Martin is a game design student in Karlskrona, Sweden, and instead of programming shaders (*shudder*) he decided to follow his heart and inspiration derived from the Experimental Gameplay Project and do some rapid prototyping instead.
For the past five weeks he has been hard at work rapidly developing ideas into game prototypes, using Flash, at the rate of one game every three days, or so. He added constraints to his designs by selecting two words from his local newspaper to serve as the theme for each game under development. The results of his "prototyprally" are creative, aesthetically appealing, and worthy of some attention. The following are my favorites:
First up is Martin's latest effort. Swallows is a game built within the theme of birds and pendulum and incorporates some fun elastic physics to play with. The objective is to keep the coconut within the dotted circle for as long as possible. You do this by click-dragging on a bird to draw a string from it to the coconut, using multiple strings and passing it between birds to move it as desired. You have 60 seconds to score the highest score you can, and if the coconut leaves the play field you lose half your accumulated points. A tad frustrating, but fun to play with anyways. Click.
Hovercrafty is not only a great name for this next game, it is also my favorite of the bunch. It was a game constrained by the words: swamp and secret. Using just a grappling hook for control, latch onto available anchor points to swing your hovercraft around and navigate the swamp to collect as many pills as you can. A small arrow will indicate the direction of the pill. To use the grappling hook, just click on a nearby anchor point. If successful, a line will connect to it and create a means for changing direction. It can be frustrating when going fast, as the anchor points become difficult to click on precisely, though it's a great idea that I'd like to see expanded upon. Click.
Using rules similar to those found in Jon Conway's game of Life, though with a more interactive approach, this next game was constrained by the words mushrooms and power. The objective in Fungus is to grow as many fungi as you can, and to grow them as large as you can. How they behave depends on the number of neighbors they have: one or fewer neighbors and the fungus will die of loneliness; two or three neighbors and it stays alive and thrives; four neighbors and the fungus grows and gives birth; five or more neighbors and the fungus will die of overcrowding. Move them around with your mouse and arrange them for best results. Click.
Although Martin is done with his rapid prototyping project, he has moved onto a new game project that will be built over the period of the next 5 weeks. He plans to continue to update his blog with his progress, as well as add post-mortems for each of his game prototypes from this project. Keep up the great work, Martin! =)
With kind thanks to Wouter for the tip.