YESSS!! Llamapalooza!

Ladies and gentlemen, we are proud to present our first little game: Llamapalooza! As you might know, Llamapalooza was a mini-project of Bas and me. We made this game in about 7 days of work, so don’t be to hard on this Llama frenzy fun! Music and sounds by Joni van der Leeuw from OIIO.

More rockin’, less talkin? DOWNLOAD LLAMAPALOOZA HERE! :D


Happy Llama-smacking!

More info…

Martian Flytrap adventures: The Dutch Game Garden Lunch

Yes. I do all the work. And worse, Bas always points in the wrong directionHey all! Every first Wednesday of the month, a Dutch group called the Dutch Game Garden organizes a network lunch for the starting dutch gamedev community. There are people walking around just to make connections and talk with each other about their next endeavors. Some nice and ultra cool people from the Dutch indie scene walk around there, like Joost van Dongen from Ronimo games, the peeps from Vlambeer and even guys from the more experimental Monobanda. So we from Martian Flytrap thought it would be a good idea to show our faces. While we’re at it, we’ll show Llamapalooza! You know, for fun. We managed to get a spot for people to play our game, and just went there!

So how did this turn out?…

Martian Flytrap’s First game: Llamapalooza

Hello internet! We’re Martian Flytrap and we make computer games! We made some games together, but recently we finished our first game under this new cool name. It’s called Llamapalooza and it’s all about hitting llamas and connecting the Dutch, French, Peruvian and Mozambique cultures. <3

Llamapalooza, like a boss
The goal of the game is to whip llama’s and gain wool. The player that ends with the most wool when everyone is dead, is the winner! We planned it as a short project, that CERTAINLY wouldn’t take much more then a work-week. Well, we were wrong. It took us 9 work days to complete Llamapalooza, a whole lot more then expected. We certainly learned the importance of planning and playtesting, since many gameplay bugs and solution came up pretty late in the development process. Especially the controls were hard to test in-house, because we became so insanely pro in our own game. We sure got some help there from other students! Luckily, everything got…relatively…finished in time. :)

The gameplay turned out to be pretty multiplayer fun, although some things need a lot of feedback. I guess that 4 days were prototype implementation and core art, and the other 5 days were polishing and patching gameplay problems with new gameplay problems. The game will be downloadable soon!

–Adriaan