This is a postmortem of a ProtoWeek project. ProtoWeek is a challenge to prototype a game in less than a week. It is inspired by Game-a-Week, a concept promoted by Rami Ismail and Adriel Wallick. As I have a fulltime job, I can’t commit to making a game every week, so I do a ProtoWeek whenever I can find the time.

Ascendant

Title: Ascendant
Date: November 8-14, 2014
Platform: Windows
Framework: XNA
Link: Click to download (requires XNA 4.0 redistributable)

How it started

As a designer, one thing that I enjoy doing is deconstructing a system. I suspect that it comes from my programmer background. My brain is well-equipped to take a complex system, decompose it into its primitive parts, and analyze it from that perspective to see how it fundamentally works. It is an important skill to have in programming, and I also find it a useful lens when assessing a game design.
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This is a postmortem of a ProtoWeek project. ProtoWeek is a challenge to prototype a game in less than a week. It is inspired by Game-a-Week, a concept promoted by Rami Ismail and Adriel Wallick. As I have a fulltime job, I can’t commit to making a game every week, so I do a ProtoWeek whenever I can find the time.

Title: Absolute Power
Date: October 25-31, 2014
Platform: Board game
Framework: N/A
Link: Click to download PDF

How it started

The Diplomat is one of those “I’ve been wanting to make this for a while” games. So I’ve been thinking about ways to prototype small parts of it as ProtoWeek projects. Absolute Power is the end result of my first attempt at this, but I didn’t expect to be making a board game when I started working on it.
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This is a postmortem of a ProtoWeek project. ProtoWeek is a challenge to prototype a game in less than a week. It is inspired by Game-a-Week, a concept promoted by Rami Ismail and Adriel Wallick. As I have a fulltime job, I can’t commit to making a game every week, so I do a ProtoWeek whenever I can find the time.

Title: The Lost Valley
Date: October 11-17, 2014
Platform: HTML5
Framework: Phaser
Link: Click to play

How it started

The Lost Valley started out as an Adventure clone. Yes, Adventure, as in the Atari game. After getting fed up with my countless abandoned projects, and after getting inspired by Adriel Wallick’s GDC talk, I decided to constrain myself to a week and prototype a game concept. I wanted to keep it super simple, so I picked a very simple game to clone. I selected Adventure because I wanted to make a game with exploration as its core aesthetic, and because I wanted to make a game without combat (if for no other reason than because we already have plenty of combat games).
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