| For your Xbox 360 on Xbox LIVE Indie Games | ||
|---|---|---|
| Drinkards |
Drinkards was released Oct. '09 to XBL Indie Games, finishing over two months of work, sweat, and beer. The goal was to create a fun drinking game, inspired by the college classic, Kings. Up to 30 players draw cards in rounds, where each card has a unique command or challenge. Players must try to avoid drinking too much, or they will fail at the Sobriety Test mini-game. Many nights of "research and testing" have led to this being my most successful game release yet.
Visit the Drinkards Blog (with trailer!) |
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| Oh Snap! | ![]() |
Oh Snap! was developed in fall/winter 2008 by Callen Shaw (director, programming, art, sound), Mike Pannone (art, sound),
Josh Katz (art), and Jeremy Lipson (art), using Microsoft XNA Game Studio. This was our
first attempt to bring a game with more depth to XBL Indie Games.
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| Garrett the Slug | ![]() |
Garrett the Slug was made in 4 hours one night between 1:00am and 5:00am to test the ease of XNA and XBLA Community Games. From concept to graphics to sound recording to programming, this game was built faster than anything I've ever made before. Any money made from the game is a nice bonus (for 4 hours of work!), but I expect most players to only download the trial version. |
| For your browser | ||
| Clingo | ![]() |
Clingo was assigned in my Web Programming class in Spring 2009. Two versions were made, the better one using ajax techniques, and the first one, which relies solely on php and text files. |
| Rocket Mandate! | ![]() |
Rocket Mandate was another game I wrote for my Web Programming class, Spring 2009. It is implemented as a Java applet, and can connect to a high score server to update the global high score list. Unfortunately, I do not have a dedicated server to run the server program, so feel free to track your high scores with the magic of pen and paper! The gameplay is reminiscent of an older game, Missle Command, which charges you to defend your space colonies from invading enemy attack. Rules and controls are expanded on the game page, so play today! |
| For your PC | ||
| Mineswiper | ![]() |
Mineswiper was programmed as a Windows application with C# and the .Net Framework. It is a clone of Minesweeper, a game which has been included with Windows for years. The game has a high score board so go for the fastest time! |
| Space Attack | More screens! |
Space Attack was the crowning achievement of my high school career (compared to?). This senior project took me over a year of work (on and off), and includes 6 levels of gameplay, 3 bosses, tons of enemies, upgrades, and a custom level editor! What more could you ask for? |
| Click-Tacular | ![]() |
Click-Tacular is a puzzle game where you attempt to clear a screen filled with different colored balls. By clicking two connected balls of the same color, they are removed from the screen. When no balls remain your score is displayed and another round loads. Simple, addictive fun for anyone, Click-Tacular was programmed entirely in C++ (a language I tend to avoid for games). |
| Callen's tetris | ![]() |
A clone of Tetris, a game which needs no description. Clear lines of blocks and listen to cool music while you do it. The graphics are a bit lax with only two colors, but the two can be changed! (I think by pressing 'c') |
| Break-In | ![]() |
Break-In was a seminal work from omegagames' younger days (high school) where the concept of "Breakout!" was turned literally inside out! You control the blocks that it is your job to destroy, so don't let the ball break through your walls. Your score is measured by how much of the screen was clear when the ball escaped -- can you get the perfect score of 100% complete? |
| Caves | ![]() |
Caves was another early work, derived from some fun flash games a friend had been playing. Pilot your ship through an endless cave, avoiding the walls, meteors, and Firey Scribble which threaten your life. Success is measured by how long you last before dying, so go for your personal best! |
| Medieval | ![]() |
Medieval is credited with being my first full game, but that depends on a definition for a "full game". I completed it while still in high school, yet it outdoes some of my recent works, as a testament to the ease-of-use of vb6 and how much free time I had as a teen. An RPG by design, you fight monsters, collect money and items, become stronger by levelling up, and eventually save the world. Good if only for its camp value alone! |
| ...and even for PSP! | ||
| Break-In | ![]() |
Break-In was created my freshman year of college when I spent some time making PSP (PlayStation Portable) homebrew games. There was no SDK to use, so doing things as simple as retreiving input and drawing to the screen became huge roadbloacks to my productivity. One good thing did come out of this however, a clone of the omegagames PC game of the same name, with items, a puzzle mode, and custom levels to make it the most complete Break-In ever released. The game was entered in ps2dev.org's "The Fourth Creation" competition, where five independent psp games fought in categories like Gameplay, Originality, Graphics, Sound and Polish. Break-In did well in categories like Gameplay and Originality, but the lack of ANY sound gave it a flat 0/10 in that category. Would this have propelled the game to victory? The world may never know, but you can play it on any modded psp today! |










