Play as Jerry and help him get to the highest shelf possible and collect cheese along the way. Time and again Tom will pop-up to try and catch you. Use the cheese to upgrade and go up even higher. The game was developed by Flying Sheep Studios for Super RTL and is hosted at Toggo […]
Rowbot is your classic match three with a touch of cyberpunk and a retro background track. Match four, five and six robots to create unique bots. Try to climb up the high score ladder and complete the many achievements. This game is developed using the Phaser library by Flying Sheep Studios. It is hosted at […]
Based on the Nektons animated series, this game pushes you to go as deep into the ocean as possible. The further you go the higher you score. Picks help you out along the way and the picking up fish along the way lets you upgrade your submarine from the shop. The game was developed by […]
The game is based on an episode of the Angelo animated series in which he attempts to create a paper plane that will fly far enough make a world record. The player is required to launch the plane, and then navigate it as long as possible. The paper plane can be upgraded to let it […]
I’ve been working on the Unity game engine for more than a year now and this year I happened to attend GDC 2014. Here is what I gathered from a combination of sessions and from my own experiences. If you’re a Unity developer here are some tips that might come in handy or will reaffirm […]
The title of this post says “The Golden Rules” but what I learnt so far is that there are no golden rules to making a successful title. There are no set parameters that you can get right, they vary greatly depending on your game idea, the genre, the platforms you’re targeting, the people...
While working on the Endless Runner Kit and Run Sheeda Run (both products of we.R.play), the first thing to do was to detect swipe inputs to get the basic controls working. When a user swipes on the screen they swipe in an angle starting from the starting to the ending point of their finger’s contact […]
While working on Ultimate Endless Runner Kit I came across a problem. I had my own custom Layers and Tags to make use of the Unity’s physics editor to define which objects will interact/ collide with which. Exporting the assets folder in your project does not export the editor settings. To export all the...
A survival horror game made along with two artists (Zaheer Mukhtar and Yousaf Ejaz) in a three-day game jam hosted by we.R.play. The theme of the game jam was “smoke”. The game presented a linear narrative where an employee wakes up to find his office deserted and tried to figure out where his colleagues went. The...
Three of my group partners and I created a game for our final year project for BS (Computer Science). We modified an open source car racing game to accept whatever map we chose. The idea was to replicate real-life maps, road tracks and surroundings and use them in the game. The game started with a window...