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!

Abandoned Projects

I’ve been looking through some projects from years ago that I never finished or published. I’ve been experiencing some writer’s block, so I’ve been thinking about revisiting some of these. Below is a list of some of my less awful projects. If any of these sound good, I’m willing to revisit them to either finish or scrap for parts. Please tell me what you think.

Crazy Lander: Abduction

This was a sequel to the very first game I published back in seventh grade. You go back and forth between a mothership and a farm, dodging toxic clouds and angry farmers as you try to steal cows. Different clouds have different negative effects on your ship. After each run, you earn money for upgrades. It is mostly functional, but lacking decent artwork. I made it in Flash, which is sort of dying, so if I fixed it up, I would probably port it to Unity.

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The rope snags onto the cow. Then you carry it up to the mothership and drop it off. If the farmers sees you, he will shoot.

Handsome Taco

It is a side-view puzzle game. Try to get to the obstacles using blocks, portals, fans, etc. It even includes a level creator. It is a bit glitchy, and also in Flash, but it could be redesigned.

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One of the first levels. The blue spots are teleporters. Yellow is a locked door. The red box moves clockwise when you are atop it. The crate can be pushed.

Energized

This turn-based multiplayer economic strategy game was showcased a few year ago at the annual showcase for the Center for Advanced Research and Technology. We set up multiplayer LAN games where people could try it for themselves. The hexagon tiles are rated for certain natural resources used to build alternative energy sources. Each player is a competing energy company that must buy land,  collect resources, but energy sources, and deliver the power to cities. Players are also able to buy and sell land and resources to other players. Whoever has the most money at the end wins.

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The color tells you who owns the tile. This one has a wind turbine with power lines connecting it to a third city for extra money.

Earth Defense Whirl

Ported for Android, this game features two game modes. In the main Earth Defense mode, you fly around earth, zapping alien spacecraft before they reach our home planet. The goal is to hold off the aliens as long as you can. In training mode, you fly forward in a never-ending tunnel, avoid obstacles and not letting any targets get past you. If you fall behind too much, the game ends. The goal is to get as far forward as you can.

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The arrows point to alien spaceships. You zap them when in range.

Super Rainbow Racers

As an end-of-the-year class project, our game design class recreated our classroom and made it into a shrunken cart racing game. They chose the name, not me. The physics were a little glitchy, but it did prove itself fun. Perhaps the framework is still salvageable for another cart racing game.

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We only got this track working. I thank my classmates for the artwork.

Haunt

You enter a haunted mansion with nothing but a crossbow. Your job is to hunt and shoot all the monsters hiding throughout the building. There are paintings that change each time you look at them, man-slug-things that pop out of closets, and masked ghost patrols. This was my only attempt at a first-person shooter.

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Two masked ghosts hovering toward the player.