Although my actually completed games are on the main games page, I have actually worked on many other projects of varying scope, which have been abandoned for various reasons. It seems a shame not to let anybody see them as I always try to incorporate something new into every project, so here are a few of the more notable ones over the years. I'd say they were all good learning experiences.
Operation Chiroptera (originally titled Return to the Cave) was intended as a much expanded sequel to One Night In The Cave. Featuring more detailed and colourful graphics, basic dynamic lighting, underground exploration and climbing, as well as a range of different bats to research and overcome, it was basically meant to expand on the original in every way. However this proved to be a pretty big undertaking, and although I got most of the basic gameplay down, I had no idea how to structure it into a game from there. Originally I had intended to even have four separate campaigns to play through and a range of story snippets and other collectibles to obtain, but sadly the prospect of actually building this seemed quite overwhelming at the time, and it all fell through.
Thalidomide was an attempt at an environmental puzzle/shooter with a glitchcore/horror theme, inspired largely by the work of Amon26. Although the basic gameplay did work and was pretty sound, it was difficult making it into anything worth playing for more than a few minutes, as the shooting was far too simplistic and the visuals were actually very difficult to read due to the aesthetic style choice. I failed to capture the eerie feeling of Amon26 and felt like I was creating a shallow imitation, so I put a stop to it. I intend to revisit this at some point in the future, and make the game more exploration based, in a way similar to the excellent HeroCore, but more based on puzzle solving and atmosphere than shooting and awesome retro style.
They Hurt Her
They Hurt Her began development for the TIGSource 'Fall Folklore' competition, in 2011. I decided to base the game around an urban legend about the ghost of a girl who takes revenge on those who murdered her by stealing their faces as they sleep. She also lives in a sewer. The game was intended to be a tense and slow paced exploration puzzler, in which you had to listen out for the girl as she stalked the sewers and switch off your torch when she gets close to prevent her from attacking you. The problem is that there are hazards everywhere, as sewers are intensely dangerous places, thus the key dynamic would be between risking being spotted by using your light, and avoiding the hazards present from not using it. I coded a 3d sound feature that would allow the player to use headphones to detect the location of noise producing local items based on their range and direction, allowing them to tell when the girl is approaching, when they are near water, etc. However developing the complex AI to operate the enemy character turned out to be a massive challenge, and I ran out of time for the competition and eventually ceased development.
Developed whilst I was at a point of just trying out new mechanics and aesthetics, Psychonoir was intended to be a film noir styled game about a guy who gains psychic powers and can launch objects around the map. The basic gameplay was fairly fun but it was very difficult to work the main mechanic into much other than killing enemies, as it was actually fairly difficult to control the psychic actions with any precision, due to the way they were implemented. In the end I decided to leave it as an experiment.
Saner was intended to be a fairly large scale game about exploring post apocalyptic ruins filled with mutants. A platformer/stealth hybrid, the aim would be to explore the ruins and steal supplied before becoming overly irradiated. There would also be a trading aspect, with shops back at the player's camp which sold weapons, body augmentations, and combat drugs. As this was made for the TIGSource 'Game by its Cover' competition though, this proved to be far too large in scope to be finished in time, and the project collapsed.
Vermin was a project inspired by the Swimfail album of the same name. It was intended to be a stripped down RPG experience, themed around rats in a mysterious sewer. The combat was ATB based and levelling was based on consumption of different items scattered around the sewer. Unfortunately it was too simplified to be very tactical any more, and very quickly became unbalanced due to the lack of flexibility.