Reaching New Heights

Reaching New Heights – Dyadic

Genre: Local Co-Op Puzzle Platformer
Platform: PC, Mac
Players: Multiplayer (2 Players)
Status: Released

Team: Handsome Dragon Games (Formerly Team Dyadic)
Role: Creative Director
Duration: 6 weeks (Prototype), 11 Months (Full Version)

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Team Members:
Jack Kuskoff – Creative Director
Corey Underdown – Programming
Callan Syratt – Programming, UI
Jared Ford – Programming
Angelica Zurawski – Lead Artist
Samuel McLean – Lead Musician
Nicole Biddle – Graphic Design
Karl Mizzi -Graphic Design

In Dyadic, two players find themselves trapped in ancient ruins after discovering a rare and priceless artifact. Both of you want to be the one to escape ruins with the artifact, but you don’t necessarily have enough equipment to do it on your own. Will both of you work together to try and solve the perilous puzzles that stand in your path? Or will you forsake each other to try and keep the treasure for yourselves? There’s only one way to find out…

Dyadic is now available on the Steam store! Check it out!

You can also check out my various chronicles of the development process here!

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Reaching New Heights – Arms Race

Genre: Button Mashing Party Game
Platform: PC, Mac
Players: Two (Competitive Head-To-Head)
Status: Released

Team: Handsome Dragon Games
Role: Game Design
Duration: 2 Months

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Team Members:
Jack Kuskoff – Lead Game Design
Corey Underdown – Programming
Callan Syratt – Programming, UI, Management
Patrick Vullermin – Lead Artist
Lauren Bearkley – Additional Art
Samuel McLean – Lead Musician

“The Cold War isn’t thawing; it is burning with a deadly heat.” ~ R. Nixon

Arms Race puts two players in the shoes of rival diplomats – one from Russia, the other: America – and pits them against each other in a diplomatic battle of focus and determination. When only one of them can walk away victorious from this frantic political free-for-all, who will reign supreme?

You can get Arms Race right here!

Reaching New Heights – G.I.A.N.T.S.

Genre: Local Co-Op Puzzle Platformer
Platform: PC
Players: Multiplayer (4 Players Required)
Status: Released

Team: Tiny Sail Games
Role: Programming
Duration: 7 Months

Team Members:
Jack Kuskoff – Programming
Nic Lyness – Design, Project Management
Nic Staracek – Lead Design
Adam Crompton – Design
Caleb Barton – Lead Programmer
Macauley Bell-Maier – Lead Animator
Kerry Ivers – Animation & Modelling
Peter Buck – Animation & Modelling
Ash Ball – Lead Musician
Pritish Choudhary – Splines

Four explorers find themselves dragged across the universe to a mysterious and unknown planet. Their only guide (and the reason they’ve ended up here) is a cute and friendly robot named E.H.U. The four players must work together to navigate this strange new world, and its many puzzles and mysteries. Maybe then they’ll be able to find their way back home once more.

You can get G.I.A.N.T.S right here!

Reaching New Heights – Nothing Of Interest

Genre: Anonymous Business Espionage
Platform: PC
Players: Multiplayer (Up to ~8 players, online only)
Status: In development

Team: Currently Unnamed…
Role: Network Programmer
Duration: ~2 months, so far…

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Team Members:
Jack Kuskoff – Network & Gameplay Programming, Design
Deon Chique – Lead Design, Project Management
Sam (Hasn’t said his last name to me) – Lead Animator
Rilla Bray – Lead Musician

Contrary to it’s name, Nothing of Interest has plenty of things to keep your attention. Negotiate tense trades, fool and mislead your opponents, lie, betray, be betrayed, shoot guns, throw suitcases, grab disks, find drop-boxes, hide pistols, and don’t forget your ID. How will you prove your financial worth to your faceless corporate overlords?

Once it’s done, you’ll be able to get it here!

The Great Big Blog of Things I Should Get Marks For – Vol 6

So here we are, for the sixth and hopefully final time. It’s the end of the second last trimester of my studies and I need to summarise all the things that I’ve done. And should get marks for. Right, let’s get to it.

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The Great Big Blog of Things I Should Get Marks For – Vol 5

So, once more we reach the end of another year, and conveniently, the end of another trimester of my studies. As such, it is time for me to take all of the stuff I’ve been working on as of late, and put it into one big mega-post. Brace yourselves…

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The Great Big Blog Of Things I Should Get Marks For – Vol 4

So, for the unaware, I’m currently undertaking a bachelor’s degree in Games Programming to compliment my Bachelor of Game Design. In order to get that, I’ve got to explicitly showcase a whole bunch of stuff I’ve done so that it actually counts towards me passing the course. This is that.

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Reaching New Heights – Arms Race (Game Jam Ver.)

Genre: Button Mashing Party Game
Platform: PC, Mac
Players: Two (Competitive Head-To-Head)
Status: Base Game Completed, Expanded Here

Team: Handsome Dragon Games
Role: Game Design, Management
Duration: 48 hours (Consecutive)

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Team Members:
Jack Kuskoff – Game Design, Management
Corey Underdown – Programming
Callan Syratt – Programming, UI
Lauren Bearkley – Lead Artist
Samuel McLean – Lead Musician

“The Cold War isn’t thawing; it is burning with a deadly heat.” ~ R. Nixon

Arms Race puts two players in the shoes of rival diplomats – one from Russia, the other: America – and pits them against each other in a diplomatic battle of focus and determination. When only one of them can walk away victorious from this frantic political free-for-all, who will reign supreme?

The game was developed in 48 hours, as part of the Brisbane Fab48 challenge, using the inspirations “Love”, “Power”, and “Surprise”. It was a hard fought development, and there’s still a couple of rough edges, but the Arms Race still has plenty of surprises waiting for you…

Since then, we’ve taken the time to amp up the game and turn it into a more complete experience, which you can get here!

Alternatively, if you want to try out the original game jam version, you can download it here!

Rather than hide my reflections beneath a read more tag, they’ve got their own post this time. You can take a look at them here!

Reaching New Heights – Secret of The Forbidden Groove

Genre: Rhythm-Puzzle
Platform: Android
Players: Single Player
Status: Prototyped, Indefinitely Postponed

Team: Handsome Dragon Games
Role: Creative Director
Duration: 3 weeks

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Team Members:
Jack Kuskoff – Creative Director, Art (and some programming too)
Corey Underdown – Programming, Art
Callan Syratt – Programming, UI, Art
Samuel McLean – Lead Musician

Secret of the Forbidden Groove (formerly titled Synth Spelunkers) challenges players to guide a series of intrepid explorers through the depths of an ancient jungle temple, searching for a mystical treasure. This is no ordinary temple however; the air is filled with music, and the entire temple pulses to its rhythm. Players aim to choose where Spelunkers will enter the temple and when, in the hopes that they will be able to dance their way through all the rhythmic traps and pitfalls, whilst opening paths for their fellow Spelunkers at just the right moment.

As they push deeper and deeper into the temple’s depths, there’s no telling what perils they will find…

There is currently no publicly available version of Secret of the Forbidden Groove, but in the next few months, there definitely will be!

UPDATE: There won’t be.

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Reaching New Heights – Ricochet Continuum (Prototype)

Genre: Puzzle
Platform: PC
Players: Single Player
Status: Prototyped, Unreleased

Team: Handsome Dragon Games
Role: Creative Director, Programming, Audio, Art
Duration:  2 weeks

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Team Members:
Jack Kuskoff – Creative Director, Programming, Audio, Art
Callan Syratt – UI

Ricochet Continuum is a game with a simple objective: shoot all the targets. But this simple objective is not so simply achieved. The player’s shots will bounce from wall to wall, around corners and up shafts, weaving a complicated path through each level. Aside from predicting where each shot will land, players must also predict when their shots will get there; a feat made particularly difficult by time shifting gates scattered throughout the levels, each of which shift time forwards or backwards when hit.

There’s currently no publicly available version of Ricochet Continuum, but there might be one eventually.

UPDATE (12/10/2017): We’re currently working on reworking, updating, and fleshing out the game, so there will hopefully be a new and improved ‘Ricochet Continuum’ somewhere over the horizon! (Although probably under a better name.)

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