Desktop Domine guide Mobile Online Unreleased Cenote Cyanosis fever Diluvium Drypoint Pico Pico battle Purgateus Siseon Valentinel hopes Volkenessen Waiting for horus Zjeveni

This list shows all of the desktop projects built of the last few years.


Cenote is an experimental platformer inspired by Underwater Base Jumping. The goal is to reach a small red planet with the highest amount of points left. Cenote is the spiritual prequel of Zjeveni.

The air is only depleting when you are sinking.
Each time you stop, your drop speed is reseted, so the least stops the faster you reach the bottom.
Press R at any time to go back to the beginning.

Cyanosis fever

Cyanosis is a 3d abstract world of static to explore and to get lost into.

If you start to foam, close the game as you faint
This is not a game game


Diluvium is a jam game made by Henk Boom(FRACT), Dominique Ferland(Playpeep), Renaud Bedard(FEZ) and Devine Lu Linvega, made in 3 days at the Toronto Game Jam of 2012

The game also has a few cheat codes that can be entered in the splash field, ask your friends for these codes maybe someone has found one.


The sounds and sountrack of the game were composed by Aliceffekt. There is 4 versions of the BGM available in the game, some of them are secret tracks.

If you wish to turn off the sounds, type in MUTE in the login field. You might have heard something about cheatcodes, well, if you know any. They must be typed into the login screen.

Patch 1.1

A new version was released on june 15th 2012 including better online accessiblity, animal balancing and minor networking fixes.

You can now name your games and tell your friend to connect to it by name instead of IP! (IP still works, though)
Create a server and wait for a user, or join an anonymous server randomly!
Server no longer needs to forward port 10000
In local mode, AI opponent spawns more/less units per second depending on wins/losses
Options better presented, no more accidental enter key press
Escape key quits to splash


Drypoint is a very hard platformer game for keyboard cowboys.

See if you can get to the blue door. Read about Drypoint on the TIGSource forum tread.


Pico is an experimental color based puzzle game where the player needs to combine primary colours to create the pattern wanted by each level. Read the forum tread. It was created in a few days with Renaud Bedard and showcased at Prince of the Arcade.

Create the right colours and patterns with the given tools.
This simple game can quickly become complex based on your take on the puzzles.
This game requires a mouse to play.

Pico battle

Renaud Bedard and I showcased an experimental game at Prince of the Arcade last year but, between Volkenessen, Diluvium and Waiting for Horus, only got back to release it now. It is simply called Pico Battle and like our other Pico titled game - this game plays with colours; but this time, in multiplayer.

Unlike our last game, text heavy Diluvium, Pico Battle is wordless. There is no contextual hints within the game, but an audio tutorial that starts automaticaly in the lobby.


Upon launching the game, you will find yourself in the Lobby, a temporary haven. You should look for an hexagon floating about the edges of your screen (right click drag to rotate around the planet) and click on it to practice against the AI. You might see circles too, they are other players and could challenge you as soon as you raise your shield.


To protect yourself against incoming attacks, find the patch of dirt marked by a black & white circle, and connect a node to it. The shield will light up, eating away at the incoming bullets with a similar hue. In the lobby, you are invisible to potential attackers as long as your shield is unpowered.


To win against your opponent, locate a patch of mushrooms and connect nodes to it — this is your cannon. It needs a minimum amount of power to be able to fire, and based on the incoming nodes, will fire bullets of various sizes and colours; easier or harder to defend against. The idea being to match the colour of incoming bullets with your shield, and to differ as much as possible from the opponent’s shield colour (which is indicated by the contour of his circular icon) with your cannon’s bullets.

Pico Battle is an entirely wordless game, and might seem offputting or hard to grasp at first. In the lobby, a robotic voice will explain the basics of the game, and take your time there to experiment with the controls and the scarce UI elements. As you get familiar with the game and its interface, you will discover strategies and enjoy it even more.

AI now raises a random shield before you attack with any colour
Fixed graphical issue on arc-link shadows
Escape key now quits the game if pressed in the lobby


Purgateus is a Proteus remix, inspired from a tweet by Ian Snyder. This world behave just like Proteus, but looks and sounds different. Read more on Venus Patrol.


Make a copy of your /resources folder.
Replace the /resources folder with the downloaded package.
On OS X, right-click on Proteus, Show Package Content.


Siseon is an exploration game evolving within a megastructure invaded by life.

Valentinel hopes

Valentinel is a platformer inspired from parkour and trance music. The game has no music, you are invited to listen to your own.

Typical FPS control except for the mouse direction.
Take a break sometime.
Try going through the game while looking backward.


It's a two-player, physics-based 2D fighting game. Each player starts with 9 random attached items on his back, and the goal is to strip the other player of his items by beating the crap out of him. When items are removed, they clutter up the playing area, making it even more cahotic and hilarious. The washing machine and sink in the background can also fall and bounce around!

Winning game of the Montreal edition of the Global Game Jam 2012, Volkenessen is a 2D Fighting game developed by Renaud Bedard and myself.

The game is available for download for OS X and Windows (64bits), for the non-64bits version, use the mirror on the Global Game Jam 2012 site.

You need a controller to play this game, it simply won't work with a keyboard. It was tested with the XBox controller and some generic Logitech controller. It will be presented at the IGDA tomorrow evening at the demo night and publicly playable for the first time at the next Indies Meetup and Toy Company festival in February.


You need two gamepads (so far the Xbox wired, wireless and a Logitech generic gamepad have been tested and work) to play, there are no keyboard control fallback (yet). The controls are pretty exotic. To move around you can press either the D-Pad (or left analog stick) or the face buttons (A/B/X/Y), and the direction of the button does the same input as if you pressed that D-Pad direction. As you move, your player will throw a punch, kick or flail his ears to make you move as a result.

To hit the other player, you need to get close to him by hitting away from him, then hit him by moving away from him. Ramming into the opponent just doesn't do it, you need to throw punches, and depending on the impact velocity, even that might not be enough. You can throw double-punches to make sure you land a solid hit and take off an item.

Waiting for horus

Waiting for Horus was a fast paced multiplayer arena type 3rd person shooter.


Zjeveni is one of my earliest experimental Unity games. This third person exploration game is simply about climbing to the high points of the structure.

Devine Lu Linvega © 2009-2017
224 Projects, over 4016 Days
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