Posted by: Cap | October 16, 2011

If you liked Arkanoid, you’ll LOVE Wizorb.

It’s amazing to see a game that both innovates AND manages to have high production values. But from a team of two XNA Indie Developers (Tribute Games)? That’s impressive. Definitely one of the top 10 best games for XNA.

You can download it from the Indie Channel on 360.


Recently I came across a documentary on G4 called Focus. It follows Mike Ross, a Professional Super Street Fighter 4 player, on his journey to make a living out of gaming. I was surprised at how well done and entertaining it was. Even if you don’t want to become a professional gamer, I still recommend giving it a look.

You can check it out on G4 for free HERE.

Posted by: Greg Head | August 1, 2011

Cyber Clown Early Introduction

Howdy folks, thanks for visiting the Cyber Clown (CC) blog!

The main purpose of this blog is to introduce the features of our game as development continues on. The game is designed to be accessible without reading about anything beforehand, but we’d love for you join us on our journey to make a new and exciting game out of existing simple concepts.

Cyber Clown is a clown from the (future) 13th century who has angered his king and received a belegging for it. But he’s good as new after a wizard attaches him to a magic unicycle wheel, and now has the speed and jumping power to overcome his foes, perhaps even the king.

The game is played with a jump button and duck button, while CC automatically advances to the right. In some levels, enemies will move in fancy patterns, forcing players to keep track of several at a time. Other levels offer white-knuckle action with simpler enemies. There will also be situations such as boss battles in which CC will have more moves.

My name’s Greg and my work in this game is mostly on the design and code. In the future, expect introductions from everyone else on the team, as well as a regular schedule of weekly gameplay updates!

I’ve spent the past couple of days working on level 2 of Cyber Clown and I’ve run into a big problem. The difficulty curve has increased tenfold and I’m having trouble bringing it down. With the tutorial and 1st level it was easy to design. Now with the introduction of new enemies and a lot of variables for each one, things are getting complicated.

The real challenge now is constantly changing all sorts of setting for the enemies and the game itself to find a nice balance. It’s coming along, but it’s a lot of trial and error and numbers on a spreadsheet.

I feel I’ve almost hit the sweet spot, but it’s not quite there yet.

Cyber Clown is a 2-D Side Scroller currently in development for the Xbox 360 Indie Channel.  We will be posting development blogs, screenshots, trailers and more in the future.