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Getting Over It with Bennett Foddy is a punishing climbing game, a homage to Jazzuo's 2002 B-Game classic 'Sexy Hiking'. You move the hammer with the mouse, and that's all there is. With practice, you'll be able to jump, swing, climb and fly. Great mysteries and a wonderful reward await the master hikers who reach the top of the mountain. To quote Jazzuo himself: "The hiking action is very similar to way you would do it in real life, remember that and you will do well".
QWOP is a 2008 ragdoll-based Flash game created by former Cut Copy bassist Bennett Foddy. Players control an athlete named "Qwop" using only the Q, W, O, and P keys. The game has become a popular meme since it's outbreak in 2010.
Play as Nate, an unemployed failson with nothing going for him, until one day he discovers a power he never knew he had… putting one foot in front of the other. Explore a world shrouded in mist, one step at a time. Hike the serene mountains by placing each footstep yourself, in original physics-based gameplay from the minds behind Ape Out and Getting Over It. Take in the sights, fall in love with the local fauna, and try to find meaning in a wasted life.
Get further to the right than your twin, and enjoy the benefits of a well-placed death!
Pacman with conservation of mass.
For my very final prompt, I wanted to leave the students with one lasting idea: that I make games for enjoyment and want to do it as much as I can, even when I’m limited to a day or two’s work and 8192 Pico8 tokens. I hope that came across in this little game.
In 2021, the last time I taught the class, I didn’t want to hide the homework in the games. Instead I used the games as ways of presenting ideas. I made several, but I like this one, a reinterpretation of the fortune-telling minigame from Ultima IV.
The second hidden-homework prompt for this year is this 3D Maze game, similar to the ‘Zebra’ game. Visually speaking, it’s an homage to Paul Woakes’ Commodore 64 classic, Mercenary.
For 2019 I ran two prototyping classes – one in Pico-8 for the undergraduates and a graduate version with no platform constraint (which generally means they work in Unity). So this year I hid the same prompt in two different interpretations of the same idea. I tuned the Pico-8 game for the youthful reflexes of the undergraduate class, but I did not count on the fact that none of them would have ever played a bullet-hell game, and as a result, only one of them was able to reach the end and find out what the assignment was. I instructed that person that they could keep it a secret if they wanted to.
For 2019 I ran two prototyping classes – one in Pico-8 for the undergraduates and a graduate version with no platform constraint (which generally means they work in Unity). So this year I hid the same prompt in two different interpretations of the same idea. I tuned the Pico-8 game for the youthful reflexes of the undergraduate class, but I did not count on the fact that none of them would have ever played a bullet-hell game, and as a result, only one of them was able to reach the end and find out what the assignment was. I instructed that person that they could keep it a secret if they wanted to.