Greg Lemon

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"This game is so fun and cool! Very addicting and challenging."

"This game is now apart of the set of games I call addicting, right up there with doodle jump, bejeweled, and angry birds."

Monster Balls

The Monster Balls are taking over...tap the screen to shoot them and blow them away! Match your shot with the right color to start a combo, but don't let the Monster Balls touch the top of the tank or it's game over!

Monster Balls is an iOS/Android game I made in 2012. I created everything in the game myself, including all gameplay, code, art and sound. I designed Monster Balls to help develop read and react cognitive skills frequently used in sports such as basketball and soccer.

Software used

  • Corona SDK; Adobe Illustrator, Photoshop, Aftereffects; Audacity

What I did

  • Everything, including all coding, art, gameplay and sound.

Features

  • eye-popping visuals, energized sound FX and a ridiculously catchy background tune.
  • bubble shooter mechanics + real-time physics = ridiculous fun.
  • tap the screen anywhere to shoot charged balls into the pile of balls.
  • hit the right color...and hold on to your phone!
  • incredibly simple and addictive gameplay.
  • one-touch control system...it's all about timing, baby!!
  • chain together huge combos for massive points!
  • rain down epic destruction with the wild and hyper balls!
  • real-time physics leads to nearly infinite emergent gameplay scenarios!
  • game center leaderboards and achievements!

GoldDigger

Helga, the heroic Viking lass, is trapped in an underground mine, and she needs your help! Guide her through a neverending series of randomly generated mazes, filled with bats, bugs, beasties...and plenty of loot!

Golddigger was a game built during a hackathon sponsored by Corona Labs in San Francico. I partnered up with another developer, we hacked away, and won first place! We continued to work on the game, and released it a few months later.

Software used

  • Corona SDK; Adobe Illustrator, Photoshop, Aftereffects; Audacity

What I did

  • all coding (lua + Corona SDK), including...
  • player movement controls, which use an elegant one-touch swipe control.
  • enemy movement AI for a variety of mobility, game state and terrain types.
  • randomiztion logic for level generation, terrain sprites, and color palettes
  • power-up spawning logic.

Features

  • simple one finger tap-and-swipe control mechanism.
  • procedural level generation - never the same layout twice!
  • dig and smash your way through dirt and rock!
  • grab power ups to kill enemies, freeze them in their tracks and make Helga invincible!
  • Gorgeous randomized color palettes for each level – the look of the game constantly changes!
  • Four different types of enemies...bugs crawl through dirt, rocktrolls smash through rocks, dwarves steal loot, and bats fly over rocks!
  • collect coins, gems, and epic loot to boost your score!

Argyle

Argyle is a puzzle game with a revolutionary twist! Destroy as many tiles as you can by rotating diamond shape groups into matching colors. But, use caution! Each rotation costs one turn, and when your turns run out it's game over. Earn extra turns by scoring big points. How high can you score before all your turns are gone?

Argyle was designed to be an experiment in tile matching, strategy and aesthetics. I wanted to use the touch screen controls to enable the user to twist tiles into place, rather than using a traditional match-3 swipe mechanic. The game allows for a limited number of moves, but creating big chain combinations results in the game awarding moves back to the player, which I felt created a very deep, methodical experience for the player which values long-term planning over quick decision making. I also wanted the game to have a vintage feel to it, which I achieved using a combination of Photoshop, Illustrator and Maya.

Software used

  • Unity; Adobe Illustrator, Photoshop, Maya; Audacity

What I did

  • all gameplay design, including play structure, scoring, moves and bonuses.
  • all art and art direction.
  • sound effects

Features

Casual...and incredibly addicting!
Relaxed, turn-based gameplay that gives you the time you need to plot your strategy. Argyle is a great no-pressure, turn-based game. Simple to pick up, but impossible to put down.

Simple and intuitive interface
Destroy as many tiles as you can by matching them in four-of-a-kind diamond shapes. Simply tap to select, tap to rotate, and you are on your way to your next big chain combo. Destroying tiles earns you points. Earning points earns you more turns.

Gameplay with depth
Have extra turns to burn? Try planning an elaborate high scoring chain combo. Or, go for the simple clears and try to create bonus tiles. Use gravity to create chains, or use Ultra Tiles and destroy entire rows. Vaporize entire colors with the Hyper Tile. What strategies can you discover to earn your place as an Argyle Master? Just remember not to run out of turns!

Spectacular art and sound create a truly magical experience!
Gaze in awe as the art, colors, and sound envelop your senses. Smile with delight as you vaporize half of the board with a Hyper Tile. Enjoy the lush, serene soundtrack that makes Argyle a meditative experience while satisfying your thirst for tile matching strategy.

Beautiful art and sound create a lush sensory experience
Soft colors and playful patterns partner up with a lively, quirky soundtrack to create a vivid world no puppy lover can resist!

Challenge yourself, your friends, or anyone in the world with AGON Online support!
AGON Online brings friends, leader boards, awards and more to Puppy Park and many other iPhone and iPod touch games. Collect awards and compare yourself against your friends and the world!

Puppy Park

Puppy Park is a cute, colorful puzzle game in which you are the caretaker of the best dog park in town. Puppies love to come play here, but when they first arrive, they are lonely and sad. You can make them happy by moving them next to their friends!

I created Puppy Park with another developer using Unity. It was featured by Apple in January of 2008. I designed the gameplay to offer a number of core challenges to the player, most notably the requirement of matching two colors for each card, under a time limit, with limited play space. Puppy Park's difficulty escalates geometrically; as levels increase, both the amount of available space and the time limit for matching cards decreases.

Software used

  • Unity; Adobe Illustrator, Photoshop, Maya; Audacity

What I did

  • all gameplay design, including play structure, scoring, moves and bonuses.
  • all art and art direction.
  • sound effects

Features

Help these puppies find their friends!
Move and flip puppies with ease using a simple tap interface. Arrange a puppy so that both of its color tabs are touching matching neighbors, and your pup will pop into happy mode!

Color-matching meets spacial puzzle gameplay
Innovative and dynamic gameplay featuring a unique dual color-matching system lets you create huge networks of puppy love as you work your way around various obstacles. Can you create enough happy puppies and activate Puppy Power before the park fills up?

Adorable fully animated characters
Puppies respond to your touch and bark with delight when you surround them with friends! Make enough happy puppies, and you can tap the golden star to make them chase each other around the park!

Parks, parks, and more parks!
Thirty different parks with unique shapes and obstacles create a variety of spatial challenges. Three levels of difficulty provide enjoyable gameplay for novices and experts alike.

Beautiful art and sound create a lush sensory experience
Soft colors and playful patterns partner up with a lively, quirky soundtrack to create a vivid world no puppy lover can resist!

Challenge yourself, your friends, or anyone in the world with AGON Online support!
AGON Online brings friends, leader boards, awards and more to Puppy Park and many other iPhone and iPod touch games. Collect awards and compare yourself against your friends and the world!