Grave Robber is a simple “Catch” game. The player controls the Mad Doctor at the height of the Black Death, who – like a kid in a candy store – is gathering up bodies for his experiments. Catch dirt in the cart to cushion the bodies, and up to 5 bodies per cartload. If you catch a body without enough dirt, or get the Doctor hit directly, you’ll be stunned, taking precious time away! Collect as much as you can each night, for the more bodies you bring back the more experiments you unlock in the Mad Doctor’s castle!
When I founded the Game Production Club, I started Grave Robber as a flagship project to show others in the group the sort of scope and style of projects they should pursue. After it had served it’s purpose, it was put on hold while Mike and I pursued larger projects, but we came back to finish the game for Manifest!
I did the initial concept, design, art, animations, sound, tasks, etc. Pretty much everything but code, which is Mike’s department. When we restarted the project for Manifest, we picked up Chris Stockbridge to replace some of my placeholder artwork, and Dan Levin to get us a few sound effects and make a new cut of the Danse Macabre. My art is still used for the Game Wrapper, the castle’s base, and all of the doctors animations.
The game was shown at our debut Manifest! showing in the Hokin Gallery, at Columbia College Chicago.
Grave Robber
Producer/Designer/Artist: John Gosling
Programmer: Mike MacDermaid
Artist: Chris Stockbridge
Sound: Dan Levin