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Friendship Club Friendship Club!

RELEASED (EARLY BETA ACCESS)

Friendship Club

Pre-order now for Early Beta Access!

Monsters! Mayhem! Imaginary friends do nightly battle for the favour of their creator! Who will endure? What will be left of them? Come with us as we venture into the mind of young Timmy Bibble in...

TIMMY BIBBLE'S FRIENDSHIP CLUB!

Friendship Club is a local-multiplayer bullet-hell arena-shooter for PC and Mac.

Play as one of Timmy's four best (and imaginary) friends. Chud - a beast from the mountains. Old Man Ricketts - a prospector driven mad by his lust for gold. Shakey Jake - a ninja, bandit, skeleton... thing. The Canardinal - a duck from the Vatican!

Fire bullets that bounce forever. Catch bullets with supreme agility. Headbutt your opponents into oblivion. Be the best friend ever for little Timmy.

A long-term collaboration project with Clockwork Cuckoo.

Features:
  • 2 - 4 Player Local Multiplayer
    Get your friends together in the same room for the ultimate showdown!
  • 6 Game Modes
    Classic, Unarmed, Standoff, Bullet Hell, Bully/Target, Sticky Rugs (working title). More to come!
  • Procedural Level Generation
    Each environment has its own set of procedural content rules, as well as its own gameplay elements built in to it. (Currently two environments). No match is ever the same! more to come!)
  • Adjustable Game Speed
    Play super slow-mo, HYPER_SPEED, and everything in between.
  • Transparent Development
    Builds with new features released every few weeks -- watch the game come together as we're developing it! Engage with us and give us your feedback. Help us get it on to Early Access!

RELEASED

Sinking Feeling


Sinking Feeling is a game about a head falling through time and space.

Strategically smash and avoid panels of glass in risk/reward gameplay. Test your reflexes against intense - yet deliciously simple - minimalist action. Top-notch glass-shattering effects combined with a retro-style and chiptune soundtrack will keep you coming back for more.

Just one more go...

FEATURES:
  • Increasingly challenging gameplay with 10 types of glass panels to smash through!
  • Two unlockable game modes.
  • Achievements and online leaderboards.
  • An emphatic custom-composed chiptune soundtrack.
  • A deep, honest and truly meaningful ending... probably.

RELEASED

Toast Time


Toast Time is a throwback to the golden age of video games where old-school homebrew titles fused arcade action with a distinctly British sense of humour.

An appetising arena shoot-em-up garnished with tower-defence elements and served warm with awesome-sauce (probably syrup).

Features:
  • 45 action-packed missions.
  • 16 exciting bread-based weapons.
  • Iron man survival mode.
  • Bonus COFFEE TIME mode.
  • Loads of colourful hats and customisations.
  • Addictive and original gameplay specifically designed for touch.
  • Achievements and online high-scores.
  • Super-slick audio and calibrated soundtrack -- each level has its own track!

RELEASED

Neon Caves


Explore the Neon Caves, a fragile ecosystem lost to the world for centuries. Recently rediscovered by your research team, use your ship's anchor ability and elite implements to stabilise the cave while keeping the hostile inhabitants at bay.

An experimental off-shoot of our debut game Toast Time; originally part of the Indie Statik Kickstarter GAME PACK.

A collaboration with Ted Lauterbach (graphics) and Joe Williamson (music).

RELEASED

Dysbiosis


Play Online

An intestinal-tract based shoot-'em-up supported by Wellcome Trust as the winning entry into their "Gamify Your PhD" game jam event.

Fire antimicrobial peptides from the intestinal cell wall at oncoming bacteria. Use antibiotics and absorb vitamins. Maintain a healthy balance inside the gut!

A collaboration with Clockwork Cuckoo and Dr. Margherita Coccia.

EXPERIMENT

The Agent: Glory To Moscow

Not available for your os. Sorry!

The Agent: Glory To Moscow (агент: слава к Москве) is a fast-action two player game of cat and mouse designed to emulate a lost soviet arcade machine.

Players take it in turn to play as the Agent and the Target, to the best of 8 wins.

The game revolves around power-ups that are designed to affect the game without giving either player a significant advantage. There are no speed-bonus power-ups and no movement-restricting power-ups. The players are equal, the game is pure.

View the authentic instructions card (and the translated copy)!

For more information about the inspirations and processes behind this game, read our blog post!

A collaboration with Clockwork Cuckoo.
Developed in ~9 hours, an entry in to Creative Assembly's "The 80s" game jam as part of Rezzed (June 2013).

EXPERIMENT

Alien Laser Bunnies

Not available for your os. Sorry!

Alien Laser Bunnies is a top-down multiplayer game of mimickry and camouflage with recursive meta-deceptions.

When the game starts, your aim as the player is to quickly figure which bunny you are controlling. Thereafter, outwit your opponent by blending in with other bunnies while hunting them down. When the time is right, blast them away with your GIANT LASER BEAM!

Collecting flaming carrots and ducks will recharge your laser, but they will also give your position away to the other player -- hop carefully!

THE DECEPTION:

The regular earth-bunnies that inhabit the game playing field are not controlled by artificial intelligence systems as it would first seem. They are articles of a former self, movements of a player in a previous game.

A collaboration with Joe Williamson.
Developed in ~15 hours, an entry in to the Wellcome Trust's "Deception" game jam as part of Extended Play Festival (October 2012).

07 Feb

RT @nuuupupup: my manifesto: make bad games make games that look terrible get inspired by raw things make bad things make crap make games …

05 Feb

RT @Babylonian: ahahahaha this Double Fine "we're hiring" commercial is SO GOOD https://t.co/32W8WNSfcp https://t.co/S4SbP7Rgul

05 Feb

If you're a developer with two computers in front of you, seriously, try Synergy. https://t.co/3Hh3vJ1zsi

03 Feb

.@robotduck I thought this was a spam tweet until I saw the picture. You clever bastard!

Latest from the blog

Parting Ways To Make Us Better

Hello everybody, Nick here.

 

So this is a strange thing to write, but as of very soon I shall no longer be one half of Force of Habit. I have decided to leave the company in the capable hands of Ashley and will be embarking on my own, curious, solo adventure.

 

Before I go any further I'll mention that I will be taking Friendship Club with me, with a view to continuing work on the game alongside Clockwork Cuckoo. Updates to the game were drying-up, but at the same time the 3rd party work we had to take on wasn't really bringing in enough money to devote larger chunks of time to it. We had begun seriously looking at finding investment to finish it, but the deeper we went down that path, the more I realised that money wasn't likely to fix some of the more profound issues we've been having. Neither of us were looking forward to coming into work and stress was becoming a serious burden on the both of us. The mental, physical unease of being an indie is something we're used to and sadly expect, however it was supposed to be fun. Why wasn't it fun anymore?..

 

Read More