Alphaland awaits

My new game, Alphaland, is now playable at Newgrounds! Play it, spread the word, tell your grandmother!

This could not have happened without the incredibly kind help of Terry Cavanagh, who should be nominated for sainthood.


  1. I… I don’t know what to say really. And don’t want just to copy-paste my comment from distractionware.

    It was so touching. I played it two times in row. With my mouth open. Thank you.

    Maybe I’m not really into the blue block character, but it doesn’t matter when I’m exploring such world and listen to such music. I need to find some more about Calling Sister Midnight

    And I loved part with the living stars.

  2. Apart from reworking the entire game in terms of programming (!), Terry helped streamline the design of several areas. The basic design of the game is all mine, but Terry’s contribution to making it as smooth and enjoyable a game as possible (technologically as well as design-wise) is very, very important. He also did the awesome backgrounds.

  3. I like the idea a lot and the presentation is perfect. One niggle:

    Is it possible to drop through the gaps in this pit?

    If it isn’t possible or intended, you should probably fill the gaps in. I spent a lot of time trying to get the timing perfect when I should have been figuring out the 0 > 12 puzzle.

  4. Matthew


    I just finished this experience of yours and I have to say W O W. I find this (as well as your other games) to be quite spiritual experiences. Now I have 2 games of yours that are my favourites, and this one is one of those rare games that have come the closest to communicating the experience of transcendence. I cried with joy at the end. You’ve got a gift, m’dear.

  5. James Patton

    That was amazing. What flabbergasted me the most is the fact that it’s almost impossible for me to see everything: there were areas I could have explored, but I took a different path (often by dropping down) and was unable to explore them. So there was this incredible sense of space, and of being in a vast landscape that I could never properly comprehend.

    And I especially loved how you let little bits of the game’s architecture leak through, like player coordinates, or the numbers that form stars in the sky. It’s an amazing blend of the rigid, functional world of game-building, and the wondrous, evocative world of the sublime. I’ve often wondered how one could combine them, but you seem to have done it effortlessly, and powerfully.

  6. Muskie

    This game is art. Of the highest caliber. The smithsonian should drop Panzer Dragoon Orta from their list, and put this in pride of place.

  7. Such an awesome game, thank you for letting the world test it!

    Finding the charm of a sketch and then releasing entire works with sketchy aesthetics is a common artistic process. It makes a stand from this not finished look, and it makes the work represent its own creation process. It has happened with sculpture and painting and even literature. I’m glad games have come this far. I’m glad people like you made them come this far.

  8. Brings me nostalgia for:

    And I think that’s intended. Although there’s a significant difference. As far as I can tell, all of the maps in Alphaland were designed by a human hand, whereas the secret worlds of Metroid II were an accident, resulting in an alien world with no reassurance that it would make sense, and there was beauty in that too. Modern development environments attempt to prevent these sort of accidents in order to catch bugs early, so if you wanted to bring back accidental worlds, you would have to explicitly design the world system to support it.

    Of course it also reminds me of Redder. Next time I want to introduce someone to sidescroller development, maybe I’ll show them these games.

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