With Flash no longer running on browsers, I've decided to run through some of my old submissions and mark which ones function with Ruffle. This was a chance for me to reflect on the projects I've done over the past year (let's not talk about the fact that most are complete trash.)
- Don't Get Your Ass Chewed On - Turn-based strategy. Works on mobile.
- Mate the Marksman - Local multiplayer sequel to DGYACO. Works on mobile.
- Lincari - Puzzle-ish card game. Works on mobile.
- Barrel Smackdown - Casual action game. Works on mobile.
- Santa's Coming - Throwing game. Works on mobile.
- A Simple Shooter - Proof-of-concept I made for a local multiplayer game.
- Fishy Remix - A clone of Fishy by @XGen.
- Stick RPG: PSP Adaption - PSP-compatible collection of minigames.
- PewDiePie Adventures - Action platformer, some combat, 3 playable characters.
- Gemini - Point and click-ish horror game.
- Chernobyl - One-button local multiplayer with up to 10 players.
- Woof Woof - The last in a series of small-scale games I made for Game Jams in college, and an unintentional ripoff of Light People on Fire by @D-SuN.
Unfortunately my best game (Hungry Joe) does not yet work. Hitboxes are weird with the randomly-generated maps, sometimes preventing you from walking through narrow passages.)
On a complete sidenote, it's interesting what does and doesn't work. The drawing API seems a bit buggy (my ActionScript-only animation Jamrock's Lucky Day seems to have trouble removing stuff made with the drawing API) but the V-Cam in Blades runs way better than it did in Flash. Similarly, while some of my games which feature grabbing and throwing work (Santa's Coming), some don't (Rex: Origins.)
On the off-chance that anyone has been following my current projects, I'm working on a stealth game in Unity called Kabel. While the game is in a pretty rough state right now, the game's script is coming along pretty nicely (it's about a 2-3 hour read, by far the longest story I've written.)