Spinner Galactic is an endless arcade orbiter for iOS and the latest game from Backabit (which is just me and my pal Tim Sears). It reunites us with Ramps composer Brian Muir and it’s free to play, so if you own a fairly recent iPhone or iPad you have zero valid excuse not to give it a try!
Starting a side project is easy. Finishing one? That’s a whole lot tougher. Is there a secret to being prolific part-time? What separates the countless projects languishing on hard drives from the few that see the light of day? In this dynamic session, you’ll learn how to identify your best ideas, focus on the right goals, eliminate cruft and maintain your interest level so you can complete your labor of love without losing sleep, your job or your mind.
I’m currently scheduled for Friday, May 9 at 1:15pm. I hope you’ll join me for a fun and frank discussion of what it takes to finish our passion projects!
The day before, I’ll be appearing at OMSI with my Backabit cohort Tim Sears for Play/Interact, an event celebrating Oregon digital creativity. We’ll be showing Lotsa Blocks, Ramps and a very early prototype we’ve never shown publicly. The event is free with the price of museum admission, see OMSI’s event page for more info.
We started working on Lotsa Blocks around the time we were finishing the universal update for Ramps. Our intention was to make this a much smaller game, something we could finish in about three months. Once we got into it, we were having too much fun to hold ourselves back! In the end, I designed about 278% more design assets for Lotsa Blocks than I did for Ramps. This one really stretched my cartooning muscles! You can take a peek at that process on Dribbble.
Wait a minute, not completely. Backabit, the indie game company Tim Sears and I formed to release Ramps for iPhone, has a blog. You can read about our Apple feature there. You should probably subscribe so you can keep tabs on Backabit news, process sketches, videos, and other fun content.
Way back in the dark ages of the web (2007, to be exact), I created a silly Flash game to help me learn physics animation in ActionScript 2. That game was Ramps, which roughly a ka-jillion people have played since then.
While I dig the “easy to learn, hard to master” play mechanics of the original game, it’s still very much a tech demo, lacking the variety, polish and expressiveness I crave from a game.
That’s why I’m so proud to unveil Ramps for iPhone and iPod touch, the first title from my new game company, Backabit. It was created in collaboration with Tim Sears, with a nifty chiptune soundtrack by Essa.
Here’s the skinny:
100 levels in two exciting worlds, with more on the way!
Lots of replay value. Only the truest of champions will beat all 300 challenges!
The robot piranha, vacuums and claws are back, but so are a bunch of new enemies and obstacles. You will feel contempt for the penguins in World 2.
We’ve got retina display graphics and Game Center support from the get-go.
Creating the true successor to Ramps has been an incredibly rewarding experience, teaching me tons of lessons about game design and project management I hope to share in the coming weeks.