DATAHIT is a stealth shooter, and also a 7DFPS jam-game, in which you must make an first-person game in 7 days.

The game takes place in a dystopian near-future in which a governmental database holding genetic information of every person in the country, including location, name, age, fingerprint, residence, job – has been hacked by a super-corporation and is now sold to the highest bidder. One of the buyers is SERIAL - a Human Termination Agency. You play as one of the agents, strolling around the busy downtown, trying to blend in, find your target using clues from the database, and discreetly terminate it.

Special Thanks to Stan Erbrink for the sound effects and music!

The game is a radical satire about a similar database holding biometric data now proposed and partially active here in Israel, but this game is a work of fiction. Also, the game randomly generates NPC names. All characters appearing in this work are fictitious. Any resemblance to real persons, living or dead, is purely coincidental.

Milk Party Palace

Alec Baldwin gets what Alec Baldwin wants, and when he wants six gallons for a Milk Party, you better believe he’s getting six gallons.

So this is an interactive fiction I’ve been working on for 2 months as an entry to the Interactive Fiction Competition. Well, “working on for 2 months” is a bit misleading, as IFComp lasted this long. Practically I worked on it for about 10 days, which is still pretty long considering I come from a “x-hour jam” background.

The game’s about an hotel clerk on the thin thread to unemployment, as Alec Baldwin enters the hotel and tells him about a so-called “Milk Party”, and the story just keeps getting weirder from there. Some small IF blogs wrote about the game and I very much appreciate the feedback. The decision to build the game from the ground up in Unity, practically writing a whole IF engine in it, instead of using a dedicated IF engine (e.g. Twine) cost me some points and precious time, a problem I will discuss in a future post-mortem of this game.

The game’s writing is its main feature as there’s nothing to do besides reading and reacting to the situation.  You might like it or hate it depending on the style of humor you like, Nevertheless, the game’s writer, Glenn Parker, was a great guy and it was very enjoyable to work with him.

IFCOMP LINK (To play, search for “Milk Party Palace”)

I highly recommend playing all other IFComp competitors, as they’re all very imaginative and look like a lot of love’s been put into them.

Invisible Bullets

Invisible Bullets is my third game jam game,  in which two highly trained, highly equipped personnel, one a CEO of the Information Awareness Office, a powerful governmental department whose job is to monitor every citizen, making a dystopian alternate reality, and a resistance member, whose sole job is to eliminate the CEO, take control of the IAO and free the people, hunt each other to death. Both are equipped, however, with highly advanced invisibility suits. In Invisible Bullets, two players play a local 1v1 game in a randomized building, hunting each other by using visual clues the suits leave behind, and observing each other during turns.

It was created for the Local Multiplayer Jam in about 4 days in the Unity engine.

You can play/download it from GameJolt.


Music by Jonney_Ripper

Sound Effects by VideoCopilot

UI Sound Effects by Kenney

Textures by CGTextures and Information Awareness Bureau logo




HOLLOWME is a game made for Global Game Jam 2014, which is a 48-hour game jam around a theme. This year, the theme was a quote by Anaïs Nin:

“We don’t see things as they are, we see them as we are.”

Our game HOLLOWME is a First Person Exploration art game set in a mysterious foggy marsh land. The game revolves around strangers and their relationships with one another, which is expressed by the signs they ask you to find.

GGJ14 was really fun and intense. I had a great team and many pizzas, coffee, coke and restaurants to have as fuel.

A webcam is required to play.




Alon Karmi and Tomer “Pigi” Blushinsky – Programming

Alon Kaplan – Sound Design, Game Design

Ohad Reshef, Shira Kazula Noy, Milana Finkel – Modelling

Shalev Moran, Sivan Birenberg and Aviv Havia – Game Design


2014 and a half

Well, crap.

It seems I haven’t been updating for a while. This is my first post for 2014 and quite fashionably late. I’ve disregarded my website last year, and lost quite a lot of interest of actually maintaining it and writing in it. So here’s a new design for the new year, and I hope I will get to write and update this beast. In the meantime, I might as well show you what I’ve been cooking up.

My “Tzunami Run” game barely has progress as I’ve been using this time to learn more Unity and using its great 2D tools. As such, I’ve begun to practice pixel art. I’ve grown quite fond of the minimalist style and decided to keep the art minimalist. Most if not all of it is made out of squares.



I am planning to make a 2D pixel art game myself soon. I’ve did some tests with the new 2D engine – which I really liked – and I’m quite ready to make an actual, full game. Holy crap, exciting!

So I’ve been at an Israeli video game conference hosted by GameIS, which is a non-profit organization for Israeli gaming. It was a lot of fun, has some really interesting lectures there, but I’ve also submitted TELEGRAM as a contestant to the “best ‘garage’ game” (Made by 1-5 devs). It won second place (This guy won. Kudos to him)

I may not won anything, a shame indeed, but I did get this nifty badge to shove at your faces.


And now, my games of 2013, because why not. I’m late, so here, have another list you’ll no doubt bitch about in the comments.

In no particular order:

For great writing and insightful commentary, The Stanley Parable may be a 5-hour eexperience but filled with easter eggs, hilarity and brilliance. Originated from a mod made by one guy, this masterpiece of a game tells us games are art. That you can mock at.

For astonishing storytelling from the guys who worked on the great Bioshock 2 DLC, Gone Home tells a teenage love story powerfully and interestingly by having you piece the events together by looking around a newly-moved home.

Accused of mediocre gameplay – which it has IMO – but makes up for it with an amazing story, Bioshock Infinite may not have the best combat (In fact it’s quite crappy most of the time) but wins this in the story section by far, with great atmosphere, great design and an ending that stuck with me.

Papers, Please is an engaging yet not-so-fun game about a pseudo-communist, 1984-esc state that has opened its borders after a long war. The entire story is told by the player checking papers. That’s it. Like Gone Home, this is also about piecing the story, yet also engages the player with hard moral choices.

After a series in which its craziness just rises, Saints Row 4 does it bigger and harder by making fun of itself, movies, games and more. Nothing slips by SR4’s hilarity and references. I found this game better than GTA 5 since GTA tries to take itself very  seriously, yet 99% of players use the crime sandbox to kill hookers and run over old ladies while the game tries to be mature. SR4 is nonsense at its finest. With superpowers because why not.

So there’s my 2013. I would put in a cliche line about “Let’s hope for the future”, some impossible resolution or quoting George Carlin and other people everyone hates/loves, I’ll just say nothing.

Best of all worlds.

Crap, I said something.

I said something again.