Walls


A puzzle game about walls.

Controls

  • Classic FPS controls: move mouse to look around, WASD or arrow keys to move.
  • Space to jump.
  • Click to interact.
  • E to fast-forward, Q to reverse.
  • Tapping ESC will also open the menu as well.

Credits

Development Time: 72 hours.

  • Game Design, Music, Programming: Taro Omiya
  • Graphics: Mike Volckmann
  • Sound design composed by various royalty-free assets (see game credits)

Adrift


Lost and adrift in space, beyond your nav computer’s range, you must get your derelict spaceship up and running again before it falls into a nearby star’s gravity well.

Explore the small ship’s interior and rummage through the many storage compartments for spare parts & scrap to use to fix your ship in time.

Find the right pieces to fix your ship’s systems, multiple pieces needed per system, some generic (ex. batteries), others unique to their target system (ex. radio relay for comms.).

Controls

  • Classic FPS controls: mouse to look around, WASD or arrow keys to move.
  • Click to pick-up and drop items.

Credits

Development Time: 48 hours.

  • Game Design, Environment Artist – Kira Premack
  • Composer, Sound Design – Tony Garza
  • Programmer, Animator – Taro Omiya

Uballto


Welcome to Uballto, a Linux distribution for…distributing balls. That’s right, in this desktop environment, dialog windows are used to guide balls to their target flags. Do you have the technical wits to master this distro?

Controls

  • Played entirely with the mouse.
  • Tapping ESC will also open the menu as well.

Change Logs

  • v0.1 – Initial release
  • v1.0 – Increased the number of levels from 3 to 9.
  • v1.0.1 – Fixing the menu to have level 9 unlocked by default. Also added support to 16:9 and 16:10 screen resolutions.
  • v1.1.0 – Adding support for screen resizing (more for web-builds), all screen resolutions, level name appearing on the menu, and potentially some performance improvements.

Known Bugs

  • Mouse cursor on Mac are not at the right size.
  • Water window makes the block in Block window immaterial. That is a bug, and not an intended feature.

Credits

Development Time: 72 hours.

  • Game and Puzzle Design, Programming: Taro Omiya
  • Graphics and audio composed by various royalty-free assets (see game credits)

Air Flip Drive


Race as far as possible before running out of fuel! Collect rings to gain turbo, then turbo-tackle into other vehicles to gain fuel.

Originally created for Extra Credits Game Design Jam.

Controls

  • Left or right arrow keys to steer.
  • Down arrow to brake.
  • While in air, press up or down arrow keys to glide up or dive respectively.
  • While on ground, tap Z to bunny-hop.
  • Hold X to use the turbo (works both on-ground and in-air). Requires turbo.
  • Tap R to respawn at the middle of the track (early, if already off-track). This uses fuel.
  • While on ground, hold Z to bunny-hop, then hold left or right arrow key to initiate drifting.
    • One enters drift mode when white lines appear on the closest corner of the vehicle.  The trail particles on the ground will change as well.
    • Once in drift mode, so long as the Z-key is held, the arrow keys can be let go.  In fact, they can now be used to adjust the trajectory of the drift.

Credits

Development Time: Unfinished.

  • Game Design, Programming, Music: Taro Omiya

Screenshots

Hachi Block


Hachi Block is a combo-focused Tetris-based puzzle game, created in 72 hours.  Score high by dragging blocks into a grid and creating a three-in-a-row horizontal or vertical block formation.  Stay alert, however; don’t let the blocks rise to the top of the screen!

Controls

First, click on the 2×2 blocks on the right side of the screen to pick it. While dragging this piece, right-click or press space to rotate this block. Click anywhere (yes, anywhere; even on top of existing blocks) on the grid of blocks to drop the piece.

When 3 or more same-colored blocks are matched vertically or horizontally, those blocks will be eliminated, and points will be awarded.

Remember that each move will cause more blocks to drop from the top of the screen. If any blocks remain on the top of the grid, it’s game over!

Credits

Development Time: 72 hours.

  • Game Design + Programming: Taro Omiya
  • Music: Muse en Lystrala

Stuck in Parallel


Source Code

Spelunker Johny discovers one of the greatest world mysteries: colored lanterns that reveals a new world! With the cave’s main entrance closed off, however, he must rely on these lanterns to hop between different parallel universes and reach towards the exit. But what dangers lie behind these unexplored territories?

Credits

Development Time: 72 hours.

  • Game Design and Programming: Taro Omiya
  • Music: Amanda Laven
  • Art: Kenney Assets
  • Special Thanks: Teo Acosta for spike graphics

Screenshots

Intergalactic Gold Rush


It’s the Apocalypse! Your world has started crumbling around you and monsters are out to eat you! Try to survive as long as possible while collecting the gold needed to save your planet!

Intergalactic Gold Rush is an arcade-style game of scoring big and surviving as long as possible. How do you do that? Collecting Gold Bricks, of course! Even better: If you collect a Gold Coin, you’ll multiply the amount of Gold you receive! How does collecting gold save your planet? Who knows. Does it really matter?

As you move your character around the world, the landscape will begin to crumble around you and monsters will hunt you down. Don’t stay still for too long or you risk not only getting eaten, but the land falling out from under you. Fall into the abyss and it’s game over!

Thankfully, you have a magic gift for being able to create new land masses around you! Your magic’s not unlimited, unfortunately, but it is regenerating. Luckily, there are also heart icons you can pick up in-case you lose any health and an armor icon for temporary invincibility!

So get out there and save the world before it falls apart beneath you!

Credits

Development Time: 72 weeks.

  • Programming: Taro Omiya and Patrick Totaro
  • Art, Writing, and Game Designer: Robert Denner

Timelapse

Screenshots

The Recursive Dollhouse


  Source Code

A very strange game about a very strange dollhouse. A surreal first-person puzzle game created in 72-hours for Ludum Dare 37.

Credits

Development Time: 72 hours.

  • Game Design, Programming, and Art: Taro Omiya
  • Music and Sound: Petey Pezzulo and Graham Lerch

Timelapse

Screenshots

Artifact of the Ancients


  Source Code

Join the archaeologist, Sam, on one heck of a ride as he searches for a mythical lost treasure with his faithful companion, Lucy. You’ll flip as you experience the world from different perspectives and Sam’s life goes topsy-turvy the further he goes down the rabbit hole.

Credits

Development Time: 72 hours.

  • Game Design, Level Design, and Programming: Taro Omiya
  • Game Design and Writing: Robert Denner
  • Art: Jason Harlow

Timelapse

Screenshots

Through Oneself


  Source Code

A lone woman finds herself stuck in-between two dimensions, and only you can help! Guide this person to salvation using environmental cues and your own smarts. Through Oneself is a unique puzzle-platformer created for Ludum Dare 35 within 72-hours by one person, where your character itself reveals a new hidden world. Use the visual cues in both the real and hidden to navigate through this treacherous world!

Note: a 3-button mouse (mouses with scroll wheels) vastly improves the game, but is not necessary to play.

Confused? Here’s a big hint! Your character can only interact with what’s visible inside of her silhouette. So use that scroll wheel to zoom in and take a closer look at what the invisible world looks like!

Credits

Development Time: 72 hours.

  • Game Design, Programming, and Music: Taro Omiya

Timelapse

Screenshots