![]() Why? Ask Paradox, because I have no idea. Voice: Todd Benzin, Jen Deyo, Joel Hair, Kevin Iuzzini,Ī prequel to the original Magicka made for Paradox Interactive. Graphics, additional animation: Anton Nilsson, Nils Härgestam, Programming: Gustav Vidner, Daniel Nyström, Mattias Hakulinenĭesign, animation, SFX edit, stages, cutscenes, additional graphics: Daniel Remar Also, hidden in some backgrounds are pictures of Ittle Dew and the Apathetic Frog.ģDS, 2012 (port of Boulder Dash-XL for Xbox 360) The clip was taken from Garden Gnome Carnage. When the final boss appears, he says "cowabunga" backwards. The printed manual turned out pretty funny, and the game can now only be found online for second-hand prices you probably wouldn't want to pay unless you're a serious 3DS collector. Since the programmers were busy, I wrote the level editor in Game Maker (it outputted text files read by the game). It's also the second Ludosity game that HyperDuck did the music for. I've gotten a total of four StreetPasses for this title since it came out, so evidently someone bought it.Īfter the Ittle Dew prototype, this is the second appearance of the Exploding Flaming Chainsaw Shotgun. The resulting game is what you'd call "shovelware", but I do think it's fairly fun for what it is. We wanted to call the game "Clean House" but the publisher went with this generic title instead. Together with Boulder Dash-XL 3D, we made this in only six months with part of the devkit documentation still in Japanese. ![]() Level design, editor programming: Daniel Remar Programming: Gustav Vidner, Stefan Hurtig, Mattias Hakulinen The game is no longer playable because Flash is no longer supported by browsers. This one has the same "reallyjoel's dad" difficulty and a secret way to change the color of your frog, plus some new game mechanics. ![]() Bummer.Ī far more challenging game, at least in the final world. It has a hidden "reallyjoel's dad" difficulty accessed with a secret button combination found behind a breakable block, but completing that difficulty (which is theoretically possible) just puts you back on the main menu. The game is no longer playable because Flash is no longer supported by browsers, but all the improvements it added have since been added to the Game Maker version as well.ĭesign, programming, graphics, SFX, music: Daniel RemarĪ simple game with the focus on completing the levels with as few clicks as possible, but the levels aren't exactly great. Unlike the original version though, there's a new minigame involving Princess Pitch that also made it into the Xbox 360 version coded by Gustav Vidner, and more secret tricks. In order to make the gnome's swing identical to the Game Maker version, I just locked that part of the logic to 30 FPS and copied the swing mechanics line by line. Porting GGC to Flash (using Flixel) wasn't easy. Voice: Joel Nyström, Linus Sjöholm, Camila Dalence, Erik Thelander, Johannes Helgesson The game features music from HyperDuck who made the Iji soundtrack a few years prior.ĭesign, programming, graphics, SFX edit: Daniel Remar It had a series of levels and a simple boss at the end, featuring the same co-op gameplay as the game jam title. This game was only available on the Xbox Live Indie Games service, and was mainly an upgrade of Really Shooter found in Scrap Pack 1. Graphics: Stefan Ribera Olsen, Jeff Jenkins Programming: Stefan Hanna, Joel Nyström, Gustav Vidner :pĭesign: Joel Nyström, Daniel Remar, Daniel Kaplan Bob is probably Ludosity's most owned game due to the fact that it's appeared in so many bundles and got a physical release in some countries, even if not everyone who owns it has actually played it. This game is only on the list on a technicality - I just made one of the VR levels, which resembles the first level from Hero. Graphics: Jerry Högnäs, Daniel Kaplan, Anton Nilsson Programming: Gustav Eriksson, Lasse Järvensivu The credits are listed roughly in the order they appear in the game or manual. Some folks have wondered about what games I've contributed to, so here's a list! Our core team has slowly changed over the years, but has usually contained around six people. Since 2010, I've been working at (and co-owning) Ludosity making games as my day job.
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