Cavemen: The Quest for Fire
Magus
Space Avenger Screen Capture
Sequencer Screen Capture
Arboretum

Cavemen: The Quest for Fire

Cavemen: The Quest for Fire from Rio Grande Games is a card-drafting game where players take the role of tribal leaders. The tribes compete for opportunities to hunt dinosaurs, recruit tribesmen, and discover new technologies, vying to be the first with enough knowledge and prestige to invent Fire.  It’s easy to learn, supports 2-5 players [...]

Magus

Magus is a strategy card game for 2-5 adult players that plays in about an hour.  Each player takes the role of a sorcerer using his forbidden knowledge of dark magick to unlock the secrets of creation.  Players cast pentagrams, summon demons, and invoke the power of the universe in order to either eliminate his [...]

Space Avenger

They wiped out his people. All of mankind. Hope was truly lost: his race would die with him. And so one man made a decision in the name of all men who ever were: If mankind were to die, it would die taking vengeance. SPACE AVENGER is a tale of a desperate fight against unwinnable [...]

Sequencer

Watch each series of numbers and echo them in reverse order using your numeric keypad.  If you make a mistake, you lose points, but you still have to finish the sequence as best you can. Make a mistake on any sequence and get a strike. Three strikes on one level and it’s game over. Click [...]

Arboretum

Arboretum is a strategy card game for 2-4 players aged 10 and up that plays in about 25 minutes. Players try to have the most points at the end of the game by creating beautiful garden paths for their visitors. The deck has 80 cards in 10 different colors, each featuring a different species of [...]

Recent Work

Cavemen: The Quest for Fire
Magus
Space Avenger Screen Capture

From the Blog

Nov
22
Posted by admin on November 22nd, 2011 at 11:02 pm

I define a game as a formal ruleset. By formal I mean that the rules are complete in-and-of-themselves and there is every effort made to well define every possible state of the game world at any given time during the game. By those standards, you might judge a roleplaying game not much of a game. [...]

Sep
25
Posted by admin on September 25th, 2008 at 9:15 pm

Semantics has no place in code. Ideally, code would have exactly one way of doing any given thing. In the world of data, we strive to be complete, unambiguous and exact. The world, as far as my code is concerned, is exactly as big as I tell it to be, and could only be so. [...]

Feb
27
Posted by admin on February 27th, 2007 at 8:59 pm

Ernest Adams, author of a number of books on game design, wrote an article for Next Generation entitled “50 books for Everyone in the Game Industry”, highlighting 50 of the most influential and insightful works on the topic to date. He breaks them down into twelve categories, such as theory, business, and the history of games, attempting [...]

Aug
30
Posted by admin on August 30th, 2006 at 11:52 am

This is an old post of mine from 2006 where I talked about my experiences coming back to Flash after a long while: Two weeks ago, I decided to take a stab at Flash development. I had tried Flash very early in my career (circa 1998) and couldn’t get the hang of it, and so [...]