Fortune Hunter: Wrath of Anubis Developer on the Platformer Genre/Engines
Platform-adventure game Wrath of Anubis launched on Candystand and viral sites a few weeks ago — the game features dozens of levels of mummy-avoiding, tomb-exploring and gem-collecting entertainment, and we were lucky enough to snag a quick interview with the game’s developer, Jeff Louie at JFlashGaming. Read on to get a glimpse inside the game developer’s mind.
Tell us about the development of Wrath of Anubis – when did you start development?
It’s been about 6 months since I started tinkering around with the engine that powers the final build of the game. After developing a level editor and playable character, the game elements were slowly added. However, most of the development time was spent on creating the individual levels that fill the three worlds of Wrath of Anubis. Much care was taken ensuring the player is not overwhelmed by difficult or underwhelmed by a slow-paced game. I believe the current version has a nice balance between the two.
Why Egypt?
Wrath of Anubis was originally just a tech demo for a tile-based platformer. I experimented with different movement and jumping mechanics that are the basis of Wrath of Anubis. Incidentally, I included yellow bricks as wall and ground tiles and the game was formed around that.
Jeff used this playable tech demo to find an artist for the final version of the game.

What are you working on next?
Right now I’m looking in to incorporating new themes into the platformer genre. Re-working some of the code in Wrath of Anubis and implementing some enemy path finding has created some interesting possibilities. Without giving out all my ideas, just think how awesome “platforming zombies” would be. And no, right now I don’t even know what that fully means.
What are some games you’ve been playing lately? Any cool things you see happening?
Jayisgames.com just wrapped up their user-voted top games of the year segment. It’s nice to have a list of the top games in each category and see what gameplay innovations have been introduced. This is especially important for a game designer to see what others have done which is hard given the sheer amount of flash games released.
As for console games, I have been working hard levelling up my character in Modern Warfare 2. However, like many others, I am also getting torn apart by the gamers online. Oh well, I’ll get better some time!




We’re gearing up for the launch of this week’s new release, R.I.F.T.! The puzzle-platformer will debut on Candystand.com Thursday morning, along with brand-new trophies. We had a chance to interview lead designer Jan Rigerl about the game. 





