Minotaur is a cooperative language building game, based on the myth of the minotaur.
Players are separated and then each control a different part of the minotaur. The first player controls the minotaur's mind, able to sense obstacles and clues that the other player cannot. The second player controls the body, and is able to control the minotaur's movement.
They are then only able to communicate through abstract sounds, visuals and haptic feedback. Over the course of the game, players build their own unique language and learn to communicate the information they have using the tools at their disposal.
Minotaur was designed on a three person team with Jonathan Ahern and Sean Heron.
Space Station Speed Mating
"Space Station Speed Mating” is a live-action role playing game in which players must speed date their way onto a shuttle to paradise.
Life is great aboard the space station. Really, it is. You do your assigned job, you get your freeze-dried gruel ration. You’ve journeyed through the far reaches of space and finally have arrived here, orbiting verdant Planet Utopio. You can already feel the lush grass under your feet. But to reach the surface, you must prove to the Tribunal that you can be as fertile as the fields below. Speed-dating is for humans. This is Space Station Speed Mating.
Space Station Speed Mating was made by a three person team with Desiree Cifre and Blake Andrews.
Same Time, Next Week
Same Time, Next Week is a Live Action Dating Sim. Led through the experience, players role play the important decisions that need to be made during the early, mid and late stages of a long distance relationship. A digitally assisted tabletop game, players communicate through online forums while trying to coordinate their schedules across oceans, developing their characters' past and planning their future together.
Same Time, Next Week deals with the challenges, rewards and emotional roller coasters of being in a long distance relationship.
In Tune is a game that deals with bodies, their interactions, and navigating consent. Players are asked to negotiate and communicate their own physical boundaries with a partner using skin-to-skin contact as the main controller of the game.
Its goal is to develop players’ skills to navigate consent and physical interactions while hopefully provoking thought about how daily interactions with people and the space around them also involves similarly complicated negotiations. It is also looking to have players examine their own comfort levels and see how thoughtful communication has the potential to shift those levels.
In Tune was an Indiecade Official Selection for E3 2015 and Night Games 2015.
She Said She Said
She Said She Said is an audio expression of women’s experiences, and the experiences of marginalized women in particular. It is a curated set of stories that women shared with me over the course of game creation taken and consolidated into short, direct phrases. It was initially programmed in a DJ program, using looping triggers to repeat and layer whispering voices. We have since worked to recreate that effect using a more traditional programming language.
Its intent is to examine overt racism, sexism, transphobia, and homophobia but in addition to address more subtle and often overlooked micro-aggressions. The game is intentionally extremely confrontational, asking players to take the position of both the aggressor and the target of those aggressions in turn. It was made by a three person team: Allison Cole and Zachary Miller of Tweed Couch Games and guest artist Mattias Graham.
Magical Girl Olympics
Magical Girl Olympics is a game that deals with the anime we watched when we were younger, and the ways in which the performance of magical moves are gendered. It involves select players competing in the Magical Girl Olympics, in the category of Transformation. Other players take on the roles of sports commentators, and judges.
It is a physically run game with as many as 10 participants made by the members of Tweed Couch Games.
Seventy-Eight is an exploration of women's experiences in the workplace. It is a game that demands the player to perform mediocrity. Playing too well will elicit complaints of "bitchiness" and "coldness", while playing too poorly will evoke comments about the inevitable failure of the player. The game itself starts glitching and breaking if you are not performing mediocrity well enough.
This game was made at the Boss Up themed GAMERella game jam at TAG, and we asked participants to record their own voices saying things that they had heard or that had been said to them to give the comments a genuineness. You can play the completed (though not quite polished) version on itch.io here.
Seventy-Eight is a Tweed Couch Games collaboration with guest artist Myriam Obin.
Last is part game and part sound toy. The play is divided into two sections. First, you and your partner create backstories for each other and then spend time working to build your relationship together. Where did you meet? How did you fall in love? Wait, did you fall in love? Why? What has kept you together this long?
After this initial relationship deepening, you play as a couple who has been together a long time on their weekly date at a cafe. You use the diegetic elements of the cafe where you have your weekly coffee date to created noises and hopefully find a rhythm that is comfortable and enjoyable for both you and your partner.
Last was made by all three members of Tweed Couch Games with guest sound designer Drew Pascoe.
Desert Bust the IF
What could be more fun than a video game version of driving a bus through the desert? A text adventure game version of driving a bus through the desert.
Desert Bus the IF was made for Pippin Barr's Curious Games Studio.
The first game I ever made, in the booming year of 1998. Play as Posh Spice as you try to find the one genuine Gucci (a word I couldn't spell back then) dress in the store. It's nice to remember our roots sometimes.