Demondrian – concept

I wanted to keep this under the radar, but it got out through RPS.

I started working on the concept for another puzzle game, inspired by the art style of Mondrian.

It’s about matching colors and clearing out a board. I’m still working out how the mechanics should really work, but there is some core stuff already implemented. A short gameplay video should give you an idea of how it works:

Final steps towards Flip 2016 release

Although I’ve been mostly silent in this blog, lot’s of things have happened. The game is now in beta testing and cleared for a release on Steam on 16.02.2016 (or Feb. 16th 2016, for those who prefer the month first).

The official page has been updated and we have a new Gameplay video. You can see how the game looks from the video and page. I’ve received a lot of positive feedback from the new artwork, so I’m happy I decided to change it.
The music is new, also, and it’s being made by one Jeremy Coubrough from NZ, who’s taking the play experience to a whole new level with a complete new sound design.

The Steam store page will be online in a few days, as we already have clearance for launching it. This makes me nervous, but very happy at the same time. So now, the only thing that remains is to STAY CALM AND DON’T PANIC before release. Working hard on that!

New looks for Flip

This is a sample of the new aesthetics I’m planning for Flip’s re-release. The main motivator is to provide a more solid feel.
The new pieces, will follow a ‘domino’ pieces style:




And as for backgrounds, menus, etc. I’m considering something like this (it’s large, click to see it properly):



Flip Greenlit!

This is an almost exact copy of an announcement in Greenlight.

Flip was greenlit a week ago, but I have not yet managed to write anything yet.

The game is already finished and was actually released on other channels a year ago, but I’m considering improving it on some areas, including:

  • Better level and puzzle progression: puzzles are generated (almost) randomly, but you cannot finish all possible puzzles for a given level, as they would be too many. But on the other hand, you might never see again a previously played puzzle if you skip it. It should be more predictable. Difficulty ramps up sometimes slow and sometimes fast. It still needs balance. Sometimes in the same level, one puzzle feels very difficult and the next one very easy.
  • Adding a “star/points system”: assign players some points or stars after solving a level no matter how many moves it took them. More stars open more levels.
  • Enabling to reply previous levels: they should be displayed as solved, but anyway still be available to play again. Maybe hints could be added in already solved levels.
  • Interface: level selection is very pretty…
  • Sounds: the flipping sound was felt too strong by some people.
  • Adding keyboard and gamepad support: most playtesting was done with a tablet, as it’s a multiplatform game, and it shows.
  • Improved graphics: if resources are available, I’d like to improve the general look of the game, including the graphic design.

This are just the main points, many more things can be improved. I’ll be working during the follow months on this points and others, and would be more than happy to hear your comments.


Tune out, Match-1 in

Long time has passed since the last update. Flip flopped, so I spent the last months doing freelance work. I’m slowly returning to game development as a side thing. Tune is a concept I will continue in the future, but right now I’m experimenting with Racket. So far I’m extremely happy with it, as I could prototype a simple game idea (again, a puzzle) in barely 8 hours, most of which where used to go through the documentation for the most basic things.

Will tell more about the game in future posts.

Next Game: Tune

Yes, Flip is barely out, and I’m already working on a new game. Tentative name is Tune (keeping names simple…) and it is a color match/musical game. It is an idea I had a month ago, based on lots of unfinished ideas I had for a long time. It will be focused mostly on mobiles, as it will play better with touch.

The idea is to rotate a dial to match colors and generate music. I don’t want to enter too much into details, I’ll just post a couple images of the first prototype logo and play screen concepts.




Game screen


Reviews and media

I’ve been quite busy these days doing press and promotion of the game so I had almost no time to post things here. But this promotional work has started paying off, as you can see in this nice review by Adam Smith at Rock Paper Shotgun:

The press release was also mentioned on some sites, notably Gamasutra, and a couple reviewers have asked for copies, so I hope more reviews will come in the following days.