Super Happy Chainsaw Update and Games are HARD!

As the developer of a game you end up playing it day and night… over and over… every day… I ignored the fact that this basically amounts to practice! I am very very good at the game, and didn’t realize it. So when I played the game and thought to myself, “This is way too easy! I need to make it harder!” I was dead wrong.

Update 1.2 of Super Happy Chainsaw makes some small changes to the swipe mechanics.

Instead of swipes being chosen by complete randomness the game is now aware of the last swipe performed. Rather than complete randomness the next swipe will be intelligently random so that the user experience is more fluid.


Well I’m going through some major life changes. No, I’m not having a sex change. I’m moving out of the country! This has been in the works for several months and as such I’ve had to switch gears from using my spare time for app development and maintenance to getting myself ready for the move.

Since I’ve been away from app development for a stretch I came to realize something… I’m not going to pay off my house with this hobby. I will always end up sinking more into my hobby game dev than I will get back from it. That is just the fact of the matter and the state of the current market. I’m not discouraged and I won’t stop making games, but the stress of trying to make a career out of it has been lifted from my shoulders. With this realization come some sad news, maintenance and upgrades and fallen right next to cleaning behind the bookshelf on my priority list. Some poor soul already felt this when they left a support comment 3 months ago and I only just now found it amongst all the spam.

So to celebrate my epiphany, upcoming adventures in Japan, and the holiday season all my games are FREE. Yup, all of them… cept uPArt, cause that isn’t a game 😛

Add-Iction, Oh my God it’s MATHS!

Keep it simple, make it fun. Add-Iction (←click for app page) was bouncing around in my head for the last few months and I wanted to take a break before I begin another heavy project like Guinea Ninja.

I’ve become quite adept at the Unity game dev pipeline so it didn’t take long to get all the assets in place and build the basic logic. Most of it was dragging and dropping in scripts from other projects.

The core of the gameplay was written in about 8 hours, I sat down at 5PM and at 2AM I had a test build.

I’m exctied as this is the first game I’ve written that I’m comforatable releasing for the Nook Color as it is visually simple and I think the generation 1 I have seems to handle it just fine.

B&N and Apple still need to approve the builds, but it is available on Google Play right now.


“Why didn’t you use that time to work on Guinea Ninja?”

Some people paint, some people sing, some people write, I program games. Programming games is my hobby and it is relaxing and fun. Projects like P.O.D. and Guinea Ninja are “work”. They are involved, complicated, complex. While I enjoy working on them I need the “bubble gum” projects in between to keep my stress level down. These little projects that I complete give me the sense of accomplishment that I need in order to continue working on a project that could take a year or more to reach completion. If all I did was work on the big project then I think I would lose sight of the light at the end of the tunnel and just start watching Adventure Time all day long.