Sometimes you have to put something out there, and see the response.

A little over a month ago, I published a blog post detailing my plans to make Canvasser 2033, a futuristic canvassing game with robots, and sequel to Canvasser. I made a playable prototype that I threw online (which took about two weeks to make in my free time), and planned to continually update it with user feedback.

After posting it and seeing the response I got from friends and other indie devs, I realized that the enthusiasm wasn’t there. At that point I decided it wouldn’t be worth it to continue working on it. From the outside, this can look like a failure, but I feel like this was a fantastic use of two weeks of work. Not only did I get to practice ‘selling’ a new game idea, but I was able to implement a basic conditional AI system for the first time.

Basically, I got to try a bunch of new things, as well as come to terms with the fact that a Canvasser sequel just isn’t in demand right now.


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Announcing Canvasser 2033!

The next installment of the Canvasser series has entered development! Canvasser was a game about asking people on the street for money to support an important cause, and 2033 takes that concept 20 years into the future, with robots!

Hasty promotional pixel art!

In Canvasser 2033, you will be controlling robot canvassers who bombard civilians with their smiles and clipboards, doing anything they can to get money for your cause. You will be able to program their AI with a flexible system reminiscent of Final Fantasy XII. You will be able to upgrade your robots over time and change their appearances. And you will be a part of a compelling story that tackles the ethical issues of the future.

I am about two weeks into development, so we’re in the early stages right now. However, you can play the current alpha version of the game here. I would like to get people involved immediately to help make this game the best it can be, and I encourage you to give me honest feedback on your experience.


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Happy Holidays!

It was around the holiday season in 2011 that I first started this blog, so that makes this about the second year anniversary of writing this thing! It’s been a while since my last post; I’ve been super busy pursuing a Computer Science degree, and the classes are starting to get fairly challenging. But more than that, it always takes me a while after a big project to find another idea I really like. I think I’ve gone through about six separate prototypes in the past six months, trying to see what sticks (including that strategy RPG I briefly posted about).

I’m also still working on Golden Nights artwork. Hopefully I’ll have some new stuff to post up here soon.

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Presenting… Animal Rush: War!

So the other weekend I made a game for the Indie Speed Run competition. It’s an arcade/strategy game where you control an animal army taking over post-apocalyptic cities, and it’s called Animal Rush: War! The Indie Speed Run is a standard game jam, so I was given a prompt (sentient animals and sewer lids) and a time limit (two days) to make a complete game! Animal Rush is what came out, and to be honest it’s a bit crazy.

You can play it here!

I hadn’t had a lot of game jam experience before entering, and I learned a lot about how these things work and what strategies to employ. It turns out that it’s pretty difficult to tell whether an idea is feasible for the time limit. I constantly thought I wasn’t going to finish the game in time, but I ended up having most of it working by the end of the first day. Coming up with an idea under pressure is also really difficult, and I still don’t really know how I thought up Animal Rush (although Tokyo Jungle is an obvious big inspiration). In retrospect, I should have called up a game design buddy to bounce ideas off of.

I’m happy I participated in the game jam. There’s a lot of value in working on tiny two-day projects. It helps scale ideas down, and it really inspires creativity. The two day limit is brutal so yeah I’m planning on participating in more of these.

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