of its block puzzles), so a while back I made a Flash game devoted entirely to a those sorts of puzzles. It got a small sponsorship and some people seemed to like it (of course, some people hated it too ^_^b), and ultimately I decided I wanted to make a sequel.

So, that’s what I’m hoping to get finished this month. It’s built on Flash + flixel, with a tilemap editor I had built myself to help develop an earlier game (actually, much of the art is also from that earlier game, but it seems to fit the block puzzle theme just fine). Many puzzle rooms are already completed, but I have a handful left to finish and lots of polishing to do.

I’ll probably try to pickup a small sponsorship for it if I do finish it (or, failing that, just toss it online with some ads).

In the meantime, here’s a very little three-room demo, if anyone feels like pushing some blocks around for a while: http://www.thewasabiproject.com/flash/BPBP2/

Comments and feedback are definitely welcome.

Ruins Follow-up (“Demo 1220”)

Posted by
Saturday, December 26th, 2009 5:16 am

Hello fellow survivors (or survivors-so-far, where applicable) of various holidays, yule-tide celebrations, mid-winter feasts, and zombie infestations.

Since LD16 I have done some additional work on my entry, “Ruins”. (And thanks to everyone who’s commented on the entry!) A lot of what I’ve done has been technical and a bit behind-the-scenes, but I wanted to share a very short (3 room) demo I’ve put together of both a new mechanic for the player and several smaller features of the engine.

If you’d like to give it a try, you can find it here:


(This is more of a tech demo than a “game” — you can “win” by completing all three rooms, but there aren’t any gems to collect or any leaderboards to deal with.)

And here’s a couple of quick screenshots:


From a gameplay point of view, the interesting change in this demo is the addition of a brief (about 6 seconds) period of time after dying during which you can exist as a spirit. During this spirit existence you can still interact with objects like levers and switches, but you are immune to damage and cannot attack. If you’ve created a “Patch of Life” before dying, and you reach it as a spirit before your 6 second time limit expires, you will be restored to life.


“Ruins” … maybe

Posted by
Saturday, December 12th, 2009 5:08 am

I have a feeling the scope of my idea for this LD (tentatively called “Ruins”) is way, way too broad, but here’s a screenshot from the last few hours of tinkering with the latest version of flixel (and an hour of mind numbingly drawing mediocre pixel-art leaves), and a picture of my first and second meals of the compo (…they really were both identical arrangements of pizza and wings — I promise you’re not missing anything exciting by just having a picture of one of the two):


So far the player can wander around, jump over things, and shake mangoes out of trees; and since it’s 4 AM for me now, I’m somewhat reluctantly calling that “good progress” for the first night ;p

Xue (and Crushing Pressure, too!) post-LD updates

Posted by
Sunday, September 13th, 2009 11:45 pm

I did make some updates to Xue after the compo, which I spun into my “game of the week” for this past week.

I’m not really super pleased with the result (in the end, I think the game still has too much “oooo… parallax” and not enough “wow, that was fun!”), but I also don’t have a clear direction that I’d want to push the idea in at this point, so I’m letting it stand as is for now. Maybe someday when / if I get a better sense of exactly what I want people to do in those caverns I’ll spin off a different game based on the entry.

Anyway, heres an updated screenshot (once LD was over, I immediately and shamelessly plugged in some graphics from LostGarden.com):


It’s playable online here: http://www.thewasabiproject.com/flash-games/play/play-xue/

As Kobel suggested in the comments on the entry, I did use a color matrix to tweak the background layers (actually, the original entry did that too, but it only darkened them, so it wasn’t much of an interesting effect). There are a few different “atmospheres” that the game uses for the caves, each of which fiddle with the colors of the background layers in different ways.

Gameplay-wise, I added some fireball spewing monsters, along with items that restore fuel. I also fiddled with the controls for the player’s ship (and actually I’m still fiddling with them, even with the game already released online), and adjusted the way the crystals spawn.

The map is also completely enclosed now, so there shouldn’t be any more invisible walls, and there’s no longer a way to fly off into space off the top of the map. Technically the map generation got tweaked a bit too, but nothing terribly interesting (the maps start out at half size and get scaled up, which both speeds up the generation a bit and cuts down on some annoying small-scale features).

I’m always happy to get feedback (though on this one, like I said, I’m not sure if I’ll stick my fingers into it again for a while unless a really compelling new direction for it comes up).

I also realized when I was getting ready to write this post that I never posted the updated version of my LD14 entry — so I hope nobody will mind if I tack it on here!

That entry was Crushing Pressure, and it turned into this little Flash game:


You can give it a whirl here, if you like: http://www.thewasabiproject.com/flash-games/play/play-crushing-pressure/

The original entry for LD14 had the same basic goal (rescue the little people while avoiding the walls), but it didn’t have any other obstacles to avoid (the updated version adds the DoomCubes and WhizBlades). The released version also added music, and little extras like an honest-to-goodness score counter and some quick transitions between levels. It’s still a pretty simple game, but there are a few minutes worth of gameplay hiding in there, I think.

Thanks for the feedback everyone left on both the original entries!

Something interactive, at least

Posted by
Saturday, August 29th, 2009 4:45 pm

I had a couple of false starts last night, but today’s been more productive, and I have this little fly-around-and-bump-into-walls thing going:


If you like, you can play around with it here: http://www.thewasabiproject.com/flash-games/play/ld15-xue/

I think I’ll be calling it “Xue”, but I’m not entirely settled on that yet.

Oh, and here’s what was today’s breakfast — it was responsible mostly for fueling the bump-into-walls part, I think…

Unreasonable Portion of Leftover Pizza

I’m on board for caverns!

Posted by
Friday, August 28th, 2009 8:25 pm

This’ll be my second LD — I sortof dropped the ball on the screen captures / time lapse / blog / food journal / planning ahead parts of the last one, so maybe I can improve on that this time around.

For starters, here’s a grainy, badly lit picture of my desk!

Desk - Before the beginning

Crushing Pressure!

Posted by
Sunday, April 19th, 2009 6:55 pm

Ok — I fail at planning and at keeping online development journals apparently!

(I also fail at taking pictures of my tasty food stuffs, but I knew that ahead of time.)

I decided at way too close to the last minute to whip up something for this LD. (my first — which is probably why it’s been such a clumsy affair!)

In any case, it’s a little Flash game I put together with FlashDevelop (and SFXR for the few sounds it has) called Crushing Pressure (the screen shot doesn’t really do it justice, even though there isn’t that much justice to do).

It’s online and playable here:


And the source, if you like:

http://www.thewasabiproject.com/flash/ld14/AngryWaffle_Crushing Pressure_LD14.zip

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