Making 12 Games in One Year?!
About a week ago I signed up for One Game a Month, a challenge to make twelve games in 2013, roughly one per month. I already planned to release five new iPhone and iPad games on App Store in the first half of this year, so adding another seven isn’t such a big deal.
This is a screenshot of the game I made for January, Galaxy Apocalypse:
It’s a pretty simple game where you have to swipe planets into portals of the matching color before those portals run out of power and the whole galaxy explodes. You don’t want that to happen on your watch…
The game took five days to make from scratch to finish. If I had more time I would polish it more and put it on the App Store. In its current shape it’s not a bad game but still a bit below the level of what I think is good enough for the App Store, so I will clean up the source code (it’s quite messy right now) and put it on Github as a programming example.
Update: Here’s the code, github.com/hollance/GalaxyApocalypse
Here is a video of the game in action:
I have to say I like these sorts of challenges. I’ve done similar challenges in the past, such as composing at least one piece of piano music or coming up with at least one app idea each day for 30 days in a row. It’s a lot of work but it also pushes your creativity to higher levels.
When you limit yourself to making a game in a very short time, then by necessity you have to limit the scope of the game. Such constraints can be quite inspirational. How small can you make a game that is still interesting?
One of my most successful games, Ultimate Countdown (now removed from the App Store but coming back later this year in an all-new version), was done in a single weekend as a similar kind of challenge. It ended up being downloaded over 250,000 times, which I found quite impressive back in 2008, even for a free game.
So if you’re into game development — or if making games is something you’ve always dreamed of — then head on over to www.onegameamonth.com and sign up! Make games, not excuses.





