Peasant Knight

An awesome puzzle/platformer I'm currently working on. Coming to Steam, Nintendo Switch, 3DS, and more!
Website: http://pk.fouramgames.com
Devlog: https://forums.tigsource.com/index.php?topic=52263.0

Date: Ongoing



Monsieur Moustache

Cross-platform endless jumper written using the HaxeFlixel engine.
Google Play: https://play.google.com/store/apps/details?id=com.fouramgames.monsieurmoustache
Itch.io: http://ohmnivore.itch.io/monsieur-moustache
Presskit: http://fouramgames.com/press/sheet.php?p=monsieur_moustache

Date: May 2015



Divided By Zero - Global Game Jam 2015

Global Game Jam 2015 submission: http://globalgamejam.org/2015/games/divided-zero Demo: http://fouramgames.com/swf/ggj2015.html

Date: January 2015



Sunpunch Moonkick

Work in progress

Date: 2015



SkullRush

GitHub repo here. Itch.io page here. It's a second re-write of an awesome game I've making for a while now. The first version was Frenzy, the second version was HeadRush, and now the ultimate version is SkullRush. It runs on the HaxeFlixel engine and uses my HaxeNet wrapper for networking. It's a 2D online multiplayer platformer shooter that is extremely moddable. The client acts as a canvas of sorts, and the server has almost complete control over the game's graphics, sounds, and logic. There's out of the box support for custom game modes, custom game entities, custom graphics (that can even override the default game graphics if you want) and much more. Mod it enough and you can make into a completely different game! It uses OgmoEditor for mapping too.

Date: April 2014



HeadRush

This is the Adobe AIR predecessor to SkullRush. GitHub repo here. It's an online multiplayer platformer shooter, like Quake ported to 2D. I want to make it extremely moddable. It also uses Streamy, my AS3 networking library. I have already included support for custom plugins, custom gamemodes, custom maps, and I'll soon be implementing a custom networked sprite protocol. As you can see, it's very custom.

Date: November 2013