Not much to look at so far. But it’s starting to emerge.

I’ve been working on a new game design methodology that I call “PEWPEWPEW” (seriously). This will be my first game trying it, if it’s successful I’ll post about it. Kind of similar to Danc’s great description of the creative process at http://www.lostgarden.com/ It’s a different thing but it dovetails nicely with that.
Anyways, about the game. I was kind of thinking about doing more of an art game this time, but with the “Enemies as Weapons” theme lends itself so well to platformers and shmups. And I’ve always wanted to make a more-or-less straighforward platformer, something fiendishly hard like megaman2. So that’s basically where I’m going with it. There is a bit of a twist with the enemies-as-weapons thing, but I’ll save it. Hint: it’s like a horadric cube that eats monsters instead of items.
Anyways, I think I’ll have some stiff competition with a platformer, plus there’s a lot of catchup I have to do to people using flixel and stuff (i still haven’t written the tilemap yet), but that’s OK, and if it works I’ll fold it into my basecode for next time.
I wasn’t super exited about the theme when it was announced, but it’s growing on me. Best of luck all, looks like a lot of fun stuff is showing up.
sleep time now.