As Game Bootcamp grows and expands, its social media needs are changing. For those reasons, I've decided to discontinue this Tumblr side-blog and transition over to Twitter. If you want to keep following me, check out Gamebootcamp.com, or follow @MikeSalyh on Twitter.
Thank you guys for all the support & encouragement. As a special thanks, have this chicken:
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Uh oh! A group of kids got themselves lost in a mine full of landmines! Use your memory and wits to navigate through the mineshafts and save the minors. This game is a collaboration with my brother, the CynicSama.
Sweep Miner is Game Bootcamp's first ever collaboration! It all started last Friday, when my brother visited me in California. I told him I was looking for new game ideas. Without missing a beat, he proposed this game. It was such a good idea that I dropped everything and asked him to work on it with me. Just like that, a team was formed! I programmed and animated, he handled the level design and mechanics. Together, we created Sweep Miner in a frantic week.
Sweep Miner is what I'd call a "memory attack" game, a genre that lives and dies by its level design. I'm not the most creative level designer, so I'm always looking for collaborators to help me out. I think this week will be the first of several successful collabs. If you want to work on a game together, send me a message!
(If you're wondering about that Icarus game I mentioned last week, I've decided to postpone it. I'd like to see if the original jam team is interested in returning for the project.)
Want to see a preview of next week's game? Of course you do!Â
On August 21st, Icarus returns from the grave in a brand new Greek-themed platformer!
This game is based on a 2013 game-jam entry I produced with PLSE Games called Icarus Returns. You can read more about it here. I'm extremely excited to revive that project as a Game Bootcamp title. It's a blast of nostalgia. Icarus Returns will feature artwork by the tremendously talented Ryan Sandvik, Michael Reed, and star animator Webb Tan.Get ready to fly dangerously close to the sun!
I'm here to announce some exciting news: in the coming months, I'll be working with other artists, designers, and coders to produce Game Bootcamp's first ever collaborations! We're talking bigger, better games. I'll explain the details when the time comes, but until then: get pumped!
Secondly, I'll be switching Game Bootcamp over to a bi-weekly schedule. When I first started this site, I never imagined the games would become so popular. I'm extremely thankful to all my viewers and players! Ensuring that every game lives up to the Mike Salyh Quality Standard™ requires I spend a bit more time on each game. So... new game every two weeks!
Lastly, I want to give a shout-out to Wolve of Wolve's Weekly. He makes weekly games, and they're awesome. If you like what I do, you have to check his games out. That concludes today's announcements! ;-)
Are you the funkiest barber in town? Use your shaving cream, razor, and brush to give the perfect cut. As a special bonus for following this blog, you've earned the secret code. Enter the word BOOTCAMP into the game to unlock a secret character.
Hello friends! You're all looking quite dashing today. Did you get a haircut?
The concept for Shave Time! was born (unsurprisingly) while I was at a barbershop. It was an old-school place: the kind where you can get a hot-lather shave and warm towel pat down. Something about the smells, colors, and sounds clicked in my mind. This barbershop had to be in my next game.
Shave Time! was the most complex game I've coded in recent memory. Shaving hair isn't a standard game mechanic, so it required some creative programming. Ultimately, the effect was achieved using masks and a sprinkle of particle effects. This game was also the hardest to balance, between all the characters, tools, and game modes.(If I had more time, I'd have liked even more characters!) This definitely took up both weeks.Â
Shave Time!'s greatest strength is its easily understood premise: shaving is fun. When I was young, I used to spray shaving cream on my face and pretend to shave it off. I attempted to capture that primal satisfaction within the game. The tools all work similarly to their real-world counterparts. Because the concepts are easy to grasp, the game is easy to pick up. Just start shaving! That's the power of resonance.Â
I want to give a shoutout to my brother for coming up with the name "Shave Time!". Thanks, bro!
Fun Fact:Â I kept a can of shaving cream on my desk while I worked. The scents put me in a shavin' mindset.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
âś“ Live Streamingâś“ Interactive Chatâś“ Private Showsâś“ HD Qualityâś“ Free Actions
Free to watch • No registration required • HD streaming
Hello Bootcampers, allow me to introduce Shave 'Em Up! The beard-blasting, barbershop hack-and-chop extravaganza.
This is probably my silliest idea to date. It's also the most ambitious, with multiple game modes and characters to balance. For that reason, I've decided to take this game into overtime. Shave 'Em Up will be released next Friday, August 1st.
As a special bonus for following this blog (and being so patient), you'll get a secret promo code. Enter the word BOOTCAMP into the game to unlock bonus content! I'll see you all next Thursday. Until then, keep your beards tidy!
Good news everyone! Thanks to all the feedback and interest this project has garnered, I've decided to get Game Bootcamp an official URL. Be sure to check out gamebootcamp.com and see what's new!
Thank you all for the support! I couldn't do it without you.
Genesis is my first attempt at a narrative game. It's better experienced than described, so what're you waiting for? Get to it!
Okay, so you really want me to describe it. I'd call Genesis a minimalist, biblically inspired art-game. So pretentious sounding! This game is something completely outside of my normal comfort zone. When it comes to game-making, I drift towards straightforward, arcade games with a quirky twist. So, how did I end up making something so far out?
It all started two months ago when I was working on a little game called "Fishtank". It involved cells eating other cells and multiplying into newer more complex forms. The game was never finished, and eventually I lost the files to corruption. This week, I thought it would be a good idea to take a second crack at it. But as development progressed, I found myself dissatisfied with the complex organisms. They worked, but something about their shapes were less beautiful than the simplicity of a square. They were somehow less... divine.
That's when it hit me: this game shouldn't be about scoring points. Something about the simple graphics, rhythmic motions, and calming music put me in a philosophical mindset. I was thinking of the story of Adam and Eve and the story of Pandora’s Box. I think a game designer is something like the gods in those stories, and the players are the rebellious mortals. If I put a black dot on screen and tell the player “Do Not Touch”, they’re going to touch it.
I was also thinking of a "loss of innocence". SPOILER: The first Pink square is playful and whimsical, even though it was born from disobedience. The Green swarm is energetic and disorienting. Then, the Black squares devour the Green, and eventually infect you. In the end, you’re eating Fruits of Knowledge left and right, and it doesn’t even feel like disobedience anymore. That’s when “god” returns. In a very literal way, the game was set up for you to fail. That’s why I added the “I forgive you” message at the end.Â
What does it all mean? I don’t know. There isn’t a clear statement I was trying to make with Genesis. It’s more like a series of abstract feelings and ideas, squished together into a 5 minute experience. That being said, I can't tell if it's any good. Please, let me know!
Hello readers! This week marks an important milestone for Game Bootcamp: my first failure! Hooray?Â
Making games is hard. I knew that eventually a week would come when I failed to deliver (I was hoping it wouldn't be so soon). Still, this is a good opportunity to establish some ground rules for failure. If a weekly game is unplayable, I'll write an article on what went wrong. There's a lesson to be learned from every failure.
I know it's hugely disappointing to go a week without a game; no one is more upset than I am. But they say that "not taking any risks is the greatest risk of all". Part of that is trying new mediums and accepting the uncertainty that comes with them. So, even when the road gets rocky, let's continue to develop and improve our games together.Â
Acid Panic is a modern take on the old Game 'N Watch Classic Oil Panic. Don't let the acid touch the ground!
Week 2 has come and gone, and I feel like I'm getting into a groove. Game BootCamp is challenging me to think outside the box, and take the work more seriously than ever before. I blame that on the random nature of my topics.Garbage & Recycling? How does that translate into a game?Â
The mechanic that popped immediately into mine was sorting garbage into one bin, and recycleabes into another. The player would have to quickly sort falling items into two piles, depending on their type. It seemed fun, but there was an issue: That game was remarkably similar to the Game & Watch classic Oil Panic. Simply put, it felt like a ripoff. No matter how I tweaked the idea, it seemed like a sub-par version of the existing game. Then, I remembered something from my time studying with Noah Bradley: master studies. We would recreate the paintings of old masters to better understand what made them tick. It only seemed natural that I should attempt a videogame study, and go with the flow instead of fighting it. And that is how Acid Panic was born.
Lastly, I'd like to thank the incredibly helpful and vocal Newgrounds.com community. These first two weeks have been fantastic thanks to their wonderful feedback. When something is working they let me know, and when it sucks they pull no punches. Thank you guys and gals for everything! I couldn't do it without you.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
âś“ Live Streamingâś“ Interactive Chatâś“ Private Showsâś“ HD Qualityâś“ Free Actions
Free to watch • No registration required • HD streaming
My first game is a head-to-head runner. Play as two hungry vikings on a mission to eat chicken. Dodge houses and collect poultry to score points. The high score after one minute wins!
Wow! What a week. From the start, the process was challenging, exciting, and frightening. So, let's examine how we ended up with Viking Breakfast:
The prompt was "Destroy All Lands". Naturally, I started making a list of things known for large-scale destruction: Kaiju, nukes, wars... barbarians! The initial idea hatched quickly: you would play as a viking, maraud across the land, and destroy things to earn points.
But the idea seemed more fun with two players. For two people to share a keyboard, their controls need to be extremely simple. This game could only implement the most necessary action: movement. But how can the player destroy landscapes without an attack button?
That's where the chickens come in. What if you destroyed a farm via eating it? It was a silly idea, and helped explain the lack of combat.
Viking Breakfast was inspired by titles like Robot Unicorn Attack and Cookie Run, which combine quirky art with run-and-dodge gameplay. I'm hoping to capture some of that charm, and put my own two-player twist on it.
So, give it a play and let me know what you think!
Allow me to introduce myself. I'm Mike Salyh: Game Designer, Artist, Animator, King of the Andals and the First Men, Lord of the Seven Kingdoms, and Protector of the Realm.Â
And I'm on a mission. I plan to make a new game every week for an entire year. I want to push my creativity (and sanity) to the breaking point. New content will be posted every Thursday by 11:59 PM pst.Â
The Origins of Game Boot Camp:
This project has two main inspirations. The first is Noah's Art Camp. Noah Bradley is an incredibly talented artist who hosts a twelve-week long painting program. I've attended twice and both times were great. He showed me how much I could achieve by keeping my nose to the grindstone. Second, I teach a game design course at Digital Media Academy. My students work in teams and produce simple games over one or two weeks. I'm always impressed by their creativity, especially under such tight deadlines.
Game Boot Camp feels like the natural extension of everything I've done up to this point. I hope to have a fun year developing, playing, and learning just what makes games tick. So, let's get to work!