The Most CURSED Games I’ve Ever Created…

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In this lesson, the creator reflects on their early game development experiences by revisiting some of their first projects, including “Bomb Bash,” “MooMoo Man,” and a turkey hunting game. Each game showcases unique mechanics and creative ideas, highlighting the importance of experimentation and learning from mistakes in the development process. The creator emphasizes that while these games may not be perfect, they represent significant growth and joy in their journey as a developer.

The Most CURSED Games I’ve Ever Created…

Recently, I took a trip down memory lane by exploring my old hard drive and stumbled upon some of the first games I ever created. These early projects were quite peculiar, filled with odd mechanics and bizarre characters. It’s fascinating to reflect on what my 14-year-old self was thinking back then. Today, I want to share these quirky creations with you. If you enjoy this journey and want more, feel free to subscribe and leave a comment!

Bomb Bash: My First Completed Game

Let’s start with “Bomb Bash,” one of my earliest completed games. Back when dial-up internet was the norm and the indie game scene was just emerging, there was a platform called YoYo Games Sandbox. It was the go-to place for Game Maker games, and I was just beginning to learn Game Maker 7 at the time. I was around 14 or 15 years old and eager to complete a project.

In “Bomb Bash,” I aimed to create a unique arcade-style game. The twist? Every time you moved, the camera would spin, adding a motion sickness challenge! Instead of controlling the character, which was a bomb, you controlled the environment’s walls. It was a strange idea, and I didn’t know how to efficiently reuse scripts, leading to some odd collisions with moving bars.

Despite its quirks, I thought “Bomb Bash” was cool enough to deserve a sequel with more levels and improved graphics. Looking back, I’m proud of my younger self for finishing not just one, but two games!

The MooMoo Man Adventure

Around the same time, my friends and I decided to have a game competition. We wanted to do a game jam with two teams, although game jams weren’t really a thing back then. My team created “MooMoo Man,” a linear platformer where each stage was a different part of the game. I ended up designing the character and making the music, while my friends handled the programming.

The highlight of “MooMoo Man” is its ending. After reaching the final level, you hit a switch and blow yourself up! The character’s expression says it all. Despite its small size and simple gameplay, I cherish this game for the creativity and freedom it allowed me to explore.

The Untitled Turkey Game

Fast forward to a more recent project I made using Godot: a turkey hunting game. Inspired by an old PC hunting game I played growing up, I wanted to create something realistic and intense. Although I’m not typically a fan of hunting games, I loved the open-world feel of the classic game.

In this turkey hunting game, you have a gun and hunt a turkey that always appears in the same spot. You can zoom in with your gun and track the turkey by following its blood trail. The graphics, though simple, evoke nostalgia for old games, and I enjoyed the process of modeling the shotgun and turkey.

Creating this game was a fun experiment that taught me more about 3D design and game development. It was a nostalgic journey that reminded me of the joy of creating something new.

Embracing Creativity and Growth

Why share these games? They make me smile and remind me of the importance of experimentation and play in game development. Mistakes and quirky mechanics are part of the learning process. Your game might not be a commercial hit, but trying something new is how we grow as developers.

These are just a few of the unusual games I’ve made. If you’d like to see more, let me know! Also, share your favorite game—was it “MooMoo Man,” “Bomb Bash,” or the Untitled Turkey Game? A big thank you to my amazing Patreon supporters. I appreciate you all, and I hope you have a fantastic day. Stay tuned for more game dev adventures!

  1. Reflecting on your own creative projects, what early work are you most proud of and why?
  2. How do you think experimenting with unusual ideas, like those in “Bomb Bash,” contributes to personal growth and learning?
  3. What role do you believe collaboration plays in creative projects, as seen in the development of “MooMoo Man”?
  4. How do you balance nostalgia with innovation when revisiting past projects or ideas?
  5. What lessons can be learned from completing a project, even if it doesn’t meet initial expectations or commercial success?
  6. How does reflecting on past work influence your current creative process and decision-making?
  7. In what ways can embracing mistakes and quirky mechanics lead to unexpected breakthroughs in creative endeavors?
  8. What personal experiences have shaped your understanding of the importance of play and experimentation in your field?
  1. Create Your Own Cursed Game

    Design a simple game with intentionally bizarre mechanics or characters, inspired by the games discussed in the article. Use a platform like Game Maker or Godot to bring your idea to life. Focus on creativity and experimentation rather than perfection. Share your game with classmates and discuss the design choices you made.

  2. Game Mechanics Analysis

    Choose one of the games mentioned in the article, such as “Bomb Bash” or “MooMoo Man,” and analyze its unique mechanics. Write a short essay or create a presentation that explores how these mechanics contribute to the game’s overall experience. Consider what makes them quirky and how they could be improved or expanded upon.

  3. Game Development Timeline

    Create a timeline of your own game development journey, starting with your earliest projects. Reflect on how your skills and interests have evolved over time. Include key milestones, challenges, and breakthroughs. Share your timeline with peers and discuss the importance of growth and experimentation in game development.

  4. Game Jam Simulation

    Organize a mini game jam with your classmates. Form small teams and set a time limit to create a simple game inspired by the themes of creativity and experimentation. Focus on collaboration and rapid prototyping. Present your games to the class and discuss the creative process and any challenges faced.

  5. Reflective Writing Exercise

    Write a reflective piece on the role of creativity and experimentation in your personal or academic pursuits. Use the article as a reference point to discuss how embracing quirky ideas and learning from mistakes can lead to growth and innovation. Share your reflections with the class and engage in a discussion about the value of creative risk-taking.

Sure! Here’s a sanitized version of the YouTube transcript:

I was exploring my old hard drive the other day and noticed that many of my early games were quite unusual—definitely head-scratchers. We all have to start somewhere, but looking back, I really wish I could understand what my 14-year-old self was thinking. From strange mechanics to bizarre characters and art, I decided to share these quirky projects with you. Please don’t judge! If you like this idea and want to see more in the future, consider subscribing and let me know in the comments below.

With that said, let’s start with one of my first completed games ever: Bomb Bash. Back in the day, when dial-up internet was popular and the indie dev scene was small, there was a site called YoYo Games Sandbox, which I covered in more detail in another video. It was essentially the original platform for Game Maker games. I had just started learning Game Maker 7 and had yet to complete any serious projects. I was only around 14 or 15 years old at the time.

With that in mind, I decided to create a unique arcade-style game, kind of like a game my brother made years later. I had a quirky game hook: every time you moved, the camera would spin. I thought motion sickness would make for an interesting mechanic! Instead of controlling the character, which was a bomb, you controlled the walls of the environment. That already sounds like a silly idea since it didn’t change the mechanics at all. The worst part was that I didn’t know how to parent objects and reuse scripts, so I had to recreate the movement for every object in the game. This caused some strange collisions with moving bars.

The funniest part about Bomb Bash is that I thought it was so cool that it needed a sequel with more levels, better graphics, and of course, a remix of the original soundtrack. I guess I accomplished what I set out to do with this game, which was to finish and complete a project. I ended up making two games—good job, 14-year-old me!

Moving on, around the same time as Bomb Bash, my group of friends decided to have a game competition. We wanted to do a game jam with two teams, but game jams weren’t really a thing back then. I don’t remember if we had a deadline or a theme, but I do remember that the other team made a fan game. To be fair, they didn’t really know how to use Game Maker, so even that was an accomplishment for us back in the day.

So, what did my team make? We created MooMoo Man! MooMoo Man was a linear platformer where every stage was just a different part of the game. I ended up making the whole game myself, which means I was the official character designer of MooMoo Man. Thank you! Of course, my friends did the programming, and I even made the music. I especially love this song and how jarring the horn is in it. Please ignore the fact that this game is quite small; I was really into small resolutions at the time.

The best part about MooMoo Man is the ending. After reaching the final level, you just hit a switch and blow yourself up! This character’s face says it all. I love this game; the gameplay is not great, but I think it’s awesome that the little kid in me created this strange story and these levels. Those were fun times, being free to make whatever I wanted without fear of bad reviews or pressure to release anything.

Now that those two classics are out of the way, let’s look at something a bit more recent—something I made in Godot. For this next game, I wanted to create something more realistic and intense, something that the cool kids would play. After hours of hard studying, I thought, why not make a turkey hunting game? Growing up, I played an old PC hunting game, and I thought it was perfect. I’m not even a hunting game person, but I loved how open-world it felt for such an old game.

Looking back at this game, I think the graphics are amazing—unironically! Last year, I found myself getting nostalgic about it. After that, I had a burst of passion to work on this game for a week before deciding it was better to stick with my real projects. Drama aside, it was a fun little prototype to make. Godot is great for creating retro-looking games, and I was able to recreate the feel of that classic hunting game I grew up playing.

One surreal part of making this game was modeling the shotgun and the turkey. I designed the original model and improved it to look more realistic, but I secretly like the old one because it reminds me of old games. So, what do you do in this turkey hunting game? It’s pretty simple: you have a gun and you hunt the turkey. The only problem is that the turkey is always in the same spot, so it’s not very fair. You can also zoom with your gun and track the turkey because it leaves a blood trail. I know that’s probably the most violent thing I’ve added to a game.

I especially love the ambience and the walking sound in the game. I really tried to capture the original feel. Honestly, I don’t even know why I made this in the first place, but I had a fun time doing it, and it made me nostalgic while teaching me more about 3D design.

So, why did I show you these games? Honestly, they just make me smile. They’re a reminder that through experimentation and play, we grow as developers. Don’t worry if you make mistakes or if your core mechanic causes motion sickness; I’ve been there. Your game might not be commercially successful, but who cares? At least you tried something new, and that’s how we learn.

This was just scratching the surface of some of the weird games I’ve made. If you’d like to see more, please let me know below. Also, let me know what your favorite game was—was it MooMoo Man, Bomb Bash, or the Untitled Turkey Game? I want to give a huge shout-out to my fantastic Patreon supporters. I appreciate you all so much, and I hope you have a wonderful rest of your day. I’ll see you next time for another game dev adventure!

[Music]

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GamesInteractive software designed for entertainment or educational purposes, often involving challenges or puzzles. – Many computer science students develop games as part of their coursework to enhance their programming skills.

CodingThe process of writing instructions for a computer to execute, using a programming language. – Coding in Python has become increasingly popular due to its simplicity and versatility.

DevelopmentThe process of creating, testing, and maintaining software applications or systems. – Software development requires a deep understanding of both programming and user requirements.

GraphicsVisual elements displayed on a computer screen, often created using specialized software. – Advanced graphics programming can significantly enhance the visual appeal of a video game.

ProgrammingThe act of designing and building an executable computer program to accomplish a specific task. – Programming in Java is a core part of the computer science curriculum at many universities.

DesignThe process of planning and creating the architecture of a software application, focusing on aesthetics and functionality. – Good software design is crucial for creating user-friendly applications.

CreativityThe use of imagination or original ideas to create something; in computing, it often refers to innovative problem-solving and design. – Creativity is essential in coding, as it allows developers to find unique solutions to complex problems.

ProjectA planned set of tasks or activities undertaken to achieve a specific goal, often involving software development. – The final year project for computer science students typically involves developing a complete software application.

MechanicsThe rules and systems that govern the operation of a software application, especially in games. – Understanding the mechanics of a game is crucial for both players and developers to enhance the gaming experience.

NostalgiaA sentimental longing for the past, often triggered by familiar software or games from earlier times. – Many developers create retro-style games to evoke nostalgia among players who grew up in the 80s and 90s.

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