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Zipper is one of the games that shipped with 'season 1' of the games for Panic's handheld Playdate console.
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I worked on Baby Steps, with Gabe Cuzzillo and Maxi Boch, from late 2019 to 2025.
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Getting Over It is now available on Apple Arcade!
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I’ve been meaning to post this for a while – it’s the other secret game hidden in Sportsfriends, a version of Get On Top that uses twin-analog controllers for input.
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It’s been my view for a while that it’s a worthwhile exercise for any game designer to make a chess variant, a dice variant and a Pong variant.
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When I was teaching at NYU, every year I ran a prototyping class where students make a new game every week, starting with a prompt or constraint that I give them.
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If you run into problems playing Getting Over It with Bennett Foddy and need help, you can contact me here: Steam Forums Twitter Email: support {at} foddy (dot) net
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I created this game for a certain kind of person To hurt them.
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This is a little experiment I made in Pico-8 a while ago on a flight.
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I made this little game as a way of learning Terry Cavanagh’s work-in-progress game engine, Haxegon.
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Game designers take it as axiomatic that if the player feels frustrated, something has gone wrong with the design.
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In 2015 I gave a short talk on the best ways to use game physics engines at the Game Developer’s conference, and it’s now online for free.
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In developing the repertoire of games for Multibowl, I played about 1000 games made from 1975 through to about 2000.
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When Stephen Clark made this game for my prototyping class, I liked it so much I ported it to HTML.
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Part of a series of disobedient toys, which I started when I made Bennett Foddy’s Ball-in-a-Cup for Hide & Seek’s Tiny Games collection.
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Stair is an infinite action-puzzle game I made for iOS with the brilliant AP Thomson (author of Beglitched and Swap Sword).
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I hid an assignment for my NYU prototyping class in this game.
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This short maze game is inspired by Op-Art pioneers like Reginald Neal.
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Sportsfriends is something like a time capsule of the local multiplayer games that my friends and I were making and playing in and around New York in 2010-2012.
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MULTIBOWL is a two-player challenge of skill and knowledge, across exciting moments in over 300 historical games across dozens of hardware platforms.
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Bennett Foddy's Speed Chess is the fastest game of chess in the world.
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A number of my favourite game developers, like Adam Saltsman and Tim Rogers and Phil Fish, missed out on the whole Amiga oeuvre because the system was unpopular in the United States.
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CLOP is a sequel to QWOP, but I guess you could also say it was inspired by Kikstart II.
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Sun God is a game that was commissioned for the ‘Soundplay’ event being run by Pitchfork, Kill Screen, and Intel for the Pitchfork festival.
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Since I’ve been making a bunch of two-player games, I decided to adapt QWOP for a two player race.
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Pole Riders is a pole-vaulting polo game for two players only.
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Kickstarter’s Fred Benenson wrote a profile of me for this month’s Wired magazine.
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GIRP is the sequel to QWOP.
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It’s long overdue, but we just updated Evacuation for iPhone to version 2.0.
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In 2010 I released a redesigned version of QWOP for smartphones.
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Like everyone, I have made a lot of designs that never became finished games, usually because the prototype wasn’t fun or was too hard to make.
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I converted Anna Anthropy‘s Chicanery to iOS.
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Winner vs.
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QWOP is a simple game about running extremely fast down a 100 meter track.
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I have always found the gradient editors in packages like Photoshop unsatisfactory for making gentle colour gradients (such as skies).
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Too Many Ninjas was the first game I ever finished.
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Evacuation is a simple puzzle-strategy game.
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Little Master Cricket is my attempt to make a cricket game that focuses on compelling gameplay rather than realism or verisimilitude.