Wednesday, September 14, 2016

Release Announcement: Flood

Flood is a small, casual puzzle game based on the ancient Tibetan art of the paint bucket fill tool. Check it out at potatoclockgames.com!

Sunday, September 4, 2016

Space Wizard Ultra Demo Re-Release!

I have succumbed to the crushing weight of public demand and spent a few miserable hours figuring out how to to compile the old Space Wizard Ultra demo into something playable.

You know where to find it, baby.

Tuesday, June 7, 2016

Earthwood Preserve

Well, get your eyes checked, bucko.
Earthwood Preserve is a mod I made for EarthTongue by Erichermit. You can get EarthTongue on steam or at itch.io (where you can choose to pay in fan art instead of money).

I've released the mod on Steam Workshop and at potatoclockgames.com.

Saturday, April 2, 2016

Wumpus Bastards Update #3

Alright, Wumpus Bastards is feature complete, including a jankity online leaderboard. Lots of work left to do in terms of writing, CSS formatting and UI stuff but I'm at the point where I could quit & still have a game that I'm pretty happy with.

Probably just, like, you know, a week or so to go TM.

Wednesday, March 16, 2016

Wumpus Bastards Update #2

So web development, as it turns out, is a pain in the ass. Browsers rarely complain; it's probably part of the reason that the internet got so popular so quickly and it makes it hard to fuck up a simple text & images sort of website, but it also makes debugging a bit of a nightmare. Here's the sort of error message you usually get:
Just Google "WHY DOES NOTHING WORK WHAT IS HAPPENING IT'S JUST WHITE".
 Or, if you're lucky:

SHIP IT.
And debugging webshit is sort of a bubblegum & shoelace MacGyver kind of situation:

I finally spotted the missing parens while cropping this in mspaint.

It was more of a struggle than expected just to get a basic Hunt the Wumpus game going, but it's done. I've got quite a bit of new stuff in there, too; the biggest new mechanics are level exits, which open when you kill the wumpus & lead to ever more dangerous caverns, and a stamina gauge which decreases every time you move, adding a little more tension to exploration. I've added enough stuff that just about every room has something interesting going on, from cave taco oases to the classic instakill bottomless pits. Lots of UI stuff to go, balancing, that sort of thing. Probably like half done? Which means, like, 10%, you know.

Saturday, March 5, 2016

Wumpus Bastards Update #1

Had to take a Wumpus Bastards break to concentrate on another project for school; that project was another game which will probably morph into a Potato Clock Games title in the near future. I'm thinking of calling it Cockblockalypse. You'll just have to wait & see.

Anyway, now it's back to Wumpus Bastards. I have the next week off, so hopefully I can resist the siren call of Kerbal Space Program & get some REAL WORK done.