Fail to Win Update: Chapter 2 Shenanigans

I’m just writing something quick to let everyone know Fail to Win is being worked on, specifically chapter 2. I can’t say much because of spoilers, but I attached a few screenshots just to show how ridiculous this game is getting. These stages definitely need some work, but the plan for this chapters is pretty solid now. The original plan was to make Fail to Win a short, 1-2 hour game, but the demo ended up being that. Now, the plan is much larger, something you might have a hard time finishing in one sitting. Also, I’ve been making progress on the stage builder. I plan to include that with the game so players can make their own deadly puzzles.

Also, I’ve been gradually updating the chapter 1 demo based on feedback from players. I swapped out/tweaked some puzzles and I clarified some of the instructions. These early challenges are crucial for getting a sense of the weird rules of the game so you are prepared when tackling the larger, interconnected puzzle-box challenges planned for later in the game. The free demo is still downloadable at the same location: https://tykenn.itch.io/fail-to-win-chapter-1

Fail to Win: Chapter 1 released

The first chapter of Fail to Win is now available for free on itch: https://tykenn.itch.io/fail-to-win-chapter-1. It’s a ragdoll puzzle game where you progress by dying.


The game now consists of four stages, each with a handful of puzzles. The game should last about 30-60 minutes. Please check it out! Also, you can join our feedback and discussion discord: https://discord.gg/jkjFRAq. We’re hoping to turn this into a full game with at least four times as many puzzles, because we have a lot planned.

Fail to Win Update: Demo Coming Soon!

After an awesome Christmas with White Elephant, I’m feeling a lot more confident. If you haven’t played White Elephant, it is a first-person 3D puzzle platformer where you must open an absurdly-wrapped Christmas present in an escape-room-like way. The game was well-received with nearly five-hundred downloads, five-star ratings, and lots of recorded walkthroughs. It was one of the most popular games on Itch this past week. This was an exciting response to a game I threw together in four days. Now that Christmas is over and I expect the excitement of White Elephant to die down, I’ve been turning my attention over to my other project: Fail to Win.

What is it?

Fail to Win is a 3D puzzle platformer where in order to progress, sometimes you have to die. With a respawn point that acts as a teleporter and explosives that can launch your corpse at hard-to-reach locations, you solve a series of puzzles while being led by mysterious fourth-wall-breaking guide.

I actually started making this about a year ago when I was playing with ragdoll physics. It was just a proof of concept, and I had no idea what direction to go with aesthetic or plot. I left it for some smaller projects hoping that when I came back to it, I’d have a bit more popularity and could actually get this game in front of people. It is one of my more ambitious projects, so I want people to actually play this one.

Then, a couple months ago, I got impatient and indirectly returned to it anyway by working on making some Asset Store tools. I’m an Asset Store publisher, currently with five code packages for sale. I hadn’t published any new packages recently, so I figured I could work on programming a stage creator designed around 3D puzzle platformers. I’ve been making a lot of progress, so I started using this stage creator to build stages for Fail to Win.

The demo

The demo currently consists of a single stage with a few simple puzzles, acting as a sort of tutorial. The whole experience lasts about ten minutes. You can download it at http://kenningtongames.com/wp-content/uploads/misc/FailToWin.zip.

It isn’t quite ready for releasing on Itch, but it is getting close. Expect the demo to make an official appearance some time in January. Recently, another game jammer, Yru2kind, offered to help out with audio. The full demo might just be this single stage with a little extra polish, or I might add a couple other shorts stages that are close to ready, depending on how much time I have.

What’s coming later?

I’d like to make Fail to Win into a full game, but that is up to the response the demo gets. If people like the demo, and I get enough people following the project (Itch follows, YouTube subscriptions, etc.) then I’ll start looking into crowd funding. The full game will likely last a couple hours for the average player, but maybe more depending on how much funding we can get. Development will take about a year to incorporate all the things I currently have planned for it.

Even the demo is currently a work in progress (more of a demo of a demo), but please try it out and send any feedback my way. Thanks!

Puzzle Platformer Stage Creator for Unity

I returned to work on Fail to Win and decided to build myself some better tools. So I started build a stage creator. It is front-facing, so it makes it possible for players to design and save their own puzzles, something I plan to include in the release of Fail to Win. I figured, though, that there isn’t anything quite like this on the Asset Store currently, so once I’m done, I’ll make it available for purchase as a framework for creating 3D puzzle platformers.

All of the above were built using the stage creator. Each stage is a single mesh with no hidden geometry. The stage can be saved as a JSON file and then loaded into the game later. The developer can configure the stage creator to pick what is exposed to the in-game stage creator (list of props, stage size, etc.).

There is still a lot more to come. Currently, I’m working on finishing prop placement and play-testing. If you are a Unity developer, please let me know what you think and what you might like to see in this framework. If you are a gamer, I’m interested in your thoughts on player-generated content and stage creators.