A beautiful, minimalist, compelling game for iPad and iPhone. You should buy it.
CUBES (browser version)
A game of dodging cubes. An interesting experiment in novel control schemes and minimal graphics. I'm most pleased with the way it induces flow. Originally made at a Cambridge Friendship Club game jam.
Hell is other people
You fight ghosts, which follow the paths of previous players. So you're fighting a recording, and that recording was fighting against a previous recording, all the way back to when I waggled the ship about in the editor. My first "released" game.
Creature creature (in progress)
This is a collaboration between me and Robyn Nevison. Take care of a strange little creature who lives in your iPad.
Punch the Custard
Two players. Two bowls of custard. This is a stupid game about punching your custard more than they can punch theirs. This game was made for the July Hide & Seek Sandpit event, and will be returning at the Sandpit Weekender. There's a nice blog write up from Holly at H&S, and I put together a video of it's first appearance. If you would like to run the game yourself, the code and instructions can be found at
A Bastard
Originally a quick reworking of Gridwars (below), again for the GDC Pirate Kart. But it was too good, so now I'm expanding it for an iOS release. It's a local 2-player game, consisting of moving through a grid, moving and turning in discrete steps, and shooting at every step. But the controls remap with every button pressed, and soon you're fighting your opponent over the controls. Glitch Tank meets BUTTON, basically.
Made for the GDC Pirate Kart. A simpler, more sedate version of A Bastard.
Proteus frog mod
It's Proteus, but you're a frog. And you're on a trampoline.
Mr Bubble Amidst The Fireworks (in progress/abandoned)
An asymmetric 2-player game. Players take turns launching fireworks at Mr Bubble, or controlling a capering Mr Bubble attempting to evade them. Whoever survives longest is the winner. A collaboration with Angus Dick.
Made for the #7DFPS game event. A underwater deathmatch, where you duck into clouds of silt to ambush your opponents, hold your breath to sneak past enemies and swim like mad when you realize your harpoon has missed. Requires multiple players, but has a good swimming feel. 7DFPS entry, Blog on it's creation, Tumblr progress log
Hefty Seamstress - (github)
Another Cambridge TIGJAM game, this is a collaboration between me and Jonathan Whiting. It's a tree of backronyms, with everyone welcome to add more branches. Now lives on as a twitter account @heftyseamstress. There's a lovely writeup by Jenn Frank which gives a bit more context, too.
A experimental toy made for the Super Friendship Club Editor Pageant. I believe it is Turing complete (if you ignore the fixed memory size, which you should).
Hints: drag from a square to another square. The grey squares represent commands.
Clandestine Candy
A "running around" game made for a Hide and Seek Sandpit. Play as a sugar addict, trying to get sweets for monopoly money, a confectioner, trying to do just the opposite, or a dentist, trying to lure the others into revealing themselves. But no-one else can be trusted.
Holding the Baby
Quick experiential jam game also made at the London Molyjam with Alan Hazelden
Museum of You
Quick jam game made at the London Molyjam. Inspiration was from the following tweet: "How about something completely new? A game where you have to pay tribute to someone, collect everything about them and create a museum?"
A game where you have to guess the font used. It uses all the fonts installed on your system, which provides a built in difficulty curve for designers. But it's hugely unfair on people with a lot of non-Roman fonts. All graphics are done with textboxes, a contstraint I never really used to it's full effect.
A variation on CUBES, it's a bit terrible. But put up here for completeness.
"Cave game"
Sadly neglected, this project was to make a game that was played via vibration feedback into a specialized helpmet. Navigating via vibration and sound, you would have to avoid monsters and approach the seductive siren at the end of the cave system. The tech works, but the gameplay needs a bit more iteration. And it is difficult to demonstrate, as it requires the specialized helmet I created.
Sweareoke - (github)
Project done by Joe Bain and me at London Music Hackday. It hooked up a Guitar Hero controller to some scrolling kareoke lyrics. You had to play the words, and if you fucked up, it swore at you. Fun, especially when you were on a terrible losing streak.
Terrible Bear - (github)
A bear that you could have a relationship with on twitter. It had emotional states, it said hilarious things, the very concept had us cracking up a whole night at the pub. A Cambridge Friendship Club collaboration.
Zoo Babies
A attempt at a videogame made with my mates Joe Bain and Stephen Kyle the summer of '09. It's awful. Please don't look at this.