Some new games from staff & students of Mages

Show us your completed creations made in Construct 2

Post » Wed Dec 05, 2012 2:21 pm

Hi All,

We're studying rapid-prototyping of casual games here at Mages Institute of Excellence in Singapore ( We've used Construct 2 to create prototypes of simple games, and we'd love some feedback from the Construct 2 community!

Here are our shooter games, on Google drive:


Jungles of Borneo:

Neon Aliens Shooter:

Space Whirl:

Space Survival:

Please try them out and let us know your impressions.

Thomas O'Dell
Teacher, Casual Game Design
Mages Institute of Excellence, Singapore
mages2012-12-05 14:35:35
Posts: 2
Reputation: 254

Post » Wed Dec 05, 2012 3:29 pm

Wow, it's Mages.
I'm from Singapore as well, and I've visited your school before, as an acquaintance of Derek.

They are all very basic. If they could really go more wild with slightly more advanced ideas, and explore into realizing these ideas, instead of doing such simple games, based on such simple ideas, it would be more beneficial. In my opinion.

Glad to see that Construct is being acknowledged by more in Singapore!
Posts: 962
Reputation: 11,259

Post » Wed Dec 05, 2012 4:34 pm

Neon Aliens Shooter

Space Survival

These prototypes I thought turned out pretty well.
Posts: 124
Reputation: 2,482

Post » Wed Dec 05, 2012 7:00 pm

Had a little play thru all the games, heres some feedbacks for each one.

Gingerdude: player moves too slow compared to enemies and is a bit sloppy which makes hard to aim

Jungles of Borneo: player moves even slower than the first one, also its possible to eat all the birds by standing in place and shooting, since they spawn in the same position. Orange screen creeped me out and w/e it was it dropped too fast for me to react. Maybe im just slow

Neon Aliens Shooter: polished and well made, give these guys an A.

Space Whirl: i didn't quite what was happening, but i think it relates to flocks of birds and when i shoot one the others fly away? aim too sloppy too.

Space survival: this one is quite nice too, i just think it's a bit unfair that im able to destroy what could save my life (the yellow thing that clears the screen)

For all of them:
In most cases, for shooters which is the subject of these games, you need to have tight controls to be able to aim properly, except for different mechanics like say, Missile Defense-like games which the bullet was slow and exploded mid air.

I also agree with Rory in the sense they are very basic, try to have students plan a short game with a few mechanics (platforming, then action-platforming or puzzle-platforming for example) and work towards completing it. I'm basing this on my architecture course, where we get like what a specific type of building needs (a school or hospital), and work the entire semester on it. I think it's a pretty nice way to learn not about only conception or final product, but the entire process of making it.
Posts: 54
Reputation: 1,892

Post » Wed Dec 26, 2012 7:31 am

Hi all, thanks for your comments. They were very helpful.

@Rory and @Alessandro: we're intentionally doing simple fast prototypes at the start. For their final project our students will be putting together all they've learned a more in-depth game. I look forward to your comments on it!

In the meantime, here's our second round, combining scrolling and platform games:

OCD Cleaner:

Boxed In:


Jump & Shoot Boxman:

As before your feedback and comments would be greatly appreciated.

Thanks in advance!

Thomas O'Dell
Teacher, Casual Game Design
Mages Institute of Excellence, Singapore
Posts: 2
Reputation: 254

Return to Completed Creations

Who is online

Users browsing this forum: Google [Bot] and 7 guests