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Beta release – The Heroes’ Tourney

There comes a point in the life of every creative person where you create something that feels like the culmination of your craft. It’s your magnum opus, and you’ll never make anything better. The...

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Iridescence art overhaul

With core mechanics solidly in place, I thought it was high time to give Iridescence’s art some attention. Here’s what I’ve been working on today.

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1GAM 2013: Postmortem

2013 is over and, thanks to OneGameAMonth, I managed to finish 12 games over the course of the year. I wanted to talk about each one a little bit. January — Must’ve been rats! January’s game was the...

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Menu work

This week in development on Iridescence I’ve been focusing on menus, settings, and save data. Here’s what I’ve implemented as feedback when the player tries to open a level that hasn’t been unlocked...

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Stuck Scripting overhaul

Early on in the development of Slide (before Iridescence had come to be), I added support for small script files to allow levels to contain more complicated puzzles without running into false positives...

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Hypothermia is now on itch.io!

  A while back I made a little game called Hypothermia for Experimental Gameplay‘s “Temperature” challenge, a game jam of sorts that ran for a week during November/December 2013. It got reviewed by...

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Level count isn’t everything

I’m quickly approaching gold status on Iridescence, and with all foreseeable technical work finished, I’m deep in the throes of level design. Originally I had planned to ship with 100 levels, but today...

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Iridescence released!

It’s been a long time coming, but I’m very happy to announce that Iridescence is finally out! You can also download the fantastic original soundtrack on Loudr! For press-related inquiries, check out...

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Iridescence development visualized

Three name changes, three frameworks, and 33,697 lines of code and data — this video represents 11 months of nearly solo development at the rate of two days per second. Each dot is a file, and each...

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Iridescence mobile development update

When I was at the Boston Festival of Indie Games with Iridescence, I’d tell anyone who asked about the mobile versions that they were about two or three weeks out. At the time I had every reason to...

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