Made in a few days for the Glorious Trainwrecks GDC Pirate Kart. It’s a mashup of Wolfenstein 3D and Minecraft, sort of a Wolf3D construction kit. Unfortunately it needs kind of a beefy PC. If the default level runs badly, you might have to stick to building your own little stage in the empty sandbox level.
[Ssshifty] was whipped up in a couple hours pre-KotMK to try out a little block-swapping mechanic. Although it’s a puzzle game, the solutions are simple and the prominent timer and high-tempo Hebereke music are intended to drive the player on because it’s cool when played recklessly.
Ssshifty served as the basis for our pitch to Adult Swim Games which eventually became Escape from Puppy Death Factory (Although I left the project some time before the final release, leaving it in Arthur Lee’s capable hands: when I was still working on it the project was still dubbed K9 From Outer Space), a SNESsy puzzle/exploration game partially inspired by Anna Anthropy’s Redder. The very first pitch wasn’t about dogs, though: it would’ve been a pastel 60s sequential puzzle platformer about a spy outsmarting guards with his handheld block-swapping raygun.
[Cloud Control] was developed immediately prior to Enough Plumbers, but was released a while after. It’s a simple precision puzzle game about clouds: when your cloudmass touches a neutral cloud they are assimilated and move along with the rest of you, changing your shape and limiting your ability to navigate the storm clouds which serve as obstacles. Pretty straightforward. But there’s also a story unfolding in the background which progresses as you advance. However, being clouds, you don’t care. Clouds don’t care about anything.
Surprise origin story: the prototype for this game was a rough Klik & Play thing for a Halloween Klik of the Month Klub, and was about crappy klipart zombies assimilating humans while avoiding fruit (zombies don’t like fruit).
[Enough Marios] was put together in two hours (plus twenty minutes for the poster/title screen while I was SO EXCITED chatting in the event IRC pre-game) for Klik of the Month Klub #33. It’s an “ascended glitch” kusoge thing and a bit of a gag about a franchise star’s disposability (and… frequency) as a product.
[Enough Plumbers], the full-sized sequel, expands on the original with many more levels, a boss, and great tunes by Arthur “Mr. Podunkian” Lee. It’s more of a love letter this time, and with something like 20 million plays by this point, probably my most widely-played game to date.
This game is meant to be Nintendo-hard. It’s stupidly fucking impossible-hard, so just watch the video unless you’re good at video games or something. It’s more or less a mashup of Super Mario Bros. and Macross (NES), inspired by how I always get the name of Mario’s Picross wrong. The first level was put together in two hours for Klik of the Month Klub #29. I liked it and spent the rest of the day making a bigger game. The weird inertia was an attempt to realistically adapt Mario’s platform movement into eight directional flight, with the intention of being deliberately fiddly and difficult–it’s a flaw, but deliberately so: I was just sort of probing people’s tolerances with a throwaway game. Believe that or don’t.
Popovkast: Arthur “Mr. Podunkian” Lee’s occasional get-drunk-and-make-shit-in-an-hour IRC challenge. Since he and I tend to be the two drunkest people around, we’ve done a couple of these where the only two participants have been us.
THE WORST MISTAKE:
The Worst Mistake was built for the theme “the worst mistake”. You are a sperm who bounces off annoying crap looking for the joke.
Another KotMK game. Question: can you make Dwarf Fortress in two hours with Klik & Play?
Rather than managing your dorfs, in this game you play a single dwarf carving out a home solo. Your goal is to really just to survive. Or whatever, there are elephants to milk too. Once you get the ULTIMATE WEAPON and put down a pachyderm or two there’s not much left to do, but getting to that point takes some figuring out.
Isn’t it interesting how the beautiful patterns which appear in “bullet hell” danmaku shooters derive their beauty partly from repeated patterns which are actually helpful to the player. While at first they can look too intricate to be anything but aesthetic flair, if you build attack patterns from bullets to which you’ve given a brain with a couple of simple rules you start to see the effect emerge naturally once they’re flying all over the screen and layering with one another. It’s easy to see how we evolved from random bullet shitstorms.
Built for Klik of the Month Klub #27, the idea here was to see if I could do a shooter with pretty bullet patterns in 2 hours and with KnP. Turns out: just barely.
Features the god from Drawn to Life (it had just come out and people were still talking about it) with three phases and a bunch of attacks, and a special cameo by a John Romero impersonator.
KotMK is my favourite jam. It’s the ultimate in low-effort, low-expectations game challenge, which makes it a fantastic place for free expression and experimentation. Most klikwreckers use build their submissions in Klik & Play, an ancient and extremely limited 16-bit game authoring tool which was terrible even when it was new. There’s also a two-hour time limit, which means the entries need to be slapped together with ludicrous haste, from the nearest art and sound assets within arms’ reach, mortared with a sort of congealed paste-like form of love.
In this game, the player’s first steps into ostensibly familiar territory take silly unexpected turn. I took this surprise further for the intended audience (veteran KnP users) by disguising the game as a KnP game when in reality it’s built in Construct, allowing it to do something entirely out of the blue.
Hello, I'm Glen Forrester. Or Radix. I live in either Shanghai or Sydney (it's Sydney). The only thing I do is make games. Sometimes I make freeware games like [this] or [these]. Sometimes I make other types of games.