Darkest Dungeon

Oh my word. This game is my current single player obsession. Loved the new X-Com? Loved FTL? Love RPG’s and the that “one more turn” feeling? I found it hard to stop playing. It came out of left field for me (but that’s how it always feels if their marketing is doing its job right?). I’m not a huge fan of “medieval” or “dark and grim” themed games. But the art style in Darkest Dungeon is amazing and I quickly became a fan....

August 7, 2015 · Alex

The More the Merrier?

I recently made a post on our official OML blog about what Adam and I are playing. Taking a look at that list you’ll find that the vast majority of games I play are multiplayer oriented. A lot of biases, inspirations, and design decisions that go into my game designs are influenced by multiplayer games. When we set out to start One Man Left, my long term goal for the company (beyond making fun games we like to play) was to be known for making fun multiplayer indie games for whatever platform we develop for....

August 31, 2010 · Alex

Tilt to Live is out now!

Tilt to Live has been unleashed on the unsuspecting public! So far the general vibe has been extremely positive! Adam and I are both pretty excited about getting our first app store game out the door. What’s interesting is the workload went from “lull” to “overdrive” in a matter of days as we ramped up for release and still are trying to coordinate things for a bigger media push in the coming weeks....

February 25, 2010 · Alex

iPhone Dev Tip #2: OpenAL Performance

So I’m using OpenAL to do the audio in Tilt to Live. Over the course of development audio became the bottleneck of my game, both in size and in performance. The following could help you if you’re experience audio performance issues and are somewhat new to OpenAL. Let me preface this with: Don’t blindly optimize. Measure, Measure, MEASURE! Know what your bottleneck is before trying to tune code! Don’t make more than 32 sources objects in OpenAL....

February 16, 2010 · Alex

Games speaking to the human condition

I had seen a few things written about “Everyday the same dream“, a game created by but never took the time to try it out myself until recently. It’s a compelling art game where you try to subvert you’re daily routine. It took me a few minutes to figure out what to do after a few days of the mundane routine, but that added to the whole experience of the game itself....

January 16, 2010 · Alex

Happy Holidays!

So we’re at the last mile (it’s a long mile..) of development on Tilt To Live. Adam and I are starting to get some pre-release buzz built up around the game as we put our finishing touches into place. With the holidays around the corner, I will be out of commission until mid January. Marketing is a whole other beast we’re trying to deal with and learn as we go. With a market as vicious and saturated as the App Store, it’s been one challenge after another!...

December 23, 2009 · Alex

Canabalt: Powerful, simple, game design

Every now and then I come across a game that is rather inspiring. Strangely, a lot of them come from the flash community. I really like it when someone can take a game mechanic that is so utterly constrained and create something so enjoyable out of it. The epitome of these design challenges might be the ‘One-Button' games. I just recently came across Canabalt, and it had me playing for a while despite the need for sleep....

October 5, 2009 · Alex

GTA4 Rant [Read: Initial Impressions]

Wow! GTA4 is an awesome game! The amount of content in it is mind-blowing. It seems whatever gta4 lacks in gameplay departments it makes up for by sheer quantity and quality of content. It was pretty sad when I spent 20 minutes in gta4 watching TV. Watching TV inside a video game…wtf…that’s a new low for me. As if being a couch potato or an eccentric gamer wasn’t ‘bad' enough. It just goes to show the brilliance of gta4’s design....

May 5, 2008 · Alex

State of Mind

I always knew that your state of mind affects your productivity. Had a pretty rough week last week and work on my prototype suffered for it. But in the end, I realized time was a-wasting. You have to keep at it regardless of how you feel that day/week/month, because at the end of the day no one is asking you to do this. I never doubted that working on indie games would be difficult and you should approach it just like any other serious job, but it’s now becoming clear how to approach it....

March 16, 2008 · Alex

Random Static

Going onto my 4th prototype this coming week. One thing I’ve quickly realized is if I want to make a decent game that has enough depth to warrant as a full game then trying to crank out a prototype in a single week is unrealistic. With my current work schedule plus life’s many other challenges, the average 10-15 hours a week I invest wouldn’t be enough. I’m ‘redefining' my time schedule to mean ‘total time spent on a prototype shouldn’t be more than week’s worth'....

February 10, 2008 · Alex