Grasp… is the name of the game

Grasp, on IndieDB

As I’ve been posting here about the game I’m developing, I decided to create a page for Grasp on IndieDB, which is a place that aims to “connect independent developers of games with players”.


Oh that’s right. After thinking over and over about how I should name it, I decided that Grasp would be the perfect word for this puzzle game. Do you know when you have a problem and after doing something you can finally grasp the solution? Grasp also means:

  • To take hold of or seize firmly with or as if with the hand.
  • To take hold of intellectually; comprehend.
  • A game you should play.

This page on Indie DB is now where you’ll find every update of the game as I develop it and bring it closer to reality. That’s the game’s development blog (or devBlog, for the special ones). It’s a community, so you are more than encouraged to post your thoughts and share your opinions about this puzzle game that has been taking all my time for the past months, and will hopefully crack your mind as you enjoy overcoming the challenges in it.

Track this game

Also, if you’d like, click the Track this game button to be notified about the updates.

Thank you. See you there!


The Chosen One

What’s up, ladies and gentlemen?

Last time I asked you which of those many concept arts you guys found more interesting. People voted by posting on Facebook and messaging me on Skype and Steam chat. While that worked pretty well, next time I should create a pool right here to better aggregate the votes and make that public as well. Thanks everyone who voted!

While the votes were somewhat scattered, telling me that the concepts resulted in more than one visually interesting character (which is great), I still had to face the tricky part of choosing one. The one, the main character of my game!

Well, first, let me show you the “Top Two”:

The two most voted concepts for the main game character

They are very different from each other. One has a big and floating eye and a complete black body with long arms and legs, while the other has a little more color variation, two small horns and has its eye as a fixed part of the body.

But who’s the grand winner?

It was a tough battle, but after sleeping on it, I ended up choosing this guy over here:

The Chosen One

I think I enjoyed drawing it more than the other one. I still love the other concept, but at least for now, I’ll have the #7 as the main character.

Yesterday I played with Nintendo DSi‘s Flipnotes and tested how the character would look like in a turnaround animation. Here’s the result:

The Chosen One and its turnaround animation

It’s a very rough animation, but it helps to give me a better idea about how this – still nameless – character feels.

And remember: you can always tell me what you think on the comment section below.
Thank you!

Concept Arts for the main character…

“…of what game?”

I’m currently developing a game as a personal project. My personal goal and challenge is to do it entirely by myself, in the hopes that it makes a great piece for my portfolio. I’ll talk more about it in future posts!

During the last days I’ve been playing with concept arts for the main character of the game I’m developing. Take a look and please let me know what you think: which concept you think is more visually interesting, charismatic, etc.

The eyes are supposed to be evident because the game is a puzzle game based on visual perception… I plan to use some of these isolated eyes below for feedback on successes/ failures during gameplay, as well to convey minimal emotions:

Concept arts, by Al Anselmo

To have a better idea about the general game feel, the following image is one of the game’s environments:


Any thoughts/ feedbacks?

Thanks in advance!

Over My Dead Bodies

Over My Dead Bodies' devblog header

Following what I posted previously about the product of the past SP Jam, we created a blog to share what we create regarding the game Over My Dead Bodies.

Here follows a mirror of what I wrote there. Please enjoy viewing the origins of the gameplay by watching the trailer created by Gabs!

…all these corpses… are they mine?!

We are Al Anselmo and Gabriel Ochsenhofer, two game developers that formed a team called Glad Space Walrus Banana Landlord. That’s it.

Nah, there’s more!

During this year’s SP Jam, a local indie game jam, we created a game in less than 48 hours following the theme “team”. After the jam ended and we received some good feedback from the people who played (AKA players!) and friends, telling us how “different”, “interesting” and “fun” this game was, we noticed that we should continue to give attention to this project and continue its development. We are starting by fixing all those bugs in design and programming that, obviously, born during that intense development cycle. Now they will be banned, forever. They will never return. Or will they?

If your eyes are bleeding, I have something to say: I know why.

As you can see, we focused only on the gameplay during the jam to make sure that the experience would matter. That’s why there’s not any juicy (and respectful) art yet. But we will work on it.

That’s why we created this devblog, to share with you and teh internetz part of our development and anything related/ we find relevant to this game. It’s a way to we get closer to you! But relax, we will respect your comfort zone.

Feel completely free to spread the word and to subscribe to this devblog!

Don’t dare to ask us how we came up with that team name… you don’t want to know how (I guess).

SP Jam 2012. Timelapse and a crazy team name!

This weekend I went to a great adventure: the SP Jam! This year’s indie game jam had “team” as the theme, and everybody had to develop a game in less than 48 hours (digital or boardgame). That’s an intense cycle but it was really great for my experience! I could also meet again with some good friends from the industry, and finally meet some of them in person. A good concentration of talented people.

Here’s a time lapse that I recorded during the entire event. My main work was done in my sketchbook (which shows up in the video a few times), but you can see some interesting stuff and I building the levels near the end of the video:

So, me and my friend and team member Gabriel Ochsenhofer developed the game “Over my Dead Body” around that theme, but with an interesting twist. It’s a 2D platformer physics-based puzzle game, developed in Unity. I’ll hold more details for a while because I might post about the game with more info in the next weeks.

It was fun because as we had only a designer and a coder in the team, we agreed beforehand to completely ignore the art and focus only on the gameplay.

If the art is incredible but the game experience sucks, who’s going to play that?

The game ended up being really praised by the people who watched our final presentation and who showed up in our development room to see how the game was turning out. They seemed to have a lot of fun playing it! When we add good art, it can only get better.

And for all of you asking “How was your team called?”, here is the answer:

Glad Space Walrus Banana Landlord

Glad Space Walrus Banana Landlord. That’s it!

I enjoyed this experience a lot. Lots of stuff learned.