{"id":6035,"date":"2014-06-21T10:57:52","date_gmt":"2014-06-21T10:57:52","guid":{"rendered":"http:\/\/danielprimed.com\/?page_id=6035"},"modified":"2022-11-16T15:29:58","modified_gmt":"2022-11-16T04:59:58","slug":"my-games","status":"publish","type":"page","link":"https:\/\/danielprimed.com\/my-games\/","title":{"rendered":"My Games"},"content":{"rendered":"
<\/a><\/p>\n Year:<\/strong> 2014 After a 10 year break from game development, I worked on The Cave of \u0100tman<\/em> with Chris Johnson and Hayden Davernport. I took the Burning Aura mechanic from Jean d’Arc<\/em> (PSP), tweaked a few properties, and turned it into its own puzzle game. This is the first time I’ve done sprite work. For an article about the inspiration behind the game, click here<\/a>.<\/p>\n <\/a><\/p>\n Year:<\/strong> 2013 A Video Game in Twine<\/em> developed from my interest in the Twine development community. I noticed that several Twine developers were labelling their interactive narratives as games when, at least according to my definition (\u201cinteractive challenges of skill\u201d) weren’t. This lead me to attempt my own Twine game. I discuss the results in Adventures in Games Analysis: Volume I<\/a><\/em>.<\/p>\n
\nRole:<\/strong> Game designer, artist
\nPlay here<\/a><\/p>\n<\/h3>\n
A Video Game in Twine<\/h3>\n
\nRole:<\/strong> Game designer
\nPlay Here<\/a><\/p>\n<\/h3>\n
Pollution Solution<\/h3>\n