…I kinda like it. ^_^ I won’t forget the first time I played it on my Surface and used my finger to drag down a balloon. It felt tangible in a way that using a mouse to play the Flash game didn’t. Regardless of anything else about this effort, I’m convinced we did right by the game and by players in what we developed.
I’m also very stressed about it. In my 44-hours-after-launch bourbon-fueled relaxation, you’re going to learn a bit of why.
Years, folks. Years. That weird fabric texture background is finally going away.
Ever since I’ve thrown myself full-tilt at Future Proof Games, I’ve let my older side projects run as they are with no updates from me unless something was catastrophically wrong.
A lot has changed on the web since Granny Square Colors got a major update from me, though: tablets and smartphones are even more popular among the GSC user base, Internet Explorer isn’t the worst thing to develop for anymore, and I’m a way better architect and coder than I was a handful of years ago.
“Audacious Compassion” is a monthly podcast I record with MacGregor in which we take listener questions about ways they’re having trouble being compassionate in everyday life. Much like in our game design, we hope to enable and inspire not just general compassion, but compassion when it’s hard, when it takes audacity to enact.
So we’ve been working on Exploit: Zero Day for a couple of years now, but I haven’t talked nearly enough about it here. It’s a web-based cyberthriller puzzle game where you play as a hacktivist, uncovering and battling against oppression and exploitation.
*innocent whistle* Totally not the sort of game I’d want to make or play, no…
It’s been in closed alpha for a while, but we’re ready to offer a prelude season of paid story: “Headless Swarm”. For details on the plotline and how it relates to the continued free alpha access, check out the announcement blog post over at FPG.