There's only one goal in Railblazer: Keep the train moving!
You have 5 tiles to choose from, drop them in front of your train so that it can keep going. Make sure you plan ahead, so you don't end up running into a mountain or your own tracks!
There are stations throughout the world. Visit one, and you'll get a fireworks celebration, and an extra reroll!
There are two leaderboards to compete on: Biggest Score and Largest Loop. Decide if you want to try to go as far as you can, or loop back to where you started!
Cool Dog Don't Care is one of Space Whale's games for iOS and Android! There's a Cool Dog who wears Sunglasses and drives a Motorcycle. He's so cool that he's going to keep driving, even if he's going to run into something or fall off a cliff. However, you can move the world around him to keep him safe. You can even put him in the path of sweet pickups to get EXTRA BONUS POINTS.
Cool Dog Don't Care plays like a reversed version of Frogger. There's nothing you can do to control the Cool Dog (no one can!) so if you want him to keep going, you have to change the world around him! Cool Dog Don't Care is available for iOS and Android!
Return All Robots! is an action-puzzle game released by Space Whale Studios in November 2010 for PC and the XBox 360. There are blue robots that you need to guide into a teleporter. They'll always move towards you (as best they can), when you call them. Watch out, though, because there are dangers in the world that you have to keep the blue robots away from! There are also dastardly red robots that behave like blue robots, but cause havok if they get their hands on a blue robot, a teleporter, or even you!
Now the game is available again at the low cost of FREE!
Check out what the reviewers are saying! (or, really, said, since it launched in 2010)
Space Whale is a one-person (specifically, Aaron Chapin) game studio based out of Philadelphia, PA. The studio originally formed in 2009 as a group of friends making games. After publishing Return All Robots in 2010, the individual members of Space Whale ended up scattering, and the company exists now as Chapin's personal company, doing contract work and publishing independent games.
The ethos that goes into making a Space Whale game is "Familiar, but Different". The studio was founded by long-time game players, so we want to make something that can be picked up and understood by most folks. However, we never want to simply re-make something that has been made by another studio. In our design process, if anyone can name a game that's identical, or even close, to our current design, the whole thing gets scrapped.
This leads to a LOT of iteration. This page only contains finished games put out by Space Whale. However, on Aaron's itch.io page, you can see some of the more-finished prototypes that are either on hold, or will never be released commercially.
As a one-man studio, content generation is a particular concern. So, Space Whale games often utilize Procedural Content Generation, or PCG. This is one of Aaron's favorite topics, and if you want to hear him unload an avalance of words at you, definitely ask about it. If you'd prefer to just read some of those words, Aaron posted a blog about PCG on his Gamasutra blog here.