so, first of all, this game doesn’t take place underwater.

redder has been my biggest project, both in in terms of scale (it’s the biggest game world i’ve ever built) and time. it began in new york as this basic jumping game, and once i reached california i was working on it continuously. when pigs fly was the product of a struggle with a language i thought i couldn’t control (actionscript), confusion over what was and was not marketable and the need to just get the game done and get the money i needed for my move. i was terrified that this was how every commercial game i made was going to feel: fortunately, redder proved me wrong.

click here to play redder on newgrounds

most of my games tie the player to a train track: each player experiences the scenes in the same (or about the same) order every time, which makes it simple to control the pace of the game. i always know what the player’s seen, and overcome, before this situation that i’m designing right now. redder was an opportunity for me to design off of the train tracks. how do you pace an experience whose scenes can occur in almost any order?

as always, a lot of people helped make this game a reality. amon provided the music and eerie space sounds. andrew recorded a bunch of sounds, only two of which found a place in the game. my slut provided the space squeals. my playtests were invaluable. and of course, tom bought it. when i was close to the end, my terrible guildhall computer sprung like a booby trap. it at least had the good timing to be right after i started a donation drive, and thirty-five people gave me enough money to pay my rent for a month. they’ve all earned a special place in my heart, their names in redder, and a pixel portrait i will someday get around to drawing.

65 thoughts on “redder”

  1. eotw, you need another program running like joy2key or xpadder to convert the gamepad input to keyboard input. Flash cannot natively support HIDs beyond mouse/keyboard/microphone/camera.

  2. well, i loved this. a real pleasure to play all the way through – the puzzles were just right and the atmosphere superb. great music helped too.

    thank you!

  3. Awesome work, Anna! Finally had a free hour to play through this tonight. Really impressed, felt a bit ashamed when I got all the gems–but I won’t say any more than that, just in case somebody managed to reach the bottom of this page without spoilers. If I could go back in time, I might just “Walk Away” instead.

  4. Been having a lot of fun with this game, just wondering, was the design inspired by Monuments of Mars? A lot of similarities, but a very sharp game indeed, and very nostalgic having loved Monuments of Mars.

  5. I’ve played through the game and enjoyed it, but I have a bug to report:

    Removing large crystals to process for energy unleashes the same planetary forces that drove the planet into the dark age from which it has yet to emerge.

  6. While I usually dislike flash games (or any indie games for that matter) which are “games as art”, Redder is one of the few exceptions to that rule. It’s a game, and contains a lot of what I love the most in any game (explore this random place for stuff!) but also gets it’s more art-related message to the player, beautifully. I guess Redder has taught us all an important lesson in intergalactic travel.

  7. so..

    the game is supposed to get slower and slower until it’s unplayable?

    latest chrome nightly and firefox betas. this computer isn’t _that_ old…

  8. i know I’m late to the game…uhm…literally, but just wanted to say how much I enjoyed Redder. it reminded me of the original Commander Keen trilogy.

    it also made me think of a short story by Ray Bradbury where Terrans exploring mars collect rocks as souviniers…with unintended side-effects.


  9. I really enjoyed Redder. I’d love to see it ported to iOS, Android or Nintendo eShop. It’s a great little game that deserves more credit and exposure than it has received.

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