“Where's Robo?” is a three dimensional hidden-object game with randomized levels and an adorable protagonist. You will find Robo wandering around the shining city of Robotica and some if its famous landmarks, like Central Processing Park, the X-Terminal and Quartz Beach.
Wholesome fun for the entire family with a groovy soundtrack.
Now available in the Windows Store.
Chaupar is an ancient cross-and-circle game, an ancestor to modern versions of
Pachisi, Parcheesi, Trouble, Sorry! and Ludo. Two teams of two attempt to move their
pegs around the board and return home before their opponents.
Play with 1-4 friends on one device or against the computer. Complete instructions are included in game.
Now available in the Windows Store.
Back when we had DirecTV, they had a free weekend one time that let you try out a game channel
they had on the system. It was god-awful slow, which made the majority of the games unplayable,
but we took a liking to this one called Slinko, which was kind of a mix between Poker and Bingo.
Basically, there is a 5x5 field of cards, which match up in Poker hands to score points.
Slinko is now available on the Windows Store as a re-release of a game I wrote several years back for
Windows XP.
The latest little game is a Blackjack program that supports seven network players. I wrote this
initially for the user to practice their card counting strategies, so in addition to being a fun little
game, it will also keep track of the card counts and the betting strategies for a couple of different
methods.
It's also possible to create your own strategies and have the game keep track of them as well, which is
kind of neat, in case you have a different method for playing Blackjack than I do. I built this with the
June 2010 release of DirectX9, so you'll need at least that installed to play it.
Back when we had our first IBM computer, a 386(!), my dad bought a couple of games from an indie developer. One of which was called Oilcap, although I've seen similar games published under names like "Pipes". The old games don't work anymore, so I wrote a clone for my dad for christmas a couple of years ago. Needs the latest version of DirectX.
A Risk-like strategy game, a clone of another old DOS game my dad used to have called IsleWar. This one also has the ability to create your own maps if you don't like the one I've provided for the game. The only real problem with this game is that the AI kind of sucks. It's agressive, but has a hard time prioritizing some countries so its easy to beat once you get the hang of it. This one also requires the latest version of DirectX
Back in Halo (the first game, although perhaps the sequels, too) there was a multiplayer game option
that turned all players invisible for the entire match, which was kind of neat because it turned the run-and-gun
deathmatches into a hunter/stalker mechanic and it was very fun.
I kind of miss it, so I made a mutator for Unreal Tournament 3, which provides mostly the same effect.
It seems to work pretty well, but you have to keep the bots on the intermediate level at least, otherwise
they'll never find you.
The next is a clone of the board game MasterMind that I wrote using the SDL for Linux. It's nothing fancy, but its playable, and let's face it, Linux needs more games.
This is my first game, which I wrote back in high school for DOS. It doesn't work anymore under Windows, but maybe if you get an emulator it would be good for a laugh. Source code is included, though, in case anybody wants to try and learn assembly language.
Another old DOS game, doesn't work anymore, but the assembly code is there if you want to take a peek at it.
A Mahjongg clone I wrote for my mother, back in college. This one made you search for tiles across four different screen, which seemed like an awesome idea at the time, but in practice was made it nearly unplayable. This one is still for DOS, but uses SVGA, unlike the other two DOS games I got here, which were strictly Mode-X. Code is included.
Simply a link to my privacy policy. I've signed up as a Windows Store Developer, and the policy is required for any game that needs access to the internet, which is necessary for the ad support to work.
This last entry is for the Terms of Service, which is also required by Microsoft, although I really have no idea why. Probably trying to protect themselves from too much legal obligation by making each developer handle their own ToS instead of providing blanket protection over all of us.