About BrothersT

We try to make unique, fun games (usually involving puzzles). We've got several projects in the works including finishing our LD25 game, Lumberjack!

Joseph creates the code, Rob creates the art!

Get in touch with us BROTHERSTHOMSON@GMAIL.COM

Entries

 
Ludum Dare 29
 
Ludum Dare 28
 
Ludum Dare 27
 
Ludum Dare 26
 
Ludum Dare 25
 
Ludum Dare 24
 
Ludum Dare 23

BrothersT's Trophies

Cleanest Graphics
Awarded by Kaslai
on December 20, 2012

BrothersT's Archive

NOOOOOOoh well..

Posted by
Monday, August 25th, 2014 2:06 pm

We didn’t manage to finish this time, but we’ve decided that instead of killing ourselves try to finish tonight, we’re going to complete a more finished game for the October Competition!

 

Here’s some art from our game, which is about running a restaurant. The connected worlds being the dining area and the kitchen.

 

kitchenscreen restaurant

Seven Souls Mockup

Posted by
Sunday, April 27th, 2014 2:06 am

One of our team threw everything in after effects to really nail the mood and style that we want.

My wrist joint is basically dust now…

Posted by
Saturday, April 26th, 2014 7:55 pm

witch-laugh2 dave-idle dry-tim floating gabriel-idle gus-idle2 hans-idle lunge pete-idle sally swimming talking

 

Art and Gameplay video for 0 AD – Zombie Uprising

Posted by
Wednesday, December 18th, 2013 10:38 am

Master the Jesus dunk and try and beat my high score why not. Because it’s stupid you say? Well, that’s your opinion…

PLAY IT HERE

logosantaidle3santarunbabycoloursantaruncoloursantathrowssheepcolour2shepherdcoloursoldiercolour2Wise_Man_Gold_throw_ColourWise_Men_Walkdonkeycolour2babyjcolouredbabyjcoloured

Background

blas fer me,  blas fer you…

0 AD – Zombie Uprising – Go Play!

Posted by
Monday, December 16th, 2013 9:38 pm

Throw baby Jesus at zombies to save the original Christmas why not. Don’t worry, His Dad’s cool with it.

screen

PLAY IT HERE

 

Character art done!

Posted by
Sunday, December 15th, 2013 11:20 am

santababyidlesantaidle3santarunbabycoloursantaruncoloursantathrowsWise_Men_Walk donkeycolour2 sheepcolour2 shepherdcolour soldiercolour2 Wise_Man_Gold_throw_Colour

babyjcoloured

babyjcoloured

 

Making good time!

 

It’s coming along!

Posted by
Sunday, August 25th, 2013 2:52 pm

Although we still don’t have a name for our game.. can anyone suggest a name for a game where you are a thief trying to steal an experimental time altering device but it goes wrong and you get stuck in a 10 second loop? 😛

Click to view large images

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First day of art over!

Posted by
Saturday, August 24th, 2013 8:34 pm

We’re making a game about a thief and an experimental time device this time! :)

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First ever medal, Linux, spreadsheets and more!

Posted by
Tuesday, May 21st, 2013 6:47 am

 Scores

ratings

  PLAY GURU

We got our first medal – in ‘Graphics’!! And as the artist I know how competitive that category is so I’m extra amazed at the result! If you just look at the scores around ours, 0.01 of a star could have tipped us over the edge into silver territory or knocked us out of the running for the bronze. So tight!

Thanks to everyone who voted on our entry!

We also beat all of our previous records apart from in the fun category (understandable, it was a very hard/cryptic point and click puzzle game), and almost came in the top 50 for everything!

And we trashed our previous scores for Humor, Theme and Mood.

Spreadsheet of our past 4 Ludum Dares + Graphs

https://docs.google.com/spreadsheet/ccc?key=0AgqMypAQnKEYdGhUcXZLWjZ4MEtTazZjdV9hdDhtbWc&usp=sharing

Linux

We’ve also got our game working on Linux! – Does anyone have any idea if it’s possible to update the entry page with a new download link now that the contest is over? If not we’ll just post it with the timelapse that’s coming soon!

Social Networking

Join us on Facebook and Twitter! (I just made the accounts the other day so they’re looking pretty lonely)

 Join Our Facebook Fan PageFollow Us On Twitter

I love Ludum Dare.

‘Guru’ Postmortem

Posted by
Monday, May 13th, 2013 6:52 pm

 

title

 

dog

 

Our mission statement:

To create an idea that would only take 1 day to complete, so that we would have what we’ve been lacking for the LAST 3 Ludum Jams.. Time.

What actually happened:

We chose an idea that would take 5 days to complete and shortened it so it would take 3, working down to the last seconds of the competition. Just like every other time.

But the story – the path we took is more interesting than that, which is what has inspired me to write this ‘Post Mortem’ for the first time in 4 jams. Let me explain:

I think what I fear most as an artist is not only creating something that everyone has created already, but creating something that everyone has created already including myself. It’s very easy to look at something pretty, pick it apart and put it back together in a way that looks appealing, and I think that’s why I’ve unconsciously steered away from pixel art in every competition. Though I love and admire all the nicely made pixel art I see and while I know that the true pixel-masters are still somehow doing things with those 36-odd squares that nobody has ever done before, I feel whatever character I make, even if I were to somehow create a video-game idol, would still be awash in a sea of constantly borrowed, rearranged and reconstituted pixels. Even though I know they are there, I like to not be able to see the pixels in our games, and I’m especially happy if what I do see is nothing like the game we made before it.

I think that the same can be said for our style of game-making. When it comes to games, Joseph and I admire new ideas. Every idea we’ve ever come up with has been to challenge our own perception of game design. If you look at Portal, it would be simple to pick apart what makes it work.. what makes it good even and put a disguise on it.. maybe bash a few dents in it and plonk another game on top too, but to have been the ones to have created it in the first place.. to actually conceive of something that hasn’t existed before.. it’s bloody hard. And due in part (I think) to our competitive natures, all we want is to be the first to do something.

With our first game, Agorobophobia, we created puzzles with a Bomberman style that looped infinitely at the edges and made use of your ability to erase segments of the universe itself from existence, not only in the space you occupied in but for every iteration of that space in the infinitely wide universe.

agorobophobia

Second was Revolution; arguably our most successful game, where we inverted gravity. Not from down to up, but from in to out, and pitted the player against infinite past versions of themselves in a looping gladiatorial style circular arena.

revolution

Third was Lumberjack, where we took on the challenge of combining platforming and puzzle solving, not that it hasn’t been done before, but the style of puzzle solving we created is something that would only make sense in that exact situation: jumping from tree to tree in a specific pattern, chopping wildly and throwing your mighty axes. We dare you to show us something like it anyway.

JackTurn

Strange then that we should choose to create a point and click adventure, as the laws of game design when it comes to this genre are fairly non-negotiable. Stranger still that we knew that and had talked about the possibility of doing it before we had even started. The idea to do a point-and-click was born more out of admiration for the games we had played and the desire to try something new than anything else.  The originality in point and click adventure games (and despite what I’ve said, it’s there in spades) is always in the design of the puzzles. Usually you are given little more than a mouse to use on objects in the environment – a set of tools that you can open, tools you can pick up, tools you can combine, and more often than not – tools you can talk to. But despite seeing the same set of commands that you’ve seen in dozens of games before it, even when you’ve completed a thousand of these puzzles, if it’s a well designed one you will be no closer to finding the solution than if it had been the first you’d ever tried.

guru

Having said that – it was never going to be that simple. We had to go deeper.

When the theme of ‘Minimalism’ was announced it was like a sign from above that everything we said before about creating a game in a day and keeping it down to it’s bare bones was exactly what was needed. It was also a massive knife in the back from above, because we knew that was exactly how everyone else would have interpreted the theme, and like I said, we don’t like doing what everyone else is doing.

Our saving grace then, was this idea of making a point and click adventure, because all the time we were talking of creating something simple, not once did we stop to consider that point and click puzzles are actually quite complicated. A good puzzle will have outcomes designed to throw you off, outcomes designed to guide you and combinations of combinations to try that are consistently leading you nowhere and at the same time deflecting you in the general direction of the right answer.

fly

So how to make a point and click adventure minimalist? The real answer is something that we only realized once we had essentially finished all 3 of the levels that you see in the final game. Through intending to design levels that both looked minimalist and required doing only one thing to complete, each of our puzzles ended up allowing you use of only one method of input. With the dog, you can click on any point on the screen. With the fly you can move the mouse, and with the fish you can only click and it doesn’t matter where. By stripping away all of the clutter that usually comes with point and clicks, designed to add misdirection, humour and play time, and by making ABSOLUTELY sure that it didn’t become a case of pixel-hunting, we were then naturally unable to do what most point and click games do to create great puzzles: add layers of complexity. We had to design at least five puzzles (five sounded like a good amount) that had conclusions that were difficult to reach yet required you to do only one thing, that weren’t at all easy or obvious but which could be comfortably solved by just observing the patterns of the game and paying very close attention to the puzzles’ design themselves, and which could not be solved by applying the cardinal point and click game sin of pixel hunting. I’ll let you judge for yourself but I am proud to say that we did it, and actually we were still able to infuse our game with those things that the layers of complexity we took away were designed to add: misdirection, humour, and according to people’s experiences of the game so far, especially in the infamous ‘Fish one’ – play time.

fish

Unfortunately due to only having one puzzle completed after the first day, and two on the second, we were unable to reach our planned goal of five levels, and instead of trying to squeeze out a third and fourth level in the final day, we took our past selves’ advice and sacrificed two levels in order to add polish like sound and menu art. And by the sounds of it those two ideas we had, while we loved the concepts, will not be missed.

There’s not much more that can be said without risking spoilers, but long story short, we are great at delivering the bulk of the product but bad at ending, as can probably be said of this piece of writing. But I’ll give it a go anyway.

Most of the games we’ve had the privilege of playing and reading about throughout this competition have taken the theme of minimalism to heart, and it’s not only inspired more people to set realistic goals for themselves, with a 77% increase in the number of games submitted, but it’s inspired many of the most original games this competition has seen since its inception. What we hope sets our game apart is that we quite unwittingly did what many games forgot to. Instead of just creating a simple idea, we took a concept that was complicated in its nature and tried to expose the essence of it through eliminating all non-essential forms, features and concepts. And after all, that’s what minimalism is all about.


Play Guru

Dogsplosion

Posted by
Tuesday, April 30th, 2013 5:23 am

And other stuff.

dogsplosion

guru

car

It’s a minimalist point and click puzzle game! Have fun!

PLAY IT HERE

Lumberjack 4-in-1 HD Time-Lapse

Posted by
Tuesday, December 25th, 2012 5:53 pm

Lumberjack is a game about bouncing between trees by cutting clean through them with your mighty axes!
We hope you like our timelapse from this year! It’s a bit gappy in places but I think I managed to fill the holes successfully.

 

Click Here To Play The Game (link is fixed now)

 

 

Available for windows only!

 

JackTurn

http://youtu.be/K8H5aoIWcKs

Even more lumberjack!

Posted by
Monday, December 17th, 2012 5:09 am

Just had to upload this little turntable of our lumberjack character!

JackTurn

OK! Back to work..

More Lumberjack!

Posted by
Sunday, December 16th, 2012 8:17 pm

Got a lot to do tomorrow :S. It’s going to be tight..

At least the character’s ready to animate!

blogjack1 blogjack2 blogjack3 blogjack4 blogjack5 blogjack6

The concept:
jack_image_8

Good work comp guys! Good luck jam guys!

– Rob

Lumberjack

Posted by
Saturday, December 15th, 2012 11:04 pm

LUMBERJACK!!

Me and my brother Joseph are back for our third Ludum Dare (and third consecutive!)

Here’s the character for our game about chopping down trees with a big, nasty chainsaw! before all those pesky environmentalists show up!

jack_image_7

jack_image_1

jack_image_2

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jack_image_6

 

Little turnaround..

 

– Rob

Revolution 3-in-1 HD Time-Lapse

Posted by
Saturday, September 1st, 2012 5:56 am

“…surprisingly exciting”

–Puzzlem00n

We did one of these last year but we weren’t proud enough of our work to post it, unlike this year! Go watch it! or if you don’t want to, don’t. What, have you got no will of your own? jeez..

Click Here To Play The Game

Link fixed (if you got a 404, give it another go!)

 

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