Greg Wohlwend

Greg Wohlwend

@aeiowu.com

Hard to pronounce videogames.

542 followers142 following92 posts

Greg Wohlwend reposted

We’re making a scrabble tower defense game! Every word in the english dictionary is a unique tower ARROW pierces enemies PUNCHES knocks them back

Greg Wohlwend reposted

Years ago I was at the space museum in White Sands, NM, gazing up at a Saturn V rocket engine. Another visitor next to me turned out to be an engineer from JPL. He explained they were studying old rockets to try to reverse engineer how they actually worked. Because the blueprints had been lost.

Greg Wohlwend reposted

i've finally updated the work on my site stfj.net. there's a lot there, sorry. I built this site to be the kind of comprehensive archive I would want from any artist I liked — going all the way back to college (even to work that's not that good) no i dont have a SSL cert nor is the site responsive

perhaps i do not understand soccer well enough but isn't #4 for iran (who goes on to score this goal) so completely onsides it's not even in need of review? why was this offsides? the egypt player is so far back and yet VAR samples the foot of the player 2nd from the back?

cool idea for a website

Adam Bonica@adambonica.bsky.social

For years I've tracked billionaire excess. Each year I show students a chart that blows their minds. This year I had to redraw it for a trillionaire: Elon Musk, $1.32T. Depressing that we're here. Silver lining: couldn't have happened to a less deserving person, proof that wealth ≠ merit.

Greg Wohlwend reposted

SLAUGHTER VOID IS LIVE, GO GET BARBARIC WITH IT This started as a "for fun" project that got out of control. Now we get to bundle with Conquest Dark, Bleak Sword, and Elderborn. If you love Sword and Sorcery or retro fantasy, hop in. Reviews help us a ton! #indiedev #indiegame s.team/a/3333980

store.steampowered.comSave 10% on Slaughter Void on SteamSLAUGHTER VOID is a heavy metal dark fantasy slasher where hesitation is death. Chain kills, keep your momentum, shape your build, and slaughter your way into the Void.

Greg Wohlwend reposted

Eating good this week... 🎃MADHOUSE update on Monday. ⌨️868-BACK tomorrow (Thursday). Sequel to my favorite game from @smestorp.bsky.social, which is saying a lot because all his games are so compelling. 🐭Mina the Hollower on Friday. Can't wait to finally soak myself in those pixels... Big week!

Finji@finjico.bsky.social

868-BACK is out TOMORROW at 1PM EST! 👾 Here's what Finji Co-founder & Director @adamatomic.bsky.social has to say about the matter. (spoiler: he's really into it)

This looks like a mess but I think this is when, after an extra long weekend, I finally figured out how to implement Kepler's equation and simulate somewhat realistic elliptical orbits. (4/2/2024)

Logo for a flash game that never got finished, I think it was about ants taking over the silicon chips in your computer. (9/20/2008)

Found what the mockup for the game looked like. A classmate in college had a broken laptop screen that looked really cool sorta like this. I'm still proud of how that looks here. (9/8/2008)

Greg Wohlwend reposted

🌖 Amberspire is OUT NOW! 🌇 A dice driven science fantasy city builder. Grow your city atop a mausoleum moon, interact with strange weather and ecology, gain influence to make deals with powerful off-world factions, experience the history of a future city. PC, Mac, Steam Deck s.team/a/3350750

Here's a mockup for a game called Protonaut I made with @andymoore.bsky.social. It's a platformer about interacting with molecules/atoms with a level editor for community made levels. It ended up looking a lot weirder than this. (5/18/2009)

Early mockup of Gasketball (a physics basketball h.o.r.s.e. game made by Mike Boxleiter and I that I'd like to restore on the app store eventually). (5/25/2011)

Here's a mockup of an ASCII-type game @stfj.net asked me to take a stab at. I think the idea was an RPG where you command flotillas and build them with modules etc. (9/12/2017)

I'm not exactly sure what this screenshot is about but it's definitely part of the procedural generation for the 2D space exploration prototype we were working on at the time. Likely trying to get those boundaries between clusters of spawned objects. (2/8/2023)

Iso view of a different iteration on that Minesweeper prototype. In this one your body has a limited size and splitting yourself optimally + certain mine configurations have different emergent values (based on the surrounding mine density). (3/20/2019)

Here's a prototype where you control a slime mold consuming mines (by surrounding them) in a Minesweeper world to grow further. (5/9/2018)

Greg Wohlwend reposted

Just about two weeks to go until Amberspire launches! We've produced a whole series of featurette videos explaining how the game works that will be releasing in the run up!

Bithell Games@bithellgames.bsky.social

Amberspire is out on May 6th! 🌇 Here's Nic, Amberspire's developer, to introduce you to our science fantasy city builder. Wishlist on Steam! 🛒⬇️

This is a screenshot of the interface I did for our jam entry to TIGJam: Cockpit. The "organs" inside the chicken are all pieces of a functioning HUD. Radar, health, etc. (3/13/2009)

Here's an old portfolio site of mine that included drawing with a LOGO-esque scripting language. I first used it in elementary school on the library computers but didn't connect the dots that that was programming until high school. (9/7/2010)

Here's a mockup for an unreleased game. The "plant cells" are barriers to an unexplored area and their contents hint at the kind of "challenge room" you'd enter along with its risk/reward. Completing a cell destroys it permanently. (7/2/2024)

Here's some unused drafts for Ridiculous Fishing: EX. We were looking at using Gooper for the interface and going against the rigid, angular art style. I still like the idea. (4/14/2023)

I have every screenshot I've ever taken on my computer going back like 16 years or so. I'll try to post one most days. A lot of it will be unreleased stuff.

WIP version of Threes from July 2013 where the guys had funny faces and were also as tall as their value (look at the 384). Imagine a 6144 Volleo...