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Fanart on the forums!
July 12th, 2008

Lately there's been popping up a good deal of nice fanart on the forums. I'd love to see more, so hopefully this will inspire more visitors to draw something inspired by a game or two on the site.

Click the picture to have a look at all the images. Most of the fanart is from the Mondo games and Clean Asia for some reason.

-cactus


Fan made commercial and new games!
July 12th, 2008

I guess I have been neglecting to update the site for a while. Well, I've been working hard on BDTUW and also released a few smaller games on the forum. Retro 4, BlockOn!, Life is a Race and Deep/Wing/Break to be precise. Nothing particularly interesting if you ask me which is why I haven't bothered posting about them yet. But there will probably be a few more interesting things released sometime soon. Stay tuned for that.

I've noticed that there has been a few gameplay videos posted on youtube of my games, and I'm really glad about it! I don't get to see people play my games very often, so these vids really make me happy. I'd love to see some more!

I also found this neat little fan made "commercial" (by amontillado26) for my games that I thought I'd share with you guys:

-cactus


Ad Nauseam 2
April 15th, 2008

Finally a new game. Anyways. This one has been dragging along since last winter. The other day I got the inspiration to finish it. So here it is:


Ad Nauseam 2

Warning: Might cause seizures and contains some obscene imagery. Also features many explosions.

-cactus


Interviews
April 2nd, 2008

I've been interviewed by IGN on their Independent View. Looks like you need an "Insider Account" to read it, though.

Complete Indie Gamers also did an interview with me and Villek about our upcoming game, Brain-Damaged Toon Underworld. And there will possibly be a feature on it in an upcoming issue of the American version of gaming magazine Play.

On a minor note, I've updated the Games page with two entries. Probably nothing new for frequent visitors.

-cactus


Two bigger projects, and more!
March 14th, 2008

Sorry for the lack of updates. Being at GDC gave made me question what I'm doing and what my goals are a bit. From here on, I'll try to work on more big projects while still making smaller experiments on the side.

In fact, I've already got two comparatively large games going, but you'll have to go to Lo-Fi Mind's Website to read about them.

Aside from that, I've also created a little arcade application with a selected collection of my games. It's nothing fancy, and the filesize is a bit big, but might be a good start for people looking to try out my games. Get it here (40 megs).

Finally, I released a sequel to Protoganda a while ago. Mostly as a joke. But you can still get it if you want. It's quite retro, so if you're into that, you might enjoy it. Get it here.

-cactus


Interesting news?
February 14th, 2008

No new games this time, but I've got some cool news. Me and VilleK of Z Game Editor has decided to try our hands at a joint effort to start up a business as independent game developers. This has been under the works for the past few months and we've got some things in the works, but for now they'll remain secret a bit longer.

Some of you will be glad to hear that this will eventually lead to games not made in Game Maker. Which amongst other things could mean creations that will be playable on Mac and Linux.

Feel free to bookmark our site lofiminds.com for further updates. Not much there right now, but we'll try to post updates frequently once I return from GDC/IGF.

Speaking of which, I'll be gone for about a week starting tomorrow.

-cactus


SeizureDome and Shotgun Ninja
January 29th, 2008

I've finished two games since last update. SeizureDome, an arena/sumo shooter and a little ninja platformer called Shotgun Ninja.

Two Screenshots


Visit the games page for download, and feel free to drop by the forum and leave a comment or two.

-cactus


Vote for Clean Asia!?
January 18th, 2008

Just saw that they'd put up a poll for the Audience Award for IGF. Feel free to vote for my game Clean Asia! there if you think it deserves to win. You should probably also check out the other entries before making up your mind.

-cactus


Psychosomnium
January 6th, 2008

Just finished this a few days ago. It's hard to tell much about the game without spoiling it. It's a minor platform experiment in "dream logics".

A Screenshot

Click here to download!

The amazing title screen was drawn by a very talented sprite artist who goes under tha name Cow. The nice music was written by zabutom. I'll leave it at that. I hope you guys will enjoy the game!

-cactus


Mondo Agency
December 18, 2007

This game was developed for Yoyogames, but they closed the competition an hour early, so I might be disqualified.

Anyway, the game's a sequel to Mondo Medicals, and is similar in many ways. However, it's a lot different in interactions. Be sure to give it a go even if you didn't like it's younger sibling.

A Screenshot

Click here to download!

EDIT: Game updated due to complaints about difficulty and bug reports. Inform me if I need to adjust the game further. It's not really supposed to be very challenging.

-cactus


Clean Asia! News
December 18, 2007

Okay, so most of you probably know about Clean Asia! being a finalist in IGF already. Well, that's basically the big reason there hasn't been any new games yet this month. I've been making preparations for the trip, and today I decided to update Clean Asia! in an attempt to enlarge my chances of actually winning something.

Mostly it's just polishing away some rough edges, so it's not a big update by any means. I tried to make the explosions slightly more spectacular, straightened out some ugly pixels on the character graphics and fixed a flaw in the Reflector, which might make the game more easily approachable. There's still a lot that I could improve on, but I think I should focus on my new projects.

Speaking of which, I just posted a bunch of screenshots from a few projects on the forum. Most of them are old and rather dead, but there's some new things that I've been working on since Minubeat. You might want to wait with taking a look, since some of them will be finished rather soon, though.

Mondo Agency

Fans of Mondo Medicals, rejoice. There will be sequel soon! It should hopefully be more fun to play than the first.

-cactus


MINUBEAT stirs things up!
November 8, 2007

I just finished a little minigame the other day. It's yet another shoot 'em up, but as usual I've tried to put a little spinn on things. This time you have to sync some moves with the beating noise in the background in order to get through it. It only offers a minute of gameplay, though, so it's not quite as hard as it might seem at first.


DOWNLOAD HERE! (1.5 megabytes)

Apparently these speed releases have been causing some rather negative reactions. I've had a feeling that this was going on, but I couldn't decide if I was being paranoid or not. You can read some of what people had to say here. It's probably a pretty fun read if you're familiar with my games. I know it gave me a laugh or two at least.

-cactus


PROTOGANDA: STRINGS is now available to everyone!
October 25, 2007

I think the two weeks wait is finally over. I've made some improvements during this time, and hopefully, you will enjoy the game.

A huge thanks to everyone who has donated so far. I really appreciate it. In addition I've had a lot of good experiences during the last few days which has made my outlook on the future a lot brighter. I hope it stays that way.

-cactus


New game, a demo and a preview!
October 7, 2007

I recently finished a tiny minigame called "MSOIDS", which was an experiment trying to mimic doodles in MS Paint. The game plays a bit like the classic "Asteroids" but with mouse aiming and no inertia.

I've also released a competition version of "Akuchizoku", which means a rough demo with a lack of polish. Still, worth playing. I won't link it here, but you can find it on Independent Gaming with a quick search.

Also, for all of you who donated I've sent out a beta version of "Protoganda", which turns out to be more than one game. The first one with the subtitle "Strings" is a bossrush game with gameplay mechanics inspired by Warning Forever. The second one will have a focus on bosses too, but there'll also be smaller enemies to take out.

Here's a few screens:

Remember that it's still not too late to donate a buck or two to get the game a few weeks earlier than the rest of the world. And you'll also be getting the full version of Akuchizoku.

-cactus


A new dimension!
September 13, 2007

The TIGSource B-Game Competition's deadline was today, and I managed to throw something together for it. I'm not sure how well the game's chances in the competition are, but I'm pretty excited about it.

The game's called Mondo Medicals and is unlike any other game I've created. First of all, it's the first game I've finished that is fully 3D. But then we also have the fact that the game has a pretty decent amount of levels. Compared to my other games, it's a bit similar to "Illegal Communication", in that the game always seem to throw a new trick around every corner. However, graphically and soundwise, the two games aren't on the same page at all.

Head on over to the games section to check it out. I'll post a walkthrough in the forum tonight or tomorrow. I think people will need it.

-cactus


The games that dissappeared
August 19, 2007

So, what have I been upto since march? Yeah, I've asked the same question many times. The answer is actually "a hole lot". Unfortunayely, a hole lot of crap.

rEIZUs3

Here's another one of my Shoot 'Em Up experiments. At first, I made it as a joke. I wanted to create the most evil and difficult game ever. I think I nearly managed. This was a bullet hell game where you were supposed to dodge millions of big bullets spraying out in different patterns. In this particular game, the patterns are totally random, and very unpredictable. You play against a progressively harder army of enemies. The patterns were going to start out rather easy, but the further you get the harder you'd have to fight to survive. There were supposed to be be bosses, and the enemies' appearances were going to reflect what kind of patterns they might be hiding in their coats.

You were also going to have a wider selection of weapons (suggestions?), and even non weapon abillities. For instance, you would have been able to have a bullet desintegrator/deflector to get out of the tightest spots, boosts maybe and some other stuff I hadn't planned for yet. And you were going to be able to save your ship to a file that you could give to friends etc.

B-Seed

This was basically an experiment in generating a game through use of random numbers. And so far, it works pretty well. I would need to add a lot to make the enemy behaviour more interesting, and I'm not sure what to do with the player ships. Right now they're highly experimental, and it seems to be affecting the gameplay in a negative way. So far, the music and visuals are a lot more interesting than anything else.

Silent Chain

Silent chain starts you off as a small bubble like entity in an underwater environment. Balls with spears in them start falling from the top of the screen, and you can infect these through close contact (while avoiding the red spears). Once infected, you'll be able to use the balls the same way as your original ball/bubble thing. With the addition of a projectile weapon function. The infected balls will however shrink over time unless they come into contact with an uninfected ball. So you must try to keep them alive inorder to preserve any firepower.

All of this is already done, the game only lacks a highscore system. I have an additional idea that I would like to implement before releasing the game. Which is that the infected balls must have the link connecting it to it's parent go all the way back to the original player entity in order to be able to shoot. And that shooting won't increase the decreasing rate. Man I hate writing explanations of my ideas, they always sound awful. Maybe you'll get it if you try the game...

Retro 4

This is just a small basic arcade game that I made to try out some new functions in GM7. It's only a days effort, but I think it's a decent timewaster, and a bit hypnotizing. I would like to add something to boost the gameplay value a bit, but I'm not sure what.

Insect Invade 3

The sequel to the sequel that no one wanted. I made this simply because some good people asked me to. It's pretty much finished, but doesn't do anything more than the original. Actually, it does less. The graphics are a lot better, though.

Dynamo Institute

This game still holds my interest. I really wish I had the time to work more on it, but I'm so damn tied up with other things that I can't even bother trying. Imagine Illegal Communication in a top down perspective, but with a morbidly disturbing storyline that goes beyond your wildest imagination. So far that it'd probably be incomprehensible. And then add some harsh violence and fleshed out characters. Sounds good, right? Well I think so, at least.

Another Design

A semi-sequel to The Design. It's basically Snake meets Minesweeper with a hint of bullet hell. Not as interesting or dull as it may sound. I need to spice the concept up a bit, but I'm not sure what to do. I might have to release this despite it's lack of any fun factor. It's only a two day experiment so far, after all.

Raspberry Liquorice

Just another shooter. This game has a focus on style and explosions. Was going to be my first horizontal romp, but then I went and started on Akuchizoku. I might still do something with this when I have more time on my hands.

It's really frustrating. Many of these games are almost complete, but I lack any desire to continue making them. They're not bad, but not very good either. I will try to finish a few of them, if only to enlarge my ever growing archive of games, but don't expect anything from them.

-cactus


Working on something new
March 19, 2007

Lately, I've been working on something new. It's my biggest project so far, and I'm really looking forward to letting people play it. However, I expect it to be a while before it's finished. Not untill this fall actually. I might release a few smaller games in the mean time, so that people won't forget my name. But I'd really like to put as much focus on the big game as possible.

I'm trying to go in a new direction with this project, aiming for what I had originally planned to do when I started making games. Which is creating something that I want to play myself .

The game is going to be story driven, and the theme will be quite dark. My previous efforts might have shown a hint at the feeling that I want to see in it, but none of them has had a story that would be able to keep anyone's interest for more than a few seconds.

Here's a tiny teaser, that doesn't really say much of the game:

Well, I guess it does say something about the game. It's going to be violent. Very violent in some spots. But on the whole, I hope that the weird science fiction and symbolic story elements is what will become the most memorable features of the game. That and the music.

Speaking of which; I've got a brand new composer for this project, who will make tracks that will be exclusively made for the game. He goes by the name of Aaron Kurtz, and composes some very interesting and catchy electronica. I'm sure that fans of the music in my previous games will be very pleased with his awesome tunes.

Oh, and one final thing. Since I'll be putting more effort than ever into this, I'll likely end up trying to go shareware with the game. Me and the composer will be working like hell to make it worth the price tag we put on it. And there will be a fleshed out demo for people who don't have enough cash to reward us for our hard work.

That's all for today!

-cactus


Clean Asia! won AF2K7
March 10, 2007

So, "Clean Asia!", that I created for the SHMUP-DEV AUTOFIRE 2K7 Competition, just snagged first place!

The fight between the top seven entries was quite fierce, and I had no idea what to expect. But happily enough, I'm now $255 richer, and I'll be getting a big assortment of cool games to play. You should really check out the other entries as well, though. Really excellent games!

The game was featured in several gaming magazines around the world. At least one german (Game Star) and one Czech (Level). Another one of my games, The Design, was also featured in another magazine, but one from my own country. I'm quite proud of the little article I got, and they were really positive about it.

Clean Asia! was also in the cage match, and even beat the excellent The Wasteland, but lost against The Jeluvian Project (another fine game). However, I was pleasantly surprised to see it being entered into the Staff's Choice section on the official Game Maker Community.I also appeared on a cool website called Game Trailers, that mainly deals with commercial titles. They even cut a little video piece together for it. Tim W. wrote about it a few times on both Independent Gaming, and The Independent Gaming Source. Two awesome sites that keep track on most of the cool indie games out there. Many thanks for that! the2bears also posted about it in his awesome shoot 'em up infested blog. And CA! has appeared on Shmuptacular and Shoot The Core. Also some other sites that I don't recall at the moment. Finally, I was featured on the prominent EO Community's hot little site, under their Game Maker Radar.

So, this is my biggest success so far. I hope to follow it up with even greater achievements!

-cactus


Finally got me a site!!
March 3, 2007

Today I finally took the effort to design a decent site. It had nothing more than some pics and download links to most of my finished games, but it's still better than the crap I had before. And now that this news section has been added, my site is actually starting to get pretty decent.

-cactus


My biggest achievement thus far...
Feb 1, 2007

This was the day that I submitted Clean Asia! for the AF2K7. I never wrote anything intelligent about it that I could quote here. However, I can tell you that this game was of a completely different calibre from my previous ones. And the first game completed game that I worked on for more than a week.



Download (5,5 megs, unzip before playing)

This game actually took three or four months of spread out labour to finish. And I'm really proud of it.

-cactus


Fuck Space!
Jan 11 2007

I put the last nail in the coffin of a small project that I originally started back in august. It's another stylish little shoot 'em up with a title that's got a severe attitude problem.



Download (1,25 megs, unzip before playing)

There's nothing much to say about this. Not a grand accomplishment, exactly. The gameplay is as standard as it gets. You shoot at enemies, get upgrades, fire missiles, meet bosses and shoot more enemies.

I don't think anyone's ever beaten it. The last boss is a bit of a laugh, so it's quite a shame.

-cactus


Another day, another shmup...
Dec 31, 2006

Today I finished another little shoot 'em up experiment. It's pretty cool, and slightly frustrating.

It's got some unique quirks. The graphics are simplified and stylish, and makes the game look a bit confusing. The controls make the game even more confusing (before you get used to them, that is).



Download (1,32 meg , unzip before playing)

You control two dots on a design, which can shoot at the angle from one to the other. New figures on the design appears and you earn points by removing them. This is what the shooting is for. Note that the enemies can only be killed while they're white. If you shoot an enemy while it's red, the bullet will turn against you. Aside from the normal shooting, you also have three upgrades that'll help you with getting a highscore.

-cactus


Be a yellow monkey ninja!
Nov 11, 2006

Today I finished an underrated little platform game for a little unofficial competition on GameMakerGames. It was done in about 12 hours or so.

The game places the player inside the mind of a ninja monkey that's been caught by an evil doctor. What's even worse is that the bastard's taken the ape's girlfriend away. So, of course you have to find your way through the evil doctor's maze and get your girlfriend back!



Download (1,14 meg, unzip before playing)

If you are wondering about the horrible colours, then I can tell you that I had some severe restrictions in that area. I had sixteen preselected ones to work from, and they were all pretty intense.

I'm still very happy with the results, and I think that this is one of my better games.

-cactus


An adventure game?
Oct 28, 2006

This was (as far as I know) the first game I made that made it into a gaming magazine. It was made for a small competition at GameMakerGames. Somehow it found it's way to the Czech Level #147 alongside the competition's winner, JaJ's "The Criminal", and some other freeware titles.

The game is called "Decontrologic" and is quite simple, but features more different elements than what is usual for a short game like this. The storyline is nosensical, and probably won't fascinate anyone. I wish I had put some more effort into that department. The end especially feels like a let down.



Download (1,32 meg, unzip before playing)

A fun trivia is that this is the only (decent) game that I made the music for. It's not a good song, but I think it did fit the mood pretty well.

I kinda regret not posting this on more forums, seeing how it got more attention than I had imagined. But oh well, I know I'll be able to do much better in the future, so it's no big deal.

-cactus


Finally finished a real game!!
July 11, 2006

So I finally finished a real game this morning. It's called Illegal Communication and is a somewhat short platform adventure.

People can't seem to decide if they like it or not, though. Everyone at Game Maker Games said that it was too hard. The people at the offical Game Maker Community said it was very good and original.

I'll let you people decide for yourselves whom you agree with. It is pretty difficult and somewhat different from most games though.



Download (1,32 meg , unzip before playing)

If you really need it, here's a walkthrough. It will spoil most of the fun, though.

-cactus


Third place in GMG two room competition...
Jan 30, 2006

A few weeks ago, I started making a game for the GameMakerGames big Two Room competition. The rules where that you could only use two rooms in the GM editable. I only used one...

I decided to make a sequel to a minigame I made a couple of months ago called RETRO. It was a mouse controlled asteroids clone, which people seemed to like. This game has a new concept, though, and plays like most vertical scrolling shooters (except you can choose to use mouse controls).

user posted image

Download (1,32 meg, unzip before playing)

In the end, I came third. The winner was Pondwater's "The Ancient's Tome", and second place was awarded to J-Factor's "Soul Fighter". I fully agree on these two games beating mine, seeing that it wasn't all that hot now in retrospect. I was very glad at being in the top three list at this time, though.

-cactus

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