2010
A perfection of my 360 degree gravity engine and gameplay. A casual, fresh and fun platformer. Walk upside down, jump from one object to another. Objects start moving, rotating, and several other hazards are thrown your way to provide an exciting challenge. The game includes 5 worlds with each 7 levels to play.
They Need To Be Fed was made for the YoYoGames “design a handheld game” competition. Update: And won first prize!
Joystick: They Need To Be Fed coming to PSP
YoYoGames blog: Competition 5 winners
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Credits: Jake Almond (music, sound design)
2010
A simple prototype made in 2 days, to test database communication and collaborative play. In this minigame, the twist is that everybody plays on the same board, connected through the internet.
There is one treasure chest hidden on the island, but every time you dig you lose 1 gold. Do you just go digging? Or do you wait till others have spent some gold digging holes, and then go for it with higher chances of finding the treasure chest? Please be aware that it’s no fun to play alone.
Indie Games Blog entry
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2010
A surreal platformer adventure with a theme that’s integrated into the gameplay. The game is fairly short.
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Credits: Jake Almond (music)
2009
Platformer game with a teleporting mechanic. Use your focus powers to avoid missiles! You need twitchy fingers for this one. Very addicting, very difficult just-one-more-go.
Please note: on some keyboards using Space in combination with 2 arrow keys causes problems (not all 3 keys will be registered). If so you can change the Focus key to CTRL on the start-up screen.
Jay is Games, best of 2009 (action)
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Credits: Jake Almond (music, sound design)
2009
The fifth installment in the Karoshi series, and it’s a great one. As is the case in the Karoshi series, you need to kill yourself in every stage. This time, you get the opportunity to turn into Super Karoshi. Unfortunately you can’t die, but you can help other characters kill themselves. If you want to die yourself, just grab some kryptonite.
Super Karoshi is a Flash game developed for Armor Games. 60 levels.
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Credits: Jake Almond (music, sound design)
2009
The sequel to You Made It, this straight-forward platformer with its minimalistic style is purely about your gaming skills. Levels get increasingly more difficult, until they (literally!) become impossible.
Another neat addition is that when you fail, the game saves your previously taken path. Your blood also remains on the screen, even if you were to restart the game.
Rock Paper Shotgun article
Indie Games blog
the-inbetween article
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2008
In Karoshi, the goal is to kill yourself. In every level. Again and again. This is not as easy as it sounds, and you will need to think in counter intuitive ways to make it happen.
This is the first browser version of Karoshi, made in Flash.
Kotaku featuring Karoshi: Suicide Salaryman
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Credits: Peter Groeneweg (programming), Ferry Spaans (graphics)
2008
In the Karoshi games, the goal in each level is to kill yourself. This time, you’ll need to cooperate and switch between multiple characters. Make sure that in the end each of them dies!
Though not as good as the previous 2 Karoshi games, it’s a fresh twist on the idea and gives you another 25 levels to bend your head over.
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Credits: Jake Almond (music)
2008
Abstract arena shooter with addicting gameplay. Several game modes are included, and it will take some skill to unlock everything.
I was inspired by Geometry Wars, but dissatisfied with the arrow keys + WASD controls most developers went for on PC. Torque only uses the arrow keys and one other button to change the rotation of your bullets.
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Credits: DJ Ephixa (music), Jake Almond (music)
2008
A simple platformer game with 10 levels. The twist? Everything you do stays on screen. At the end, the final image will be saved to the game’s folder.
Also check You Probably Won’t Make It.
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