Viis is my latest experiment in asynchronous multiplayer games. It's a fast paced, abstract game in which you compete with up to six other players over the internet. During the early prototypes it was possible to play against hundreds of other players at the same time. But I discovered that even though having hundreds of players onscreen worked well in one-button games like Edmus (see below), it was way to busy for a game where you have to dodge obstacles coming from all directions. The current limit of six remote players feels (to me at least) like the just the right amount for the average phone's screen size.
Play on Android Play on iOS
For a short time in the early 2010's, there was a feeling that freemium games were set to take over the entire games industry, instead of just filling an interesting niche. While this hasn't happened (yet), I was curious at the time to try out a freemium game, and to use some of the tech I'd created for Edmus to do more asynchronous multiplayer.
Paraverse was created as a collaboration with Dan Hsu. Our premise was that you could record your games, and rent them to other players. Spending gold to outfit your ship makes it more powerful - and thus more attactive and valuable to people looking to hire it. The next time you log in, you'll have earned a percentage of the gold that other people spent on you, and you can use that to become even more powerful. Until you get bored and remember that your time is worth money. Then you just buy gold from the store. =)
That was the theory, at least. In practice it was hard to know just how good a particular player would be as you browsed the thousands of available replays. On top of that, freemium games really need a steady supply of new content to maintain the interest of players, and the small amount of money that the game brought in didn't allow me to work on it further. Still, it's an interesting piece of technology, and with the right modifications it may still be a successful game some day.
You can find it here on Kongregate
Edmus is a one-button, asynchronous, massively multiplayer online lemming simulation. It's an infinite running game where every player's game is recorded and you play alongside the 'ghosts' of about 200 hundred other players.
If you're curious why I thought the world needed yet another endless running flash game, remember that I made this back in May of 2011 - before the genre had been run so thoroughly into the ground. And this remains the only flash game I'm aware of the puts two hundred other players onscreen with you at the same time. =)
As I'm writing this -- five years later -- there is still a dedicated community of Edmus players who log in to play each day. Sadly the game was made in Flash, which is a medium that modern browsers won't support for much longer, so in a year or two more it may become impossible to keep playing.
Play it while you can!
Every word game I can think of gives the player a set of letters, and asks them to make the best possible word out of that set. Proke is an experiment as to whether it's possible to make a word game that doesn't follow that format. In Proke, instead of a fixed set of letters, you get two very broad rules: think of words that start with "CON", for example, or end with "ION". As long you can come up with words that match these rules (like "construction", "constriction", or "contraction"), then the rules stay the same and you build up a combo multiplier.
...But as soon as you fail to match one of the two rules, it gets swapped out for a new one. This makes Proke one of the only words games that's about breadth instead of depth. It's about thinking of as many words as you can, instead of struggling to find the one word that would work the best.
It's also a shining example of how bad my programmer art was in 2012. And yet it still turned out to be one of my most successful Flash games, with about half a million plays.
You can go here to make it half a million and one. =)
Light-Lock was the first flash game I ever created. It was made in one week as part of the Experimental Gameplay Project. And it was largely inspired by the Trespasser puzzles I created for the original Ratchet and Clank game.
You can play it here.