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Hello there.

My name is Ryan and I work at a pretty prominent web company. I'm 22 years old, which probably makes me one of the youngest people at the company (out of over 100 people). I have half of a college degree, a full-time job, and now I've got a place to hang out and talk about awesome video games.

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Screen Kill: Experimental Gameplay Project
LK4O4 | 6:08 PM on 08.28.2009 3 comments


Posted by: Ryan





I made a game! It's not a terribly good game, but that's okay. The Experimental Gameplay Project has started up again, and this month's theme was "Bare Minimum." When I think of "Bare Minimum" games, I think of the black-and-white, line games like Asteroids and Tempest, so I kind of riffed off of that, but I also did my best to keep within the theme. "Bare Minimum" meant that I wanted the controls to be simple, so I didn't want extra buttons for jumping or shooting or anything like that. I also intentionally don't have any text in the game, so there's no title screen that says, "Press Space to Start" or anything like that either.





In short, the Experimental Gameplay Project is awesome, I made a game for this month's theme and it's probably horrible, but you should play it anyway, and you should play all the other entries too.
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2 comments | showing # 1 to 2
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Dead Movie Star's Avatar - Comment posted on 08/28/2009 20:07
Dead Movie Star
It's tough.
UglyDuck's Avatar - Comment posted on 09/02/2009 03:31
UglyDuck
What a coincidence. I just started looking into the EGP again.

There's one simple reason why this fails and it is because the game is way too hard. I think this is because the squares bounce back almost immediately, which means you die faster. Randomise the direction they deflect in. I also think you should include some kind of collectable that makes the central square larger, so that you have a survival goal. Obviously, the larger you are, the easier you are to be hit, which means you cannot grow too big.

Then you could call it Equilibrium and release it as a pretentious indie game.
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