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5 BUTTONS Competition in December and January

December 1st, 2011


 

We play most games within the confines of a teeny, tiny screen in a quiet, private setting. Not next year though. Next year we’ll ALL be playing games on the floor of an 19th century swimming pool with tons of people watching.

 

This month we’re partnering with 02L >  Outside Standing Level to bring you the 5 Buttons Competition. Submit your game between now and January 31st, 11:59 PST to have the opportunity to have your game displayed at the Stattbad Gallery in beautiful Berlin, Germany.

 

Unlike previous competitions, however, there is a bit of a twist: games will run on 02L > Outside Standing Level’s Unita Zero platform, an audio/visual playground made up of 5 pressure pads hooked up to a projector and audio system.

 

To make things even more interesting finalists will be played during the Stattmedia Game Contest event on February 17, 2012, and the winner will be selected by popular vote of the attendees.

 

 

And you’re not just competing for bragging rights. The winners get cold, hard cash prizes:

 

First Place: 1200€

Second Place: 600€

Third Place: 200€

 

 

The Rules

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Your game should:

 

1) run on Windows 7 x64 (intel core-i7, NVidia GPU (260GTX+), 6GB RAM+)

2) use keys ‘1’, ‘2’, ‘3’, ‘4’, ‘5’ as primary or alternate controlling keys set (every interaction in the game, including navigating game’s states, must be handled by such keys).

3) run on a single fullscreen window (by default) maximum/optimal resolution 1280×800 (TBC)

4) never attempt to focus change to other windows

5) be self-contained in a single folder (dependency dlls should be found there)

6) be started by executing a single .exe file

 

 

Additional Considerations & Tips

 

1) Don’t use copyrighted materials.  Enough said.

2) Keep it tasteful: if your game is too offensive it may be rejected.

3) Design your game with the controls in mind: requiring the player to quickly press ’1′ then ’5′ won’t work so well if they have to run, however having them press ’1′ then ’2′ might work just fine.

4) Audio, audio, audio: your game will be played in a cavernous setting with a powerful audio system in a club setting.  There’s definitely some space to play around with sound.

 

If you cannot meet the technical requirements you can of course submit a game for the theme, but we will be unable to show it at Stattbad.

 

 

Good luck everyone!

 

 

About 02L > Outside Standing Level

02L > Outside Standing Level has worked on interactive installations since 2002, producing unique blends of art and technology. One of their projects, Unità Zero, composed by five massive sensor pads, has a great potential for driving experimental games with a strong physical interaction among players.

 

 

About the Stattbad Gallery

 

 

The Stattbad Gallery is a renovated exhibition space and was formerly a bad ass 19th century swimming pool designed by Ludwig Hoffmann. More pictures of it can be found HERE.

 


In: News, Theme | tags: 5 Buttons, Competition, Theme | #

178 Comments, Comment or Ping

  1. Dominik Reisel

    you just wrinkled my brain, man :O

    December 1st, 2011

  2. Dominik Reisel

    btw game is played by one guy on all 5 buttons? Or can I make “splitscreen” for 5 players using each button?

    How much time would be optimal for a game? Just few levels or something longer, like… RPG WORLD WITH SCALE OF SKYRIM… or something like that >P

    December 1st, 2011

  3. kylegray

    It’s entirely up to you. Given the space a 5-player one button game could be pretty cool.

    As for time, I would probably allow for a few minutes – I’m not sure how sensitive the pads are, but if the game goes too long you risk tiring out your players.

    December 1st, 2011

  4. MIGUEL ÁNGEL

    Is the layout of the pads rearrangeable or always fixed on a straight line? Are the dimensions of the setup available anywhere? (Mainly, the distance between pads)

    December 1st, 2011

  5. TobiasW

    Sounds awesome!

    About Unità Zero: Do the platforms behave like keys, or are they like on/off trigger buttons? The site you linked suggests the latter.

    There isn’t any possibilty for us to trigger the light feedback of the platforms, is there?

    Do I understand it right that the 2-month period lifts the 7 days restriction? Does it also lift the 1 person restriction? I am rubbish with audio and graphics, and I don’t think a general public will like my game for the gameplay alone…

    December 1st, 2011

  6. Michael Sanford

    How far apart will the pads be, will the player be able to stand on one pad and reach another at the same time?

    Thanks!

    December 1st, 2011

  7. TobiasW

    I just realized that keys or on/off triggers would be the same, except for one thing. Let me reformulate it: Will the platform always always alternate between giving and not giving light feedback when being pressed another time?

    December 1st, 2011

  8. B

    I’m also curious if the “7 Days, 1 Person” rule is lifted for this competition. It seems like the scope is bigger here.

    December 1st, 2011

  9. OXullo

    Hey guys! I hope to bring some clarity:

    @dominik: just to add a couple of notes to Kyle’s answer: there could be a variable number of visitors ‘on stage’. Based on our experience, people get easily teased by the lights and it’s quite possible that scattered small groups team up and play. If the game pushes on cooperation and it’s easy to understand, people will possibly experience also physical interaction. But you can propose a game which isolates the 5 contexts as well, your call! For the time, consider that the games will be rotated ‘often’ (depending on how many game we’ll have to show and in order to give visibility to everybody) and that people might queue to play.

    @miguel: we’ll lay out the pads on a straight line, approx 40cm (15in) of gap between them so one can jump from one to the other. Their footprint is 80x80cm (30x30in). I’ll keep you posted if I manage to gather more details.

    @tobiasw: they mimic a keyboard (they *don’t* behave like toggle buttons). You’ll get key_down (pressure applied, local flashing lights) and key_up (pressure released, no flashes) events. The simulator on our website is a bit deceiving: it has toggle buttons to allow the use of the mouse, so, don’t take it too seriously!

    @michael: yes, it’s possible for one person to trigger two and sometimes even three (feet + hands) pads.

    @tobiasw: no way to control the light, it’s a local-only control.

    @B: let’s hear from our host!

    feel free to ask

    December 1st, 2011

  10. Breakdance McFunkypants

    Brilliant concept! This could be extremely fun.

    QUESTION: will the event be filmed and posted publicaly (youtube)?

    December 1st, 2011

  11. Tristan T. Angeles

    I’m in!Already have something. Lets see if I can implement it though.;p

    December 1st, 2011

  12. kylegray

    @B – The point of the 1-person rule is to force you to boil down your idea to something clean and simple and figure out what you can really get done.

    It’s obviously something we can’t really enforce, but if you do it on your own I bet you’ll end up with a stronger game (and more prize money!).

    December 1st, 2011

  13. OXullo

    @breakdance: sure thing!

    December 2nd, 2011

  14. DragonSix

    So… no xna games I presume (since the dependencies are to be installed elsewhere).

    December 2nd, 2011

  15. mya

    OMG This is just blowing my head so exciting !!1

    December 3rd, 2011

  16. mya

    OMG This is just blowing my head so exciting !!

    December 3rd, 2011

  17. OXullo

    @dragonsix: we’ll consider the chance to install a well known framework if we get more than a single request. The only thing I’d like to avoid is to have plenty of special cases so, team up and let me know!

    December 3rd, 2011

  18. Mahdi

    I am sure we will have many games made by XNA for the contest.

    December 3rd, 2011

  19. Mark

    This may sound like a silly question but… will the pool be filled with water? That would make a really cool game =P

    December 3rd, 2011

  20. TobiasW

    @OXullo:
    Which version of .NET do you / will you have installed? I *think* that 3.5 is included in Win7, but I’m not sure…

    December 3rd, 2011

  21. Menashe

    So, .exe file only, no .swf allowed?

    December 3rd, 2011

  22. OXullo

    @mark: you betcha! :D

    @tobiasw: correct, 3.5 by default on 7. No probz though to install 3.0, 3.5 and 4.0.

    @menashe: no swf. But you may always prepare a standalone/projector file with flash pro or probably (I’m not sure) thru the standalone player. Just make sure that it complies with the requirements, though (eg: fullscreen).

    December 3rd, 2011

  23. Giles

    I presume the java runtime environment would also be excluded. I would like to be able to submit a runnable jar.

    December 3rd, 2011

  24. Govert Combée

    I guess these organisors never heard of either sportgames (DDR at 32 players), or Projectorgames (bomberman record at 83 players).

    But I’ll see if I can come up with something, these kinds of games are our specialty :)

    Links:

    http://www.sportgames.info/index.php?pagina=fotos

    http://www.projectorgames.eu/node/2

    Yes it’s a shameless plug, but us indie developpers have to live (and update the projectorgames website… I know, it’s horrible).

    December 4th, 2011

  25. Tristan T. Angeles

    can the player step on two platforms at a time?

    December 4th, 2011

  26. Nathan Fouts

    Excellent, thanks for holding the contest! Very inspiring.

    I’m looking at submitting a game using XNA as well, so I hope that’s cool. It would come packed with .NET 4.0 and the XNA 4.0 redistributable, ready to install them.

    December 4th, 2011

  27. OXullo

    @giles: you can probably use launch4j and embed the JRE you’re working with.

    @govert: massive! I’m looking forward to see your game!

    @tristan: as already commented: yes.

    @nathan: don’t pack it into an installer, just the zipped game’s directory. For the supported frameworks I’ll be shortly preparing a summary page, latest XNA and .NET will be there though!

    December 5th, 2011

  28. Jannis

    Are those pads colour-coded? Or are the numbers written on there? Or something? Having each pad assigned a color in game that would then be different from the actual colour would be kind of stupid I guess…

    December 5th, 2011

  29. vazor222

    Will the computer that the game runs on have an internet connection?

    December 5th, 2011

  30. Dan

    So is there an official line on teams for this thing? The audio is something I’d quite like to work with someone on, given that this thing is potentially going to allow us to be highly audio-focused.

    This is mega, mega exciting. :D

    December 5th, 2011

  31. Roan Contreras

    Here we go! :D

    December 5th, 2011

  32. Erik Leppen

    Nice competition! I might already have an idea for a game. I guess there is no seven day limit?

    How sensitive are those platforms? I.e. what is the approximate minimum pressure they will react to? I’d like to know how easy it is to press a platform quickly and briefly while standing on another platform. I might need that for my idea.

    December 5th, 2011

  33. OXullo

    @jannis: nope, they’re all alike. I’ll be doing an inspection this week and see if it’s feasible to add numbers, either to the pads themselves or on the ground.

    @vazor222: nope

    @dan, erik: I can’t say anything here, you’re primarily running under the hood of EGP competition and I can’t be but biased on this topic.

    @erik: please look below

    I gathered answers and questions and organized this minimalistic page: http://www.02l.net/sgc/

    December 5th, 2011

  34. Mischa

    Could HTML5 in a full screen browser work or must the game be stand alone exe?

    December 6th, 2011

  35. Dominik Reisel

    Btw… are we limited to number of entries? Ive got two ideas and cant decide for which one should I go :P

    December 8th, 2011

  36. kylegray

    @ Dan & Erik – I’d try and keep it under 7 days to keep your game focused, but it’s not strictly enforced.

    @ Dominik – there’s no limit on the number of entries.

    December 8th, 2011

  37. OXullo

    @mischa: I’m sorry, but only EXEs

    December 10th, 2011

  38. Balthazar Auger

    Just to clear a technical doubt, does the O2L platform allow for all 5 buttons to be pressed and held at the same time? I only ask because the keyboard I’m currently using to write this tends to jam when many keys in close proximity are pressed together, and I wouldn’t want this happening live…

    have you tried this?

    December 11th, 2011

  39. OXullo

    @balthazar: yes, tested and working. The pads can hold all the 32 possible states along with their transitions and the HID bridge is correctly handling them.

    December 12th, 2011

  40. soyyo

    … but that museum is in Berlin… shouldn’t our games be in german? :S
    Darn… I dont speak german :SSSSS

    December 14th, 2011

  41. soyyo

    *I meant dutch

    December 15th, 2011

  42. soyyo

    *I meant german

    December 15th, 2011

  43. OXullo

    @soyyo: don’t worry! english is more than fine

    December 15th, 2011

  44. soyyo

    Finished it!

    http://soyyomakesgames.wordpress.com/2011/12/15/dancing-dancing-dancing-dancing-dancing/

    (It’s in german, but if you press and hold F1 you’ll see it translated to english)

    It’s a game that plays with the idea of coordinating how people “jumps/dances” in a disco. It’s made to be played by five people, but it could be played by three if two dance over two pads. I think it must be the first team-dancing game ever XD

    The gameplay is not that innovative in the computer, but it would be at the installation.

    It was made in 52 hours so feedback can still be usefull ( if updating doesn’t break the rules?).

    Plus, I might make another game to have people running over there ;)

    December 15th, 2011

  45. Tyler

    Can the game be multiplayer? It wasn’t specified in the original post?

    December 15th, 2011

  46. TobiasW

    @Tyler
    Of course it can. Why shouldn’t it?

    December 16th, 2011

  47. Mahdi

    @ SOYYO

    I downloaded your game. my laptop don’t allow to hold 5 keys at the same time and your game asked me to press all the 5 keys at the same time to start the game. it seems the maximum is 4 keys for my laptop. Is there any way to play your game except playing it at the event?

    December 16th, 2011

  48. soyyo

    yes, you can press enter too. I thought it was just my keyboard :S

    December 16th, 2011

  49. soyyo

    PS: can all the pads be triggered at the same time? Do I need to modify that in the game?

    December 16th, 2011

  50. soyyo

    One more game finished!

    http://soyyomakesgames.wordpress.com/2011/12/16/snow-grabber/

    This time, the player must run like crazy to press the pads he needs and grab all the snow he/she can.

    I used some code from my previous game, wich I started three days ago, and the music is the same as the other game’s e.e

    I hope you like ti :)

    December 16th, 2011

  51. OXullo

    @tyler: read a couple of comments above for some hints. As Tobias suggests, the choice is up to you: 5 pads means one player up to 5 or even more. The dynamic can be cooperative, versus, mixed. It’s just important that you make it clear.

    @soyyo: first blood! Yes, all the pads can be triggered at the same time. It works also on my keyboard (it depends on the way the keys are electrically connected to spare control lines). I run your games, allow me a couple of notes:

    . DDDDD: consider the chance that there could be just one single player at the moment your game is shown. There will be teasers backing up shy people, but you should decide whether it’s really necessary to wait for all the players in order to start the game.
    . DDDDD: I got weird volume changes during the game.
    . SG: it’s easy to get a high score just using keys 1 and 5, swiping the grabber across the screen. It shouldn’t be an issue with the pads, though, but consider 1 to 5 players!
    . SG: if one person stands still on one pad (in particular on the last), the game is spoiled. You should move the grabber at every key DOWN event.

    December 17th, 2011

  52. TobiasW

    By the way, this might be helpful if you want to test what your keyboard can and cannot do: http://www.microsoft.com/appliedsciences/content/projects/KeyboardGhostingDemo.aspx

    …though this is not applying to the pads, it might be interesting for debugging when you wonder why something isn’t working. Bear in mind though that this only applies to YOUR keyboard.

    December 17th, 2011

  53. soyyo

    @OXULLO:

    The problem is that you must “burn” all of the “notes” falling for the music’s volume to be constant. When you miss a note, volume goes down.

    But yeah, I still can modify that tomorrow, the 7-days line ends in wednesday. I’ll modify all that by tomorrow: you won’t need to burn all of the notes for the volume to be constant and only one pad-press to start the game. But scores won’t be modifyed so you better hope someone to team up! :P

    December 20th, 2011

  54. soyyo

    I’ve updated the game. The link is the same.

    -Music’s volume is constant, no matter how many “pad-presses” you lose

    -You don’t need to press all pads to start playing, just one

    -Score sistem wasn’t modifyed so that it stimulates team-playing in some way

    December 21st, 2011

  55. soyyo

    *and the weird volume changes you may hear are in the song, I’ve nothing to do with them hehe

    December 21st, 2011

  56. Sergio

    “maximum/optimal resolution 1280×800 (TBC)”

    When will this be confirmed? It’s been a while.

    December 28th, 2011

  57. Raggedy

    hey.
    Can i confirm whether or not holding down 1,2,3,4,5 simulatiously will be a problem with the pads (or other combinations)?
    Checked out the keyboard ghosting site my keyboard will only allow certain combinations.
    I’m presuming if their wired seperately it won’t be.
    many thanks :)

    December 29th, 2011

  58. Raggedy

    ah shameful spelling mistake :(
    ” if they’re wired”

    December 29th, 2011

  59. Raggedy

    ha yeah also simultaneously… sorry guys

    December 29th, 2011

  60. TobiasW

    To quite Oxullo from the post above my keyboard ghosting post: “Yes, all the pads can be triggered at the same time.”

    Enough confirmation?

    December 29th, 2011

  61. Raggedy

    ah great thanks :) sorry completely missed that.

    December 31st, 2011

  62. keenblaze

    Super exciting compo! I’m in. :) Will try to involve physical interaction into gameplay :)

    January 2nd, 2012

  63. Robin

    Hey guys,
    Pain in the butt – but this would be really helpful. Could someone with access to the space please record an impulse response for IR reverb, so that we can roughly predict what audio will sound like in the cavernous space?

    Will make for mucher-betterer-sound :-D

    Easy way to do this (apologies if I’m being redundant):

    1) Pop a balloon at the location of where the speakers will be
    2) Record that from the location the player will be. Try to reduce other sounds as much as possible – footsteps or claps happening while the reverb is being recorded will affect it a lot.
    3) Post it online :-D

    WONDERFUL idea.

    January 4th, 2012

  64. SERGEY

    Hello guys,
    I have question about it.
    To submit a game for the competition, I just need to submit my comment here, right?

    January 7th, 2012

  65. OXullo

    @soyyo: will try them soon!

    @sergio: we’ll have a meeting on next week with the video service, I’ll keep you posted

    @robin: man! can’t do. Consider a total volume of about 5000m^3. A guess for the distance player-loudspeakers would be ca. 10m.

    @sergey: correct. The games will be posted as usual in the EGP roundup and then sent to us

    January 7th, 2012

  66. Luke O'Connor

    My entry is called ‘Bass’ (having taken inspiration from the graphic design of Saul Bass) and pits spy against spy…

    Download it here:
    http://lukeoc.co.uk/bass_files/bass.zip

    See ‘bass_howtoplay.pdf’ for step-by-step instructions. If the game makes no sense, please let me know and I’ll work on a better set of instructions.

    Enjoy!

    January 10th, 2012

  67. OXullo

    @Luke: experimental indeed! :) it took me a while to grasp the concept and even if I like the idea, I fear that the game won’t work without an introduction.
    Even if you could manage to explain it (thru a story that depicts the duel thread) up to an explicit tutorial, I think that it’s hard to describe timing and positional concepts. I’d say, also for the rest of the designers: one should be able to play without an instruction manual.
    A brief remark: a blank startup screen probably doesn’t invite people to play.

    @soyyo: dancing^5 works now, but you left the old introductory text in :)
    What’s about snow grabber?

    January 13th, 2012

  68. Luke O'Connor

    @OXULLO: Hmm, I was afraid it was going to be a bit difficult to pick up and play. Were the instructions of any use? It’s near impossible to playtest for this thing :)

    I’m also working on another project that will hopefully be much easier to grasp. Watch this space…

    January 13th, 2012

  69. OXullo

    @luke: well, I actually played with my keyboard with minimum fuss. The instructions were definitely relevant and that’s the issue :) And, small thing: the one that gets killed is the one that reaches the opposite pad first and not the way round. Let’s see your next one!

    January 13th, 2012

  70. Eddie

    I have a couple questions about this project
    First, because i have no previous knowledge what-so-ever, I’m wondering is ‘pressing the pressure pads’ the same event as ‘pressing 1 on the keyboard’ ? Might be an obvious question, but this is my first time so I want to make sure.
    Second, will the pads be IN the pool? because according to MARK’s comments and responses …. the pool will be filled with water(?)

    =>MARK: This may sound like a silly question but… will the pool be filled with water? That would make a really cool game =P
    =>OXULLO: @mark: you betcha! :D

    Also is it okay if the main controls are only using 3 or up to 4 pads?

    Thanks

    January 14th, 2012

  71. soyyo

    @OXULLO: yeah, I left it there on purpouse, so that people knows what they are playing.

    And snow grabber is a second game I made for the contest… You have to grab as much snow as you can

    January 15th, 2012

  72. OXullo

    @eddie: The answer to your first question is: yes, exactly the same. There’s a software component that connects to the pads and translates the events into fake keyboard events. For the second, I was joking. The pool will be empty, the pads will be laying on the ground, on an initial, gentle slope. They will be 10m far from a large projection canvas.
    Anyway, using the pool and the environment in general to theme your game (thus having and underwater story) would be cool.
    Third answer: you can, but consider that the unused pads would be flashing as the mapped ones. Remember that most of your visitors (and most of your voters) are casual gamers, they won’t ask for explanation. Be simple, be smart.

    @soyyo: I tested it, did you read my small review? I was wondering if that was your final version.

    January 16th, 2012

  73. soyyo

    @Oxullo: yeah, it is the final one. And yes, I fixed/took in mind what you told me and made some modifications

    January 16th, 2012

  74. Nathan Fouts

    Hi,
    Should the game not be allowed to exit to windows using the 1-5 keys?

    I have mine game working such that keys 1-5 run the game as expected. But the Escape key quits the game altogether. Based on past experience running demos, I find it troublesome to let the users exit the game altogether to the OS.

    I can add a menu of course that’s navigable by the 1-5 keys and let it select an option to quit the game. Is that best?
    Though I figured someone at the show, in the background operating the demos, would have access to it via a real computer and could exit the program using a keyboard and hitting Escape.
    Thanks.

    January 16th, 2012

  75. Eddie

    Here it is! Bunny Jump
    http://www.megaupload.com/?d=HQ8EAQ2P
    the user will control a bunny who will need to run through series of mazes.
    there will be some obsticles, avoiding them would be nice.

    I did not realize the pool was also a theme, so this game was not made to suit the pool theme, and only to the 5 buttons.

    January 16th, 2012

  76. Christian

    @eddie: the pool is the theme? Where does it say so?

    January 18th, 2012

  77. eddie

    @CHRISTIAN in one of OXullo comments he said using the environment as a theme would be cool. I don’t think it is a requirement

    January 19th, 2012

  78. Eddie

    Due to some “problems” (http://latimesblogs.latimes.com/entertainmentnewsbuzz/2012/01/file-sharing-megaupload-shut-down-for-piracy-by-feds.html)
    I had to re-upload my game using a different cite, so here it is~ again
    https://rapidshare.com/files/2796791020/Bunny_Jump.rar

    January 19th, 2012

  79. Troshinsky

    Here goes my entry: “Cold War Hangover”

    a cooperative game for five players:

    http://dl.dropbox.com/u/9827738/CWH.zip
    http://pluralgames.blogspot.com/2012/01/cold-war-hangover.html

    January 20th, 2012

  80. Tristan T. Angeles

    Is it possible to step on two platforms at a time?

    January 20th, 2012

  81. Nathan Fouts

    Hi guys, I played some of the submitted games in current forms and wanted to offer feedback (I’m just another random designer–not a show guy).
    I plan to submit my entry here soon (with hopes for feedback and time to fix issues too).

    Just offering my 2 cents for the current builds in the hopes it helps to improve them if you find any of my feedback useful.

    All the games I tried never crashed, worked in full screen, had proper audio, etc.

    @Troshinsky
    Cold War Hangover: I love the concept and the art looks good! I think the first-screen tutorial is helpful to get things across.

    I think the text on the intro screen might be too small to read in the Pool presentation area? I don’t know! I’m just worried, it looked small. (There’s a typo on the bottom for photography).

    I got stuck and confused once the big boat showed up with red line. I couldn’t get my bomb to raise to hit it.

    I don’t know if the timing will be too hard for people to synchronize together, I ran my fingers pretty fast across the keys.

    I also think the water color is too dark, and maybe the bottles should be faded out in the middle to help people see things better. It seems like it could be hard to distinguish on a big screen.

    @soyyo
    Snowgrabber:
    I think it’s got a good basis, but would benefit from ‘snowflake’ pixel art (maybe found online if you can’t draw it?) instead of the snow blobs. I would also find some harmful element (like an anvil falls that you have to avoid, which takes away points if you it) a lot more interesting.
    Maybe fewer snowflakes, and now some anvils further into the game.

    I thought the percentage scoring was original, but a little hard to follow at first. If you did traditional point scoring, you could do bigger scores for bigger flakes, and then people had to prioritize more what to grab. Though you have some of that with the big glob groups of snow near the end.

    Also when it ended, I had to quit and restart to play again. You may want to make it reset on button press or hold (with a message). Overall, pretty cool.

    @Eddie
    Bunny Jump:
    I like the concept of the adventure game with multiple people playing one character. I found the framerate kind of laggy on my (modest) machine, and the jumps and collision really sensitive. It made the game pretty difficult. You may have wanted a tough game–thought I’d point it out.

    I think because the various keys have very different functions (like killing the bunny) it would be really help to show the keys more. Maybe show them at the start of each level, at the top of the screen, then remove them if the player moves?

    At least for me, because the game was pretty brutal, and the controls of the bunny were touchy, when I died *after* getting the key and the entire room was reset, I would quit in frustration. I’ve played the game a few times (on different days) and sucked it up, but I think if you
    let the door stay unlocked after they get the key.. it encourage people to continue playing more. I really like the tutorial, I think it helped a lot.

    Good luck!
    -Nathan

    January 22nd, 2012

  82. Mahdi

    My game name is : Varje Voorje!

    It’s playable by two people (I recommend one girl VS one boy).
    I am not sure but maybe it will be fun if two girls play against two boys. (each team try to control one character)

    It’s not final version and I will add a music to it.

    http://dl.dropbox.com/u/19812944/VarjeVoorje.zip

    January 23rd, 2012

  83. more pie

    i have one entry pretty much ready to submit. But I have couple questions. Game was originally designed as a online flash game. Don’t worry, it’s all been made in past month within 7 days dev time. I’ve made an exe for it and it goes full screen, but it was originally 640×480, and when scaled up it leaves black space to left and right. Is this ok? or do i need to fill the black space with something?

    Also, I want to get a second entry. can I use a physics engine?

    Thanks

    Ben

    January 23rd, 2012

  84. keenblaze

    @MAHDI

    Ha-ha, It will be very fun!!

    January 23rd, 2012

  85. Mahdi

    @keenblaze

    Thanks ;)

    January 23rd, 2012

  86. Luke O'Connor

    My second entry. The Blame Game (my intention is for player to hate each other by the end).

    http://lukeoc.co.uk/blame_files/blame.zip

    Up to 5 players control a slippery thing through a maze. Touch the sides and its back to the start. Aim is to work as a team to get to the red bit.

    4 players control up,down,left,right, and the other player can make the square smaller to get through tighter gaps, also making it lighter and faster.

    Simple, but hopefully fun/frustrating/addictive.

    January 23rd, 2012

  87. OXullo

    Dear guys&girls (any of the latter?),
    even if we’re still waiting for a quote for the projectors, I can tell you that we have two choices: WXGA, WUXGA/HD. So we won’t get less than WXGA. On the other hand it will be not so easy to find a 16:10 screen, so we’ll probably stick to a 16:9 one. Sorry for the partial specs but I decided to keep you up to date instead of waiting the progresses.

    I also have to redefine the specs for the host computer. We’ll have a core 2 duo 2.4G, 4GB RAM, Nvidia 8600M GT 256MB GDDR3 VRAM. Would anybody be impaired by these new specs?

    Please keep checking http://www.02l.net/sgc/ for the current info, feedbacks here.

    During the end of the week I’ll have time to dedicate to the games you sent. It’s nice to see that they are definitely diverse. Nathan gave already a couple of nice suggestions.

    A quick suggestion: submit your game quickly, you’ll give the community a chance to give you precious feedbacks.

    January 23rd, 2012

  88. soyyo

    @NATHAN FOUTS: I downloaded it and the game actually restarts… just give it some seconds.

    January 24th, 2012

  89. madeinpda

    I have an idea for this competition and I hope to do something this week, so (probably) I’m in :-)

    making a 5 buttons gameplay experiment to be played inside an empty swiming pool???? that’s probably the weirdest and coolest thing I’m going to do on 2012.

    PD: Please record during the event all the playable games and upload them to youtube, as most of us won’t attend (and most of our keyboards doesn’t even support all the keypresses)

    Let’s go!

    January 25th, 2012

  90. Aaron Angert

    here is my first entry for the contest (might make another), Rhythm Rope.
    http://dl.dropbox.com/u/5220730/rhythmrope.zip
    Its played by 2 to 5 players, and the idea is to jump over the rope according to the music. make sure to extract all the files first though.

    January 25th, 2012

  91. Bloutiouf

    Yup, just in time! Here is my entry: Bunt

    http://gamejolt.com/open-source/games/other/bunt/7015/
    (Windows users can click on quick play: no installation required)

    I just tested it alone with my keyboard, I hope it will still be fun with the Unità Zero. I guess two visitors could play together (I’m not sure whether it ‘s easier). Sadly it doesn’t take full advantage of the sound system…

    Once again I don’t want to pitch you the game because its discovery is part of the fun! :)

    January 25th, 2012

  92. Mahdi

    and here is Final Version of “Varje Voorje”: http://dl.dropbox.com/u/19812944/VarjeVoorjeFinal.zip

    January 26th, 2012

  93. Average

    http://average-artist.deviantart.com/art/Whack-a-Mole-5-Button-Competition-281727271

    Here is mine.

    January 26th, 2012

  94. Average

    Well, here is the fullscreen exe version
    https://rapidshare.com/files/2381290569/5button_game_-_Kopie.exe
    It’s basically a 5-player 1-button game where the buttons
    1, 2, 3, 4 and 5 are mapped to one of the stuffed pets which have to avoid the pink rubber hammer of DOOM! But so that you won’t hide for ever your life gets decreased when you are down.

    January 26th, 2012

  95. Aaron Angert

    I updated the game and gave it a bit of polish, here is the final version for Rhythm Rope, again make sure to extract all of the files. also I deleted the other download

    http://dl.dropbox.com/u/5220730/rhythmropeV2.zip

    January 27th, 2012

  96. Eddie

    @Nathan
    The game works fine on my computer, or maybe I’m just used it, but anyway, i’ve uploaded the game with different framerates for you guys to test. And for the room resetting part… In order to get to the door, you will pass by the key anyway, so leaving the door unlocked serve really no purpose. If the levels are too challenging, I’ll change it before final submission.

    https://rapidshare.com/#!download|265|2052748754|BunnyJump.rar|23542

    January 27th, 2012

  97. Eddie

    sorry wrong link
    https://rapidshare.com/files/2052748754/BunnyJump.rar

    January 27th, 2012

  98. Luke O'Connor

    lukeoc.co.uk/sec_files/sec.zip

    My third (and final) entry! Sec.

    players have to cooperate to get the white circle as many times as possible within a very short time frame. pursue that hiscore (displayed on the left)

    January 28th, 2012

  99. Luke O'Connor

    oops. Link fail.

    http://lukeoc.co.uk/sec_files/sec.zip

    January 28th, 2012

  100. Sam(gmx0)

    Yarr, finished(somewhat)!

    http://gamejolt.com/freeware/games/other/neenjah-inna-wearhauz/7019/

    A Neenjah Inna WearHauz. :D

    Avoid the boxes. Based on the “Lazarus” game.

    January 28th, 2012

  101. mrBlack

    Here are my two entries:

    Versus Vs is an intense, 1-5 player collection game:
    http://dl.dropbox.com/u/59403989/Versus%20Vs.exe

    Square Loves Triangle is a story based game that uses all of the buttons:
    http://dl.dropbox.com/u/59403989/Square%20Loves%20Triangle.exe

    (If I have the time, I might end up doing a small graphics update to them.)

    Let me know if there are any problems.

    Thanks for checking them out!

    January 28th, 2012

  102. Gametron

    Hi everybody,
    Our entry is called “Fart Away!”, a game for 5 players.
    http://www.gametronstudios.com/FartAway.zip
    All you need to do is to avoid smelling the farts of others and make others smell yours. The last survivor is the winner.

    This game was developed by Omar Duarte (programmer from Gametron Studios) and Sergio Silva (artist from LaPixeria.com).

    Have fun!

    January 28th, 2012

  103. David Durham

    My entry is called ‘Wyrm’:
    http://www.daviddurhamgames.com/wyrm/wyrm.zip

    I designed it primarily with one player in mind, but I think it could be fun to experiment with more (e.g. a person manning each pad). The aim is to kill the fire-breathing dragon-like creature as quickly as possible by switching between the archers on the ship. The closer the archer is to the ‘dragon’, the more damage they’ll cause. There’s also a power up that occasionally gets dropped, temporarily increasing one archers effectiveness.

    Thanks for playing!

    January 28th, 2012

  104. Nathan Fouts

    Hello fellow developers, I played a few of the new entries. (Yes I will submit mine for helpful scrutiny soon!)

    @David
    I think it’s pretty cool and should work well with several people playing. That said, I would let all arches shoot all the time, especially for this particular version (the ‘party’ setting). Yes it will make it easier, but as right now, it’s not as much fun for several people playing since you lock each other out.

    If the closest archer does the most damage, I would do something like drastically scale their arrows accordingly to get more feedback to the player.

    Continuing with the idea of letting all shoot at once, what you could do for a “staying down” strategy is let the archers power build (a meter shown under each portal) when they’re down. Replace the ‘closest is stronger’ multiplier, with this meter/multiplier. Let all 5 players go at once, and determine how they want to ‘charge’, hide, or fight.

    @MrBlack
    I really liked Square Loves Triangle. I think it’s got a nice progression. I liked the conceptual change ups for button uses.

    The only part I’d consider working on is the later screens that simply allow you to mash all buttons down. Instead, consider having a button that mashes one color down, but pops spikes of that same color up elsewhere. I think “mash all buttons” is fine for the first screen or so when players are learning but too easy later on.

    I got stuck the most on the Z shaped path where you had to block the player via the button presses from the spikes. Maybe move this to later in the game (if others have trouble too)?

    @Sam(Gmx0)
    A Neenjah Inna WearHauz is cute. I think though it violates the rules by requiring a Return press to continue the game (I couldn’t progress that pop up box otherwise). I would make this go with any 1-5 key to continue after you get killed. (Dunno how easy/hard this is with the pop-up box, maybe even change it to something else)? That way people can replay it easily during the show.

    @Mahdi
    Varje Voorje was nice and played well with physics. I think it could benefit from multiple score targets and also letting players know how many the goal score is, such as just showing “/10″ on the top with the scores somewhere.

    I was only able to quit the game through the task manager, which was a pain. I’d suggest letting Escape quit the game in addition to whatever key you currently use for it.

    That’s what I got to check out.
    Good stuff everyone!
    -Nathan

    January 28th, 2012

  105. Nathan Fouts

    This is the first version of my entry “Porkerpillar”.
    http://www.mommysbestgames.com/porkerpillar.html
    Help the BABIES get back to their MOM!
    Ride the Porkerpillar and gobble up the tasty treats, but watch out for the floating mines!
    ——
    I hope to get some more time to fix it up.
    I want to get the legs animated on the Porkerpillar. Feedback is certainly welcome.
    Thanks for checking it out.

    January 29th, 2012

  106. Elvis Brevi

    My entry is called ‘Skater Duck’:

    http://dl.dropbox.com/u/10493629/Skater%20Duck.sfx.exe

    greetings from chile!

    January 29th, 2012

  107. SendKey

    Hi everybody,

    great site, great community! Very inspiring!

    Here is my contribution:

    Are you sick of the financial crisis? Stock exchange, banks, and brokers just make you wanna cry? Ever wanted to play with money yourself?
    Then “Äconomy” is probably the right game for you! :)

    Increase the equity price of the stocks by pushing the pads 1 to 5 and try to beat the highscore of preceding players!

    “Äconomy” is a casual game that can be played by 1 up to 5 players cooperatively.

    Self-made graphics and sound effects and a nice background music (composed by a friend of mine) make the charm of the game. :)

    Download:
    http://download.mosd.net/Aconomy.zip

    Greetings!

    January 29th, 2012

  108. Jack Kern

    http://squeekemsgames.webstarts.com/fighting_dargon.html
    Your objective is to bring Dargon’s hit points to zero. You do this by pressing a button he is not looking at.
    Moving is pretty simple: If you are on spot one and want to move to spot three, you press two and then three. The red number at the bottom represents where you are according to the game. More specifics are explained at the link.
    I wanted to create a game that involves fighting a dragon and having to move a lot while fighting the dragon. I only heard about this competition on the 25th, so I was a little cheated on time. Had I had the extra day, I would probably look into making an entrance for Dargon, and possibly some voicing for him.

    Hope you all have fun taking Dargon the dragon down!

    January 30th, 2012

  109. Christian

    Here’s my entry:

    http://www.reduktion.ch/nature-strikes-back/

    It’s a collaborative game for 1 to 5 players. You’re basically playing as a mountain moving an avalanche. (It all started with my plan, that when you physically stand on the pads, you should also stand on something in the virtual world. You should feel your weight in the game. Everything else followed naturally, somehow.)

    January 30th, 2012

  110. Joe

    Hi, I’m getting ready to post my game and I have a couple of quick questions on the rules.

    First is the deadline midday or midnight?

    Second, my game is an HTML5 thing so I’ve been spending some time putting together a .exe with a portable version of Chrome and all sorts of other weird stuff. Currently it launches a terminal window and an instance of Chrome, which is fullscreen, when you close Chrome the terminal closes with it. Would this be acceptable or does it need to be single-window, single-process too?

    I know it’s a bit late but hopefully someone can answer this for me.

    Cheers.

    January 30th, 2012

  111. Masci

    Here is mine: http://dl.dropbox.com/u/6417369/milliways.zip
    Just explode the zip and execute “milliways.exe” (tested only on a Win7 Pro machine with SP1, hope it works elsewhere)

    It’s a cooperative puzzle game (2-5 players) in Tetris style: a row of 5 dice fall to the bottom of the screen, each pad change the face of the corrisponding dice when triggered. When all the 5 dice shows the same face the row disappear. Game concept and development are very simple but players’ mutual interaction could be interesting.

    My very first game, here’s the code: https://bitbucket.org/masci/milliways/ and here are some details: http://masci.wordpress.com/2012/01/30/milliways-the-game-at-the-end-of-the-universe/

    January 30th, 2012

  112. kylegray

    @ Joe

    1) The deadline is midnight U.S. PST.

    2) A full-screen game run by a simple .exe is your best bet.

    January 30th, 2012

  113. SendKey

    Hi again,

    just uploaded a new version of “Äconomy” with a graphic issue fix.

    Sorry for the inconvenience!

    The link remains the same:
    http://download.mosd.net/Aconomy.zip

    Please use this latest version!

    Greetings!

    January 30th, 2012

  114. Alfonso Montón

    Here is mine

    The game is Called Hamusuta Man – It is an arcade game in 3D made in Blender

    http://alfonmc.weebly.com/hamusutaman.html

    the keys are:
    1 – change weapon
    2 – run left
    3 – run right
    4 – throw vegetables
    Space – Jump

    The game runs into Blender 2.49a where I designed it, I have some issues into Windows files because of the .dll missing for windows. but for Mac it works perfectly and also the blend file.
    Enjoy

    AND Blender rules!

    January 30th, 2012

  115. volando

    Hi!!

    How do you do?

    Here’s my game:

    http://dl.dropbox.com/u/4351226/SuperExpeditio.zip

    Hope you enjoy it!!

    m.

    January 30th, 2012

  116. OXullo

    Hithere!
    I’m going to add a couple of notes related to the pads, in particular where I see blocker conditions for the event. On the other hand, Nathan gave a very thorough insight of his perspectives, most of those I fully comply with.

    @mrblack: the only objection I have is that the winner can’t be easily identified. Probably adding the pad number would help.

    @mahdi: as Nathan says, the ESC button to quit would ease the testing, but alt-f4 worked so far.

    @gametron: no installers, please! I added the AIR 3.1 runtime to the supported frameworks.

    @david: I strongly support Nathan’s idea of being able for all the pads to work simultaneously. Additionally, I’d remove the quit choice or the players are able (even inadvertently) to skip to the next game before the time for yours runs out.

    @sam(gmx0): fullscreen mandatory and only keys 1-5, please!

    @bloutiouf: as for david, I’d suggest to remove the quit choice (from the main screen, but probably leaving the one to get back to the beginning) and to put the credits along with the main screen, letting the user to start the game with any pad.

    @aaron angert: I’d reduce the startup lease time from 20s to 5s (people can wonder how to start the game with such long preamble)

    @luke o’connor: can you avoid “blame” to open a console in the background while running?

    @troshinski: thinking about the fact that there will be 5 people to attempt a sync, I’d suggest more lenient timings. As Nathan experienced difficulties to raise the bomb to the boat (me too) I have to add two unsuccessful attempts to blast a sub on the first bottle. Another minor thing: I wouldn’t use toggle buttons for starting the game.

    @elvis brevi: no installers, please! and the game should start without prompting a setup window.

    @jack kern: given the fact that I’m not sure if the players would let one single person to play undisturbed for such long time, the debouncing of the buttons seems to be critical to me. As for the others: the quit choice and the esc button.

    @christian: I could run it on one win7-x64 machine (java 6), but not on the final testbed (java 7). There’s another processing-based game that runs just fine, can you see if you can embed the jre along the package?

    @alfonso monton: it runs on my testbed, but the space key renders the game a no-go.

    @volando: I think that the initial text will be mostly unreadable on the screen.

    Late answer (sorry):

    @more pie: no prob for the black areas, the projector should switch to the requested resolution. And of course you can use a physics engine.

    January 30th, 2012

  117. Eddie

    Hey, can you guys check out my newest submission to see which framerate would be the best for the game?
    Final submission is tomorrow, so I would like to get it done asap.

    January 30th, 2012

  118. Gametron

    Hi, here is the game (Fart Away!) without installer, just unzip and play. It needs Adobe AIR 3.1.
    http://www.gametronstudios.com/FartAwayNoInstallers.zip

    January 30th, 2012

  119. Simon

    Hey, here’s my game:
    http://simon.insert-coin.ch/jumper/jumper5Buttons.zip
    it’s about jumping on a diving board.
    there’s no obvious goal, pure paedia.
    jump higher!

    January 30th, 2012

  120. madeinpda

    Hi

    Finally I have something :-)

    http://madeinpda.blogspot.com/2012/01/egp-5-button-competition.html

    “Crazy Fossil Fuel Racers”

    up to 5 players fast racing game.

    I hope someone enjoys playing it inside that empty swimming pool!!!

    January 30th, 2012

  121. Elvis Brevi

    @OXULLO

    OK! file updated! ()

    http://dl.dropbox.com/u/10493629/Skater%20Duck.exe

    *no installer and the game start without prompting a setup window

    PD: confirm please, bye!

    January 30th, 2012

  122. OXullo

    @gametron: ok!

    @eddie: I’d try the slowest (30), the game is quite challenging even with the keyboard and the pads, operated by feet, are way long clumsier. Fine for you?

    @madeinpda: let me suggest:
    - the countdown starts only when one or more pad is pressed
    - countdown of 5s
    - if you really want to have a demo flight with no players, let the pressure of one pad to interrupt the flight to allow people to play

    @elvis brevi: it should also start fullscreen!

    January 31st, 2012

  123. Phillip Wei

    Hi! Here is my submission: “Individual Medley Relay”

    http://www.phillipwei.com/game/individual-medley-relay.zip

    The game is made in XNA 4.0 and requires the .NET 4.0 framework to run.

    It’s a cooperative game where all five players control a different part of a swimmers body. Four players control the limbs (left/right-leg/arm) while the fifth player controls the head. Players must collaborate their body movements (e.g. dolphin and frog kicks must be done in sequence while flutter kicks are best done in lock-step). Good coordinated timing results in a smooth and fast stroke. Bad timing can bring you to a stand-still.

    Some slightly more specific details:
    - Players assume the ready position by all holding down their buttons. If the keyboard doesn’t support 5+-Key rollover, use the Spacebar.
    - As soon as any button is released, the swimmer dives. Be careful! Jump too early and the swimmer false starts.
    - Oxygen determines the power of the swimmer’s stroke. Your oxygen-bar will change color as your power output falls.
    - The head can inhale to replete oxygen, but doing so incurs drag. Don’t breathe too frequently.

    Thanks to Robert Liu for coming up with the original gameplay idea.

    Have fun!

    January 31st, 2012

  124. Christian

    @oxullo

    My machine is actually running JRE 7, so it can’t be the Java version. Because I have no idea where the problem is, I tried – as first measure -four different build settings, perhaps one of these will run?

    http://www.reduktion.ch/content/NatureStrikesBackPack.zip

    If not, I’ll have to dig deeper, it might be an OpenGL problem.

    January 31st, 2012

  125. Christian Lech

    Yeaaa!! This is very cool!

    This is my entry:

    http://christianlech.com.ar/stattbad.html

    my free hosting is not working very well so just in case you can download the game here:

    http://www.mediafire.com/?6ca2ldfj6tn2kc7

    January 31st, 2012

  126. madeinpda

    @oxulo

    Hey that was a really good suggestion! I have changed it and it works much better now. the original thing was stupid.

    thanks!

    January 31st, 2012

  127. Simon

    just updated my entry
    http://simon.insert-coin.ch/jumper/

    and also added an extremely reduced online test version (hit space to jump)
    http://simon.insert-coin.ch/Test/jumper/

    cheers!

    January 31st, 2012

  128. Alfonso Montón

    @oxullo Does it means I should change the spacebar key to 5 for example? I dont know if you mean it does not work or.. it should be other key

    Thanks

    January 31st, 2012

  129. Bloutiouf

    @Oxullo
    Thanks for the advice, indeed the visitors shouldn’t be able to quit. I updated my entry. It is still possible to quit by pressing Escape.

    January 31st, 2012

  130. Travis W Stewart

    Here is my entry for the 5 Buttons challenge. It is called Fractured Memories. The game-play is an simple platformer with an twist. You can actually control some of the environment.

    The story revolves around an man who wakes up in an strange land with little memory of himself or how he got there. He must explore the landscape and collect the pieces of his memory that seem to be scattered there. For more information, go to: http://www.wix.com/xaos_star/project-memory.

    To download, go to:
    http://dl.dropbox.com/u/3209286/Fractured%20Memories%28Alpha%29.exe

    January 31st, 2012

  131. Travis W Stewart

    Also, I forgot to note that the Demo section of http://www.wix.com/xaos_star/project-memory has some tips and instructions for game-play.

    January 31st, 2012

  132. Paul McG

    Here’s our entry, sorry for squeezing just in under the deadline!

    Thanks guys.

    January 31st, 2012

  133. Paul McG

    Ooops, forgot the link! http://www.sendspace.com/file/2fh9dm

    bbbbb: Beep Brrp Bing Bang Bosh is a cross between Canabalt-esque running games, Rock Band and VVVVVV. Each lane controls an instrument, and each player controls a character in a lane. Switch lanes avoiding the spikes and keep the music going. Also every so often there’s the wheel of fortune, with players moved into new positions. There’s only a few seconds to get ready for the next onslaught. xD

    Everything made by three guys in the last week, was fun!

    January 31st, 2012

  134. keenblaze

    Comet Tune. Minimalist co-op game about gravity =)
    http://dl.dropbox.com/u/24458146/Comet%20Tune.zip

    January 31st, 2012

  135. Dominik Reisel

    I am asking how much definite the deadline is?

    I am working alone and I am in middle of finals, so I had very little time :P
    But I trying to make it as epic and spectacular as possible :D

    Well… what if I took 2-3 hours from 1st february? Would that be big problem?

    January 31st, 2012

  136. Meedoc

    I’m completely lost with the different time zone… So here is my entry without music. I’ll add it in the next hours.

    It’s a simple “avoider” in which all the player controls the same spaceship trapped in a wormhole. They have to avoid asteroids and to try to go as far as they can to obtain the best score. If they get close to a wall, they will have bonus points but they may crash. Finally, the number of players impacts the difficulty.

    To download : http://racine.meedoc.net/5buttons/AIAW_FINAL.rar

    To quit the game, press the “escape” key on the main menu.

    Sorry if I’m late. I’ll update a second version before 11:59 p.m. with a music loop anyway (just to challenge myself) (and maybe graphic improvements).

    January 31st, 2012

  137. Paul McG

    bbbbb: Beep Brrp Bing Bang Bosh

    Last upload wasn’t fullscreen and the switching mechanic was turned off. Here it is again for your enjoyment!

    I forget to mention as well as that it is XNA, requiring .NET 4.0. Apologies for the big file size as well, its all the audio love! :P

    Here’s zip with executable: http://www.2shared.com/file/jGOk8q6o/bbbbb.html
    Heres zip with installer: http://www.2shared.com/file/Vq6-zvhw/bbbbbb_Setup.html

    How to Play:
    Each button controls a character jumping within a lane, and each lane controls an instrument. Avoid the spikes and keep the music going as long as possible.

    Every so often theres a wheel of fortune and the players are spun into new lanes controlled by new buttons. There is only a few crazy seconds to move into position for the next onslaught!

    Made by
    Paul McG
    Stephen Lingham &
    Sam Gross

    Requirements:
    Made in XNA and requires .NET 4.0 Framework

    January 31st, 2012

  138. kylegray

    edit: whoops, just missed your latest version. Thanks!

    @ Paul

    Can you add another version without an installer that isn’t nebulously called “Download Setup” and doesn’t try to install sketchy programs on my computer?

    January 31st, 2012

  139. more pie

    this is my first entry – Stattbad invaders
    http://www.mediafire.com/?zmaa9w5w65a86i1

    I have another one I’m working on. Hopefully I’ll be able to get it finished in the next 8 or 9 hours

    Ben – More Pie Games

    January 31st, 2012

  140. Paul McG

    Sorry Kyle! That’s an XNA default thing.

    Promise this is the last one, fixes the game not resetting properly when returning to menu after playing once. The other is totally fine I think but if anyone else is interested in downloading: http://www.sendspace.com/file/ze50tb
    Sorry about all this! :/

    Oh, and if playing single-player it can be more fun to try and control multiple characters at once. It will be default if I add a single-player option to the menu. Also, if you want to hear more than 1 instrument!

    Cheers! :D

    January 31st, 2012

  141. Kurt Waldowski

    Alright fellas. Here is my entry “Zaboodles!” I took a simple concept and pushed it to be the best it could in seven days. I couldn’t be more happy with it!!

    In the game you simply jump from pad to pad dodging falling enemies (however, you need not worry about getting hit in the air).

    Give it a go and share your thoughts!

    Download: http://www.mediafire.com/?1oa2a8kt6vyb11j

    January 31st, 2012

  142. Sam(gmx0)

    Removed some features not meeting qualifications and updated: http://gamejolt.com/freeware/games/other/neenjah-inna-wearhauz/7019/

    January 31st, 2012

  143. OXullo

    @alfonso monton: exactly, you should use key 5 instead of the space bar
    @madeinpda: ok!
    @christian: nature strikes back works!

    January 31st, 2012

  144. Shane H

    Well, I wanted to have this one in sooner for peer review, but my schedule just didn’t allow it. Also, it’s my first ever EGP entry! WOOHOO!

    Balloon Ride is a cooperative game for 3-5 people (though one quick and talented person could probably play it). Guide the hot-air balloon through the course firing arrows and spike traps to pop point balloons along the way.

    Download: http://sandbox.yoyogames.com/games/193638/download

    January 31st, 2012

  145. Eddie

    Final Submission:
    https://rapidshare.com/files/1377106766/Bunny_Jump.rar

    Many did tell me that the game would be hard to play with the pads. I’ve been thinking of making another game, however I do not have the time :(. School work is surprisingly overwhelming.
    It was a fun experience anyway, thanks for setting up this event.

    January 31st, 2012

  146. Warren Longmire & Seth Archambault

    http://dl.dropbox.com/u/207357/V-Sync.zip

    V-Sync:
    A one to five person game where the players traverse a bare digital landscape.

    Release of the 1,2,3,4 or 5 button to jump.

    Try to get to the end of the song.

    January 31st, 2012

  147. MWT

    Some cool submissions so far! Mine’s nearly done, just need to do some appropriate sound effects and get it uploaded within the next few hours. My first EGP too :D

    January 31st, 2012

  148. Joe

    Here is my entry, just under the wire. http://ohgames.co.uk/uprok_dist.zip It’s a kind of racing game inspired by Tiny Wings and other games too. Um. It’s called Uprok. It features a synthesized robot voice rendition of parts of Laurie Anderson’s “Oh Superman”.

    Also, just so I’m being honest, I did spend more than a week on this, I wasn’t sure if we had to stick to the normal EGP rules (I’ve never done EGP before actually).

    If anyone wants to check it out then you can at http://adam-a.co.uk/uprok (you need Chrome, it is a shmancy HTML5 thing).

    January 31st, 2012

  149. Nathan Fouts

    Here is the final version for Porkerpillar (added some more screens too)
    http://www.mommysbestgames.com/porkerpillar.html

    It has bug fixes, better art, better level design and it’s a little more forgiving in terms of difficulty, which I’m hoping will work better multiple people coordinating to play it at the show.

    Let’s party!

    January 31st, 2012

  150. Mario

    Here’s my game:
    http://www.mariov.ch/rakete/download/rakete_egp.zip

    You find a web-playable (slightly different) version here:
    http://www.mariov.ch/rakete/

    January 31st, 2012

  151. Meedoc

    The last version of my entry is online. I hope it will be fun enough. I tried to make a game with a high replay value (thanks to the scoring and the randomness) and playable from 2 to 5.

    To download : http://racine.meedoc.net/5buttons/AIAW_FINAL.rar
    To quit the game, press the “escape” key on the main menu.

    January 31st, 2012

  152. MWT

    Ok here’s my game. I’ve designed it so it’s fully playable by just one person, but also a fun experience for upto 5 people as well, hopefully inspiring communication between players. Also took the venue into account in the event that I’m lucky enough to have the game shown at the Stattbad Gallery, so hopefully the sound and visuals make for a cool experience! :)

    https://rapidshare.com/files/3970004734/SPECTRUM.zip

    January 31st, 2012

  153. Felix P

    Hi everybody!

    Here’s an entry me and a couple of friends made.

    R-EVOLUTION: http://dl.dropbox.com/u/3990678/Revolution_1_0_0.zip

    It’s a 5-person racing game that turns coop. Note: At times all 5 buttons will need to be pressed at the same time, and sometimes keyboards don’t support the 1-5 number keys doing that, so we made SPACEBAR a hotkey for all five being pressed at once.

    Thanks!!

    January 31st, 2012

  154. Krimelo

    Hello!

    Here´s my entry, Pool Push!

    It features:
    -Underwater theme
    -Physical Interaction
    -Unita Zero (or similiar) exclusivity

    Game by: Krimelo

    Music by: Povel Widestrand
    povelwidestrand@gmail.com

    CAN ONLY BE PLAYED WITH UNITA ZERO OR SIMILIAR,
    IT IS NOT MADE FOR A TRADITIONAL KEYBOARD

    Pool Push is a physical partygame in which
    the rules are simple:

    Don´t lose the physical connection with your chosen pad
    or else you´ll lose.

    To win you´ll therefore try to make your opponents
    lose their pad-connection.

    To make your opponents lose their pad-connection
    you´ll most likely have to push them or in some other
    way make them unbalanced (do it carefully and with love, it´s a partygame afterall). Do however you want to, as long as they lose the connection to their pad.

    DOWNLOAD:
    http://www.2shared.com/file/6U07FNM3/PoolPush.html
    http://www.filedropper.com/poolpush

    January 31st, 2012

  155. Agent1729

    This is my third entry to Experimental Gameplay Project. I’m really proud of how this turned out and hope everyone likes it!

    Cadance is a rhythm game with random music picked from chord progressions. Only the buttons 1-5 are used to control the game. You must defend yourself from waves of incoming enemies by firing lasers at them in time. How high can you score?

    http://gamejolt.com/freeware/games/arcade/cadance/7039/

    January 31st, 2012

  156. Kurt Waldowski

    Alright, here is my latest version of Zaboodles! The game was screaming for “combat text” to display score values for killing enemies.

    Enjoy!

    Download Zaboodles: http://www.mediafire.com/?7z47wzsba9tzoyk

    January 31st, 2012

  157. Armel Gibson

    Here is my entry, Kickz !

    A musical duelling scoring game for 2 players. I had some problems with Flash Player 10, but it works just fine with the 11 :)

    Download :
    http://armeljgibson.com/o2l/
    http://www.2shared.com/file/1Ksw7oTU/Kickz.html

    January 31st, 2012

  158. Jim

    ~I hope I’m not too late, but here is my entry for this competition~ ^^

    https://rapidshare.com/files/1829382277/3hours.rar

    February 1st, 2012

  159. Jim

    It appears that I submitted it Feb. 1st, but right now its Jan. 31st, 11:05pm PST ._.

    February 1st, 2012

  160. Rob Lach

    LLMLMMMRRR
    By Rob Lach

    1-5 person “arena shooter?”. I dunno.

    ~2 weeks of work. (1 week December, 1 week January, hoping to keep with the spirit of the EGP).

    http://dl.dropbox.com/u/8367315/LLMLMMMRRR%20by%20Rob%20Lach%20%281-31-12%29.zip

    February 1st, 2012

  161. Jim

    Version 2 ;)

    https://rapidshare.com/files/1261563348/3hoursV2.rar

    (11:23PM PST)

    February 1st, 2012

  162. Jim

    Final version, I promise Dx

    https://rapidshare.com/files/1942175483/3hoursFINAL.rar

    (11:37PM) PST

    February 1st, 2012

  163. Sergio

    http://dl.dropbox.com/u/4353469/dandeliongame.zip

    February 1st, 2012

  164. Balthazar Auger

    With only a mere minute remaining, here is my entry, Tone Tennis

    http://dl.dropbox.com/u/1149142/ToneTennis.exe

    February 1st, 2012

  165. Josh

    NOOOOOOOOOOOOOOOOI JUST NEED A FEW MORE MINUTES!!!!!!!!

    February 1st, 2012

  166. Dominik Reisel

    http://www.2shared.com/file/Rf16Cx22/Space_Protocol.html

    Space Protocol.

    5 man space simulator. Multileveled adventure + final boss.
    Objective isnt to get max points, but to pass all 3 levels.

    About 4 days of work, to keep spirit of EGP (too bad damn finals ate all my time).

    I know I am posting this a bit too late, but I fell asleeep while upload page was loading :D

    PS: I dont emphasise this enough in the introduction, but
    Cooperation IS VERY IMPORTANT! Game is very easy if your team thinks and cooperates, but hellish nightmare, if it doesnt.
    Id like you to say this to the players on the event.

    February 1st, 2012

  167. Sergio

    D’oh, I just noticed I left in a slightly game-breaking debug feature. Hopefully a minor post-deadline update is OK? I’ve reuploaded it to the previously mentioned URL. If this is unacceptable the version I originally uploaded is still around.

    February 1st, 2012

  168. fred

    When will February theme be announced please ?

    February 1st, 2012

  169. qubodup

    Failed to implement anything but created mockups, voice recordings and script for a button-mashing game in German + ISP Hate. :)

    February 1st, 2012

  170. kylegray

    @Paul

    BBBBB is a pretty fun game! Do you have any screen shots? I’m having issues capturing anything through normal means. Thanks!

    February 1st, 2012

  171. Paul McG

    No problem, here’s 3:
    http://i42.tinypic.com/hsly8k.png
    http://i42.tinypic.com/n62785.png
    http://i43.tinypic.com/2u4u2oy.png

    Thanks! :D

    February 1st, 2012

  172. Alfonso Montón

    @oxullo Understood! The key is changed.

    @all
    You can play HAMASUTA MAN downloading directly from my webiste:
    http://alfonmc.weebly.com/hamusutaman.html

    or downloading at:
    Windows version: https://rapidshare.com/files/3265248332/HAM-MAN-WIN.rar
    Mac version: https://rapidshare.com/files/789276876/HAM-MAN-MAC.zip

    And I also recommend to people who are interested into 3D.. to use Blender.. and I show my .blend file:
    https://rapidshare.com/files/753506992/5BUTTON-014.blend

    Enjoy!
    Ah, and the music is royalty free

    February 1st, 2012

  1. Experimental Gameplay In A Swimming Pool | Rock, Paper, Shotgun - December 3, 2011
  2. Oh yes. « Hedgehog Hugs Devblog - December 6, 2011
  3. Balloon Ride – 5 Button Conrols « Gamer by Design - January 24, 2012
  4. Milliways, the game at the end of the Universe « MasciBlog - January 30, 2012
  5. 5 Button ISP/Telephone Terror Agression Game Idea « qubodup net - January 31, 2012
  6. Skater Duck | Babilonis - August 2, 2012

Reply to “5 BUTTONS Competition in December and January”


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