board game

Malta Global Game Jam 2015

Note: This article was originally posted on GameDev.com.mt. You can see the original article here.

After the success of the first edition of the Global Game Jam held in Malta last year, it was no surprise that the event would be repeated this year! Between the 23rd and the 25th of January, the Institute of Digital Games hosted the second Malta Global Game Jam, an event where participants make games in 48 hours.

The global event drew around 25000 people making games this year, and Malta’s own local event had over 60 participants attending, a definite increase over last year’s attendance.

Participants were treated to a series of talks on Friday by Pippin Barr, David Chircop and Yannick Massa, and a keynote by Leigh Alexander, Editor-At-Large and former News Editor at Gamasutra. After watching the Global Game Jam keynote, the theme of the game jam was revealed – the question “What do we do now?” – and participants were free to begin forming teams and making games.

Here are the games that were made in 48 hours at the Malta Global Game Jam, in no particular order. Links to the submission pages on the Global Game Jam website have been provided, so feel free to download the games and try them out!

Vox DeiVox Dei is a storytelling game by Fleur Sciortino, Rebecca Portelli, Chris Zammit, Yasmin Cachia and Franz-Peter Manias, where you play as a news editor and must choose which news items you will feature. It’s an interesting game and the stories that emerge and hilarious and tongue-in-cheek.

What do WE do now? is a Wario-ware style series of mini-games packaged in one large game. It was made by Adrian Abela, Justin Cachia, Jesper Schellekens and Philippe Neguembor. The game revolves around the core idea of only using the buttons W and E from the keyboard.

The Lars Andersen SimulatorThe Lars Andersen Simulator was made by Jesper Taxbol and is a game made for mobile devices and Google Cardboard. Players must aim and shoot arrows and targets while moving around through a scene.

Monster in my Cupboard is a local co-op 2 player game where players must work together to escape a monster that is chasing them. One player controls the movement of the character while the other controls the mouse that shines a spotlight over the otherwise dark room. The game was made by Luke Aquilina, Solen Rullaud and Stefan Vella.

What We Did is a haunting game made by Rilla Khaled and Pippin Barr. Players follow the story of a person who seems to be trying to revive an ended relationship.

The MountainThe Mountain is a one player board game made by David Chircop, Yannick Massa, Johnathan Harrington, Matthew Agius Muscat,  Francesca Borg Taylor-East and Daniela Attard. Players play as a mountaineer that must come to terms with the possibility of reaching the peak of his life.

Selfolio is a digital game for tablets made by Tim Garbos, Rune Drewsen and Monica Crake. Players play in teams, and the first team must draw a chosen selfie or take a selfie that mimics it. The second team is then show the result and must guess which selfie was picked.

Ephemeral is narrative driven game made by Alan Duca, Mark Magro, Mark Scicluna, Moira Zahra and Jean-Pierre Brincat, with music provided by Westy Reflector. The game involves 2 beings following from the sky, and players must play a series of mini games in order to learn more about these characters.

Chaos Control is a two player platformed made by Jean-Luc Portelli, William Cachia and Gary Hili. Players must race to the finish line while grappling with constantly changing controls, both on a keyboard as well as on a gamepad.

SpaceBox is a board game made by Alexandra Mariner and Christina Fideler. Players play as crew members on a spaceship that’s been invaded by an alien fungus, and must work to stay alive as long as possible.

Rage Against Hipsters is a cooperative board game with a digital component where players that must work together to entertain hipsters while performing in a band. It was made by Dylan Abela, Nina Olsson, Sean Savona and Marco Vergantini.

Mad Atom is a two player board game made by Simon Cutajar and Bernard Brincat. Players play as mad scientists trying to create life, and must combine atoms to create molecules. It’s a strategic game with lots of interaction between players.

Party Pooper is a co-operative party game made by Dirk Schembri, Clayton Curmi and Malcolm Pace. The objective of the game is to pass the ball between players for as fast as they can for a minute and aim to get the highest score possible.

Remote Responsibility is a networked multiplayer 3D co-operative puzzle game made by Mark Andrew Azzopardi, Mariano Galea, Stephen Cutajar, Miguel Mizzi, Simeon Kirilov, Dylan Fenech and Gerard Said. Players can play as one of 3 robots, each one with a different ability, and must navigate through a museum to find and steal paintings.

Trauma is first person atmospheric puzzle game made by Andreas Grech, Cameron Saliba, Julian Farrugia and Nico Kamps. Players play as a young child who wakes up in the middle of night to find himself alone in the house, and must figure out what happened to his family.

This Mutant Life is networked 2 player choose-your-own-adventure game made by Gordon Calleja, Marvin Zammit and Thom Cuschieri. Players must communicate between themselves and share information in order to make the correct choices and progress through the game.

5 judges were chosen to evaluate the games and award them a series of awards. The judges were Leigh Alexander, David Mariner from Funrigger Productions, Jim Brown from Codemasters Malta, James Roadley Battin from Codemasters Malta and Dean Sharpe from 4A Games.

The awards that were awarded and the games they were awarded to were as follows:

  • Best Hybrid Game: Rage Against Hipsters

  • Best Digital Game: Selfolio

  • Best Board Game: The Mountain

  • Best Pitch: Selfolio

  • Most Unusual Game: Ephemeral

  • Jury’s Choice Award: The Mountain

  • Epic Fail Award: Chaos Control

  • People’s Choice Award:

    • 1st Place: Selfolio

    • 2nd Place: The Mountain

    • 3rd Place: Ephemeral

It was an amazing weekend with lots of interesting games being made by talented game developers, and we look forward to future game jams hosted here on the Maltese islands!

Nordic Game Jam 2014

Nordic Game Jam 2014 PosterIt’s time for the yearly visit to the Nordic Game Jam! I first attended back in 2012 (and wrote a blog post about that), and then attended again in 2013 (here’s the blog post). I enjoyed those so much that I decided I had to go back in 2014 for my third edition of the Nordic Game Jam.

Like the Nordic Game Jam before it, it was held at AAU Copenhagen. As usual, I was planning on making a board game with the others from Kvasir Games. This time round however, half the team would be missing for at least half the game jam, since they had to promote Wanted: Igor! at the Danish hobby store Faraos Cigarer. This made design slightly harder since the team was hardly ever together in the same space.

The theme of this year’s Nordic Game Jam was privacy! There were many different takes on the theme: some made spy games, others made bathroom games or games involving toilets.

Sci-Fi SamuraiWe cycled through at least 3 different concepts for the game we wanted to make and started working on a game which we pitched to people as simply “You start the game naked in a bush”. After the first day however, we ended up scrapping that idea and going with something completely different, which ended up turning into Sci-Fi Samurai. A picture can be seen on the left.

Sci-Fi Samurai is a fast paced game where players play as samurai that must avenge their honour by killing the other samurais from the other clans. However, you and the other samurais happen to be immortal, and are cursed to fight each other for eternity. As the end of the world approaches, and the dragon appears to swallow the sun, you are only concerned with killing the rest of the samurai for honour. Players take turns attacking and hopefully killing other samurais for honour points, while the dragon slowly consumes the world and deals an ever-increasing amount of damage to all players.

Our take on the theme privacy was the fact that players could see how much damage the dragon could deal, as well as the health of other players. In other words, we played around with the amount of information that was or wasn’t private.

Although we didn’t win any awards this year, we had great fun making the game and learnt a lot about our design process and how we approached things (especially since Sci-Fi Samurai started out as a co-operative game and turned out into a competitive one!).

Better luck next time!
Better luck next time!

Nordic Game Jam 2014 was also memorable because of the fact that Google Play Games attended the game jam and gave all the participants a free Google Nexus 7 tablet for the participants to make games on. This of course resulted in a lot of people taking advantage of this offer, which I’m sure was the intended outcome!

According to the IGDA.dk’s official statistics, Nordic Game Jam 2014 had around 500 participants and over 110 games submitted, making it the largest game jam to date! It’s impossible to go through all the games that were made during the game jam, but here are the games that made it to the finals:

And rightly so, these games were really well made! Filth and No Privacy in a Bobsled were particular favourites of mine 🙂

Filth
Filth

Filth, made by Bram Michielsen, Stefan Schwarz, Steffen Dalbro Eriksen, Thomas Ryder and Eske Nørholm, is a game about the the destructive influence a paparazzo can have on the lives of celebrities. It’s a very touching game and the ending is particularly horrifying.

No Privacy in a Bobsled
No Privacy in a Bobsled

No Privacy in a Bobsled, made by Joey Hannes, Edgaras Benediktavicius, Daniel Johnsen and Mathias Soehol, is a game about 4 people in a bobsled. The game is controlled with 2 dance mats that players sit on, and players must lean left or right at the same time in order to avoid obstacles that are approaching them as they hurtle down a tube in their bobsled. I enjoyed the innovative use of the dance pads, and the game is really fun to watch!

After all the participants were settled down, the winners of the Nordic Game Jam 2014 were announced!

Honourable mentions included:

The jury awarded the games the following awards:

And Google Play Games also chose the game Parandroid as their favourite game!

It was a great Nordic Game Jam this year, and even if we didn’t win as Kvasir Games, I’m still happy to have attended, to have met new people and to have met up with my friends once again 🙂

Kvasir Games at NGJ14

Wanted: Igor!’s Official Launch

Good news everyone!

It’s been almost a year since Kvasir Games made the game that was to become Wanted: Igor!, back at the Nordic Game Jam 2013. Along the way, we polished the game, remade the art completely, designed the manual and the box and learnt a LOT about board game publishing and Danish import tax and customs. There’s a lot more than meets the eye when it comes to bringing a board game to life.

However, we officially launched Wanted: Igor! on the 6th of February at Cinemateket!

Wanted: Igor! LaunchThe game is now available for purchase at Faraos Cigarer in Denmark. Alternatively, one may purchase the game from the Kvasir Games online store.

I’m proud to be a part of Kvasir Games, and I looked forward to bringing more games to life in the future! 😀

 

Exile Game Jam – Spring 2013

After the incredible experience that was the Autumn 2012 Exile Game Jam, I most certainly couldn’t miss the Spring 2013 edition of the jam! Hosted  by Kanako and the Vallekilde Højskole, the Exile Game Jam is a small 5 day game jam hosted at the Vallekilde Højskole in Hørve, Vestsjælland.

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I joined the mass of people all leaving together from Københavns Hovebanegård on Wednesday and caught the 15.30 to Hørve, stopping at Holbæk. After the usual delicious dinner provided by the Højskole, we were given the customary tour of the place, complete with an explanation of the history and the purpose behind the founding of the school. We also sat down and introduced ourselves to each other by saying who we were, where we were from, and what our motivations were for attending the game jam. As an ice-breaker, we were told to talk to the people next to us about what could constitute as a bad game idea. I ended up speaking to Nifflas and Peter Ølsted about bad game ideas (Nifflas eventually tried out his “bad” game idea in the sauna). I then spent the rest of the day playing basketball in the school’s gym, as well as spending some time in the sauna.

Playing basketballThursday was spent working on the “bad” game ideas or other relevant ideas, delicious food, more sauna, and finally, group formation for the game jam. The theme was announced as being Dreams, which could be interpreted in various different ways. To help idea formation, the audience was asked to write down ideas or themes on pieces of paper which could then be redistributed to other members of the audience.

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The game jam had lots of different hardware that could be used by the game developers to create a new, tailormade experience. This included the Leap Motion controller, iPads and other mobile devices, and the highlight of the game jam, the Oculus Rift. Although the Oculus Rift has not yet been released to the public, several people at the game jam had bought developer preview versions from the Kickstarter, and Unity3D also lent us two to develop on. Even though it’s still a developer preview and the quality can only get better, I was already impressed at how immersive it was. It really felt like I was in the game world.Oculus Rift

I decided to work with Anders Lystad Brevik on something Kvasir Games related: a digital version of Mussades. This was something that we had been planning for a while, but due to us working on our thesis project, we could never really find the time to get started. The original intention was to work with Haxe, a programming language capable of compiling to various different platforms, and with a port of the as3isolib library, a library capable of working with hexagonal tiles in isometric space, which is what we needed. We spent a couple of hours trying to get Haxe and the as3isolib port working, only to realize that the port wasn’t complete and could only compile the demo examples provided. We therefore decided to switch completely to ActionScript 3 so that we could at least have something to demonstrate.

Digital Mussades Prototype

Obviously, we didn’t expect to have a complete digital of Mussades by the end of the game jam. However, I completely underestimated how different it would be to work with hexagons (as most of the surrounding game jammers can vouch for). Anders managed to get a lot of the core systems down (such as state management, server analytics, card drawing and shuffling, and color selection), while I was busy struggling with rendering hexagons in a suitable order to form a Mussades room, as well as rotating the rooms.

Game Jam Presentations and Beer


DuskFinally, the game jam ended on Saturday at 6pm, and we cleared up (and brought beer and champagne) to make way for the presentations. The first game to be presented was Dusk, made by Christian Laumark, Jakop Kjær-Galle, Freja Paulin and Eyði av Hamri. Dusk is a platformer where you play as a plug and must collect lightbulbs, taking them back home while avoiding mosquitos.

Dick and Huppo

The next game was Dick and Huppo, a game made by Pernille Sihm, Morten Mygind and Peter Bruun.  It features a duck with a gun riding a walrus shooting balloons, and has a certain charm to it.

Up next was Cookie Arcade 2 – Massive Destruction, a local multiplayer game that was a mix between a real-time strategy game and an arcade game. It was made by Katrine Kiilerich Poulsen, Jakob Hansson, Peter Ølsted, Astrid Mie Majgaard and Niels Justesen.

The Quincy IncidentThis was followed by The Quincy Incident, a psychological horror game involving non-Euclidean architecture set in a shipwreck that actively prevents them from leaving. It was made by Isaac Howie Brewerton, Hans Henrik Hvoslef, Alexander Evgenievich Nikulin, Nina Croitoru, Alina Constantin,  Kristian Romer and Morten Brunbjerg, and featured voice overs by Tommy Rousse, Amani Naseem and Julie Heyde. The game was intensely atmospheric, and I’d gladly play a finished version of this game!

Michael Dreams of Dinosaurs, made by Jesper Hyldahl Fogh, Anton Pilmark, Nina Cecilie Højholdt, Jonathan Trier Brikner and Emil Juul Clevin, is a 2D sidescroller where you control a fish that must pick up food. At some point, the fish turns into a pterodactyl that flies through space and crashes into UFOs and rainbows.

Paper Trail

The next game to be presented was Paper Trail, made by Ida Groth, Gøran Berntsen and Jon Werk Nielsen. Coming from a group that called themselves “game jam virgins”, this game really impressed me. The art was crisp and clear, and the gameplay was really interesting, involving tessellation and origami! I was also expecting the game to place in the top 3 games!

The President of the United StatesUp next was the game named The President of the United States, by Nicklas Nygren and Alina Constantin. Described as “a mixture of Battle Combat Fighters and chess”, the game is a 2 player game with tons of strategy, since you must coordinate your pieces. As is usual for Nifflas’ games, it is an atmospheric game. It also contains awesome artwork!

The next project to be presented was by Jonas Halfdan Jongejan and Tim Garbos. The project was a physical portal into another culture (quite literally, there’s a screen on the wall) that aims to connect two people from different cultures or locations through games.

Lasse Fuglsang Pedersen showed us the project he had been working on, which was a refractive light system. This was presented with live piano music in the background while Lasse tweaked different variables and settings in the code to show us the different capabilities of his system.

Shoot! Nightmare at Exile

Next was the game Shoot! Nightmare at Exile, by Anchel Labena, Gabriel Durac and Kristian Rømer. Considered “a spiritual successor to NGJ Fighters“, the game was partly inspired by games like Mad Dog McCree and Los Justicieros. It uses pre-recorded video footage of enemies shooting at the player, and the player must shoot back and kill them in order to progress. I ended up featuring in one of the level’s hardest bits along with Nina Croitoru and Astrid Sønderby Lamhauge.

The next project to be demonstrated was actually a digital synthesizer for the iPad called Voice & More, which looked really interesting! It apparently allowed for lots of different options to be tweaked.

After presenting the work we had done for the digital version of Mussades, Anders Lystad Brevik also presented Dark Muse, a toy where users could pick a colour and create a music line with the chosen colour, which corresponded to an instrument. The idea was that the next user to access the toy would find that colour unavailable, and once all the colours were unavailable, the music lines would be combined to create one track, which would have been saved using a server.

Heads

Up next was Heads, a game by Thomas Ryder. Described as a “super minimalistic puzzle game”, Heads is inspired by Tetris, where players must create black or white heads from the falling pieces in order to clear the screen.

The next game to be presented was Astrid Sønderby Lamhauge’s game The Wonderful Journey of Pepita the Pig. Since Astrid wanted to learn ActionScript 3, she figured she might as well learn the programming language while in the context of making a game. The game is a point-and-click adventure where players must help guide Pepita the Pig to freedom.

ULTRANOBLE WARRIORZ!! is a local multiplayer game created by Glitchnap and Henrike Lode. Similar in concept to their previous game LAZA KNITEZ!!the game focuses on intense hypercombat between four ultranoble warriorz swinging swords.

The next game to be presented was Puppeteer, a digital toy made by Marius Jigoreanu and Alina Constantin where the user could control a ragdoll with his or her hand using the Leap Motion controller. The ragdoll shown is actually a clay model made by Alina, which later imported digitally to be used in the toy.

After setting up the Oculus Rift to allow presentations, the next game to presented was Disunion, commonly referred to as “the guillotine simulator”. It was made by Erkki Trummal, André Berlemont and Morten Brunbjerg. Players had to assume the position the person being executed would (generally, on their knees and supported by another object), and with their hands tied behind their back. As the players look around the scene, they are shouted at by the audience, and only when the players look up do they realize their inevitable fate and the guillotine’s blade comes crashing down. In the presentation, this was also accompanied by Erkki’s hand on the player’s neck, which made the whole experience more visceral. This game also seems to have gotten a lot of attention from the press, since only a day after the Exile Game Jam was over, it was featured in multiple high profile game websites (such as Gamasutra, Kotaku and RockPaperShotgun), as well as mainstream news such as NBC News. A full list of press coverage for the game can be found at Erkki’s site.

The next Oculus Rift enabled game to be presented was Highland by Thomas J. Papa and Kristian Rømer. In Highland, you play as a Scottish bagpiper in the highlands, and can play the bagpipes using a PlayStation Move controller. The video above shows the presentation of the game, where I was selected to play the bagpipes in the game. The bagpipe must first be filled with air by pressing the back button three times on the Move controller. Then, while repeatedly pressing the back button every now and again to keep the bagpipe filled, the player may hold down the buttons on the front of the controller to play high pitched notes while the bass drone plays. Players may also change the pitch of the bass drone by pressing the centre button.

Jesper Taxbøl was next, and he presented the game he made for the previous Exile Game Jam (Herlev) optimized for the Oculus Rift.

Tim Garbos also demonstrated a game that could be played by the crowd through the various devices they owned. Each player could connect to a server, and if successful, was given a coloured screen with a marker that could go left or right. The idea was that the crowd could collectively control a plane flying through a level filled with obstacles.

Demonic Shotgun 2010Demonic Shotgun 2010: The House Warming was a game created by Martin Fasterholdt, K Ceiriog Shonibare-Lewis and Daryl Leon Hornsby. Similar in concept to Hotline Miami, players control a person wielding a demonic shotgun that requires the player to kill opponents. If not, the black bar at the bottom starts decreasing and eventually explodes, killing the player. I particularly liked the art style of the game, setting it within the plans of an architect.

The next game presented was Out of Body by Thorbjørn Erik Køppen Christensen. What seems to be like a simple top-down puzzle game turns out into a more complex game where players must change perspective from top-down to first person in a 3D environment in order to navigate through the level.

Fainted GoatUp next was Fainted Goat, a game by Julian Hansen and Rune Skovbo Johansen. Taking place in a dream-like procedurally generated world with voxels, players can challenge each other to races and seeing who arrives first.

ShaylaMazing is a local multiplayer maze game created by Julie Heyde, where players must navigate through a maze that changes its paths in order to escape.

After the last game was presented, we left to the Pejsestuen where the winners were chosen and announced by the previous Exile Game Jam winners. Demonic Shotgun 2010: The House Warming came in third place, The Quincy Incident came in second place and finally, Highland came in first place!

We spent the rest of the weekend celebrating in style at the game jam’s official party, in the sauna, jamming together in the music room, and waiting for the sun to rise at 5am.

All in all, it was an excellent game jam as I’ve come to expect from the Exile Game Jam 🙂 I really enjoyed working on a project in the company of awesome people, and I hope to be back for the Autumn 2013 edition of the Exile Game Jam!

Exile Fireplace

(Photos provided by Unicorn7, Johan Bichel Lindegaard, Henrike Lode, Anchel Labena and Nina Croitoru.)

Kvasir Games

If you follow my blog, you might remember my escapades with Sugarush during the Nordic Game Jam 2012, where we made Mussades, and the Nordic Game Jam 2013, where we made Beast Builder.

Kvasir Games Logo

Enter Kvasir Games! We’ve decided to reorganize, regroup and restructure our efforts and have committed ourselves to getting the games we’ve made out onto the market. It’s going to be an interesting journey, which you can follow on Kvasir Game’s website by going to http://www.kvasirgames.com.

You may also follow our progress on Facebook at Kvasir Games, and on Twitter at @kvasirgames.

We can’t wait to keep you updated with what’s going on 🙂

Nordic Game Jam 2013

A year has passed since I attended my first Nordic Game Jam back in 2012, and suddenly, this year’s edition of the Nordic Game Jam has also come and gone. This year, the Nordic Game Jam was the biggest game jam in the world with over 470 participants. It also moved location to the Aalborg University’s Copenhagen campus. I took part as a volunteer as well as participating in the actual making of games.

NGJ 13 Keynote speakers Vlambeer and Dennaton
NGJ 13 keynote speakers Vlambeer and Dennaton. Thanks to Anchel for the photo.

Friday 18th started off with several different talks, which were separated into tech talks and indie talks. I decided not to jump between auditoriums, since I was more interested in the indie talks. I got to listen to Sybo Games speak about their journey from indie to iOS hit with their game Subway Surfers, Nifflas‘ very personal talk about his world view and how it related to Knytt Underground’s design, and BetaDwarf’s story from a small indie company to possibly one of Denmark’s heavyweights game companies. Lau Korsgaard also spoke about  folk games that inspired him when making Spin the Bottle for WiiU. After that, several people that were present took the opportunity to present some games that they were working on. Personal favourites included Mimics by Thomas Ryder, Rymdkapsel by Martin Jonasson, UFHO2 by Tiny Colossus, Environmental Station Alpha by Arvi Teikari and a point and click adventure called Shadow of Kharon amongst others. I also attended a talk about designing board games by Martin Neergaard Andersen which I found interesting.

After Vlambeer (Super Crate Box) and Dennaton (Hotline Miami) gave their keynote speech (where they told people to follow the 4:44 rule, 4 hours for making a game, and 44 hours for tweaking/polishing/playtesting/iterating/having beers/annoying people), we received the theme for this year’s game jam, which was grotesque. People then started going around and trying to form teams; either by looking for specific skill sets or by convincing people that their idea was awesome. Meanwhile, I headed to the board game room, since I wanted to make a board game again with my old team Sugarush.

Sugarush making games
Sugarush making games

By the end of Friday, we had come up with a couple of interesting ideas that we wanted to further develop. By Saturday morning, more concepts were presented and we settled on one game idea that we wanted to work on, which eventually turned into our final game Beast Builder. Anchel interviewed us in one of the Nordic Game Jam’s video blogs below!

Beast Builder is a family friend game where players play as Dr. Frankenstein’s would-be assistants in order to help the doctor build his latest creations. Torso parts are placed in the center of the table and form the basis of the creatures to be created, and players must find body parts that allow them to maximize their chances of claiming a point from the finished creature. Of course, some cards allow players to interfere with opponents!

Beast Builder
Beast Builder

The judges this year were Ole Steiness and Martin Neergaard Andersen, with additional input from Thomas Vigild and Kim Dorff. Beast Builder managed to score Best Sellable Board Game, and we even managed to play our game with a couple of young kids who liked our game! Other games that won awards were Made in China, which won Most Fun Game and Burlesque Grotesque which won Most Polished Game. There were some awesome board games being made this year, and I’m sorry that I didn’t have time to play all of them.

Sugarush with our prizes
Sugarush with our prizes

The winning board games were also nominated as finalists in the final round of judging. The top 11 games, in order of the amount of votes acquired, were:

  1. Spaceship with a Mace
  2. Press [X] To Give Up
  3. Stikbold
  4. Stalagflight
  5. Twisted
  6. Dragon Pussy
  7. 3:15 AM
  8. Shrouded Light
  9. Made in China
  10. Beast Builder
  11. Burlesque Grotesque

Out of the finalist games, here are my personal favourites:

Spaceship with a MaceSpaceship with a Mace, by Nifflas, won the Audience Award with his ambient multiplayer game. Players use Xbox controllers to maneuver their spaceship around in space, which also has a mace attached to it. Players must swing the mace at other spaceships in order to destroy them, but must avoid getting hit by other spaceships!

Stikbold, by Lars Bindslev, Jacob Herold, Martin Petersen, Anders Østergaard and Simon Vestergaard, won Most Fun game with their multiplayer mayhem game which takes a surprising twist as the game progresses!

Press X to Give Up

My personal favourite was Press [X] to Give Up, a game by Anders Børup, Bram Michielsen, Henrike Lode, Jonas Maaløe, Jonatan Van Hove and Mads Johansen. It’s experimental game where players play the role of a bullfighter that must stick spears into a bull. Each successful hit makes the bull grow larger and more menacing, while each hit that the bull lands on the player starts glitching the screen wildly, making impossible to see. Both the lose screen and the win screen contain haunting messages that hint at a larger message that underlies the game.

Overall, I’ve experienced another great game jam with friends, and had the pleasure of meeting new people and trying out other people’s games in a crazy and fun environment. If you want to try out some of the other games that appeared during NGJ13, feel free to check out the massive list over at Unicorn7. I look forward to attending Nordic Game Jam 2014 🙂

Team Sugarush!
Team Sugarush!

Nordic Game Jam 2012

NGJ12 BraceletI attended the 2012 edition of the Nordic Game Jam at the IT University of Copenhagen from the 27th to the 29th of  January. I was helping out during the organization of the Nordic Game Jam, as well as volunteering and jamming during the actual event. This meant that I attended organization meetings from as early as October in order to discuss how to best organize such a large event. I was also assigned shifts for helping out in the preparation of meals and in the kitchen, as well as actually participating in the Game Jam by creating a game.

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