You decide how you feel about this early morning shot. I won't spoil any plot points just yet.


I will answer; before anyone asks, no not every character is/will be a square.



Single new shot. It's coming along.

I'm creating this game with a single focal point. Exploration; or more importantly, the seeming human need to explore. There seems to be an omnipresent need in humans to explore; and I feel the need to rate all games I play on some sort of exploration scale. I'll discuss this a length soon.


Having spent literally all day dutifully producing gameplay and graphics for HooChoo, I can safely say -if it results in even representing a splinter of my vision- it will be vast, interesting, and fun. I have; however, just noticed a strange tendency in myself to overproduce test areas in the early design phase. I act as if anyone will ever see these bits of hodgepodge. Anyway, back to work.



Return Home

"I believe in some respects; it's more the new and strange aspect than the cozy that generates the strong feeling of home you seek. I think in most of the common cases, home is the base around which you (anyone reading this) gained understanding of world. So were I looking to evoke a feeling of home (or homeliness) within a game, I would stress learning new concepts in a singular location; as well as keeping that area safe from any harm you might find around the game world."

Not sure if this is the best answer I could've come up with; but at the moment I'm pressed for time. You should think about it and share your ideas with him.

Good stuff!


Screenshot from soon to be released HooChoo!

This is a shot from my personal project HooChoo... currently in development for 1 short days. I'll release HC one way or another as soon as it's as complete as I would like. Best of all; HC will be way shorter than my other projects, and as such it will be free! Enjoy this early shot for now!Looking rather interesting I should hope. Mind you the landscape is half placeholder. That having been said; I plan on making the environments in this game out of old school tiles... So it won't look vastly different upon completion.



If you would like to receive the newsletter; email me at Threeli@gmail.com with "Newsletter" in the header or simply leave your email in the comments of this post. There will be many perks to being a subscriber above just knowing cool information ahead of other folks.


The Team I trust!

The current team behind my games is as follows:

Eli Cordy: (game design, coding, music, character design)
Michael Kantack: (lead artist, code aid, tech artist)
Zach Talbot: (man in Japan, PR reviewer)

There are countless people that support the three of us, and this team will eventually grow, but for now this is our team as it stands. Don't let the small number scare you off! We fully intend on releasing quality projects.

If a game does not meet my standard; it'll get scrapped and unless otherwise stated, released for free to the general public.


Brand new game soon!

I will attempt to post some details of my first project soon. I am going to update this page with stuff about my company, my team, and the games I make. Feel free to check back every so often to understand who we are and what we do!

Now on to the exciting stuff...
My first game!

Project Egg (working title)
PE is going to be an open world 2D platforming adventure filled with choice. The story centers around you the player, a mute, anonymous character who owes a large sum of money to a large corporation. This company has threatened to blow up your home if you do not pay your debts within three days time. The game is how you attempt to pay off that debt in the time alloted!

Speaking of Choice::

It seems as if every game being made these days flouts some type of choice or good/ evil system. Frankly I'm sick of this (Yes, I am aware that making a game with a choice system doesn't quite express a fair level of disgust for there being too many games with choice). The difference with PE, is twofold:
  1. The choices will be more of a real life variety, as in shades of gray. When faced with a decision in life; the choices are not color coded to provide an easy answer. If this were the case, the gravity of choosing would be nil. Such is the case with PE; there will be no one to hold your hand. Only the choice to make, and your eventual decision.
  2. The choices will (at least) seem more arbitrary. Not every decision you are subjected to in life has a glowing sign above it screaming, "IMPORTANT CHOICE BELOW." PE will follow suit; many choices will seem commonplace, even when altering the game world dramatically.
This might seem a bold statement from a group whom have not yet released any games; and perhaps it is. But rest assured these ideals have been present in the design of PE since it's conception. I'm not looking to change the world of games; only to provide an interesting and refreshing game experience.

There are a few more large details of the game I will be keeping secret until it's release, but I'll do my best to provide a steady stream of information on it. I will also put up some screen shots once it hits the late beta stage. While much of the solid game work is completed, there is much in the way of graphical tweaking remaining.

Current Release Date: October 2008