Welcome to JayArmstrongGames.com! A collection of independently made flash games designed by me.
If you’re looking for some games that might earn you a bit of money, you may enjoy playing poker online and trying your luck. For those who enjoy playing games of chance may also want to check out www.onlineroulette.ca for their collection of games as well.

The Adventure Pals Kickstarter


After 3 years of development, The Adventure Pals is now on Kickstarter!

Check out the video and campaign page, pledge to get some awesome swag, and please help us by sharing the word around <3

The Adventure Pals on Kickstarter

Why you’ll love it:

  • Hyper-Realistic Giraffe Physics.™
  • Over 100+ levels, including towns, and interesting things.
  • At least three semi-okay puns. 
  • Play with your friends on local 2 player co-op play.
  • A retrospective look on Hot Dogs.
  • Immersive story and lovable characters

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Super Rocket Pets on mobile!

The Rocket Pets are blasting off through a galaxy not so far, far away. These flying fur balls are on a thrilling quest for coins. Explore the beautiful planets as you try to travel as far as possible in this action platform game. Customize your wonderful pets as you see fit, upgrade their gear and beat your previous records in Super Rocket Pets!

Build a team of rocket powered pets and blast across the galaxy in Super Rocket Pets, an addictive action platform game for mobile!

Super Rocket Pets is an exciting new action platform game developed by Massive Monster and Mode Games for mobile. Take control of a cute pet with a rocket pack and navigate through colourful levels, dodge spikes and rogue rockets to advance your progress through the galaxy. Collect coins to spend at the shop, where you can upgrade your arsenal and buy new pets, expanding your squad into a fully fledged team of rocket powered critters. Reaching checkpoints will unlock new costume items, allowing you to customise your team as you see fit. Collect power-ups to blast your pets forward through levels, find Paw Tokens to unlock rich new worlds to explore, and share replays of your best runs with friends using Everyplay.

After the great success of their popular flash game ‘Rocket Pets’, Jimp and I have worked together with Mode games to greatly expand the game and bring it to mobile devices. Super Rocket Pets is free to play and available now on both Android and iOS!

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Super Adventure Pals 2 Massive Monster Jay Armstrong Games Greenlight

Super Adventure Pals 2 Coming very soon!

The game has turned out way better then we had hope for. It’s smooth, its alive, its full of personality and everything in it is feeling great. And most importantly, it is not long to go now until the release!

Prepare to enter a world full of zombie cat pirates, hot dogs pooping mines, blob monsters spawning flying jelly fish unicorns, crab people and spooky moon ghosts.

Help the toast people in their revolution against their oppressive dinosaur overloads in a post-apocolyptic wasteland, crown the pirate king in Port O’Potty, seek out your mentor in the underwater world of Crablantis and build a rocket to the moon to rescue your Dad from Mr B’s Hot Dog factory!

Keen to see a sneak peek of Pirate Cove? Perhaps a little bit of the action? Sure thing buddy:

For those who like to know a little bit about development, you might like to know that each part of the game is slightly different. The levels are straight up platformer, while the towns control like a brawler game, and the world map is controls like a top-down game.

You can see that the brawler angle let Julian (king of the art) create some really fantastic looking locations. Here you can see the process of design from the pencil and paper concept drawing to in-game footage.

And having that zelda style top down view for the world map helped us create a feeling of freedom in the world and hopefully a sense of exploration and adventure as you roam between levels, towns and different game areas.

We’ve gone out of our way to make absolutely everything in the game feel ‘juicy’ and full of feedback. We posted this gif a few months ago. Its the zip line mechanic, but as you can see it rocks and bounces when not in use and then the rope buckles under your weight before springing back in to place when you jump off it.

Further to this, we’ve used a ‘skeletal’ animation system as well. This has meant super smooth transitions between animations. Instead of having fixed frames like many 2D games, the various body parts will tween smoothly between positions, like they would in a 3D game. We’ve used this to great effect on all our characters, bosses and many of the enemies as well.

Here is a great example of it used on the Breakfast Buccaneer, the Pirate Cove boss:

These animations were done by our good friend Jon, who is just ridiculously talented and did all the artwork for Super House of Dead Ninjas. When his animation and Julian’s artwork combines, something really awesome happens, and I’m just glad to be a part of it.

We’ll be keeping the updates, screenshots and vids flowing now as we head towards a release date.
Thanks for staying with us and I hope you are as excited about the game as we all are!

Follow us on @sapgiraffe | www.SuperAdventurePals.com | www.SuperAdventureLog.tumblr.com


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Super Adventure Awesome!



What’s New?

We are pleased to announce the new Super Adventure Pals! They are 200% sexier, 200% sillier and 200% worse at maths!

We are super excited to show you what we’ve been working on. To make sure we made the best game we possibly could, after the game got Green-lit we made the tough decision to start the game from scratch again. We have been working on it ever since then are so proud of the results so far. We still have a few months to go to get the game where it needs to be but we are getting very, very close! To make sure the game is overflowing with quality, great music beautiful animations and challenging levels we have outsourced a lot of the game to make sure it oozes quality and polish. This included animations, level designs, backgrounds, concept art and Music.

To update the ‘pals, we put a lot of time in to re-envisioning them and delving into what made the first game great and the opportunities we had with it. We took all that goodness and crammed it all and more into the game and their new stars to let it shine.

What was re-Designed?


  • The Pals; There relationship and interactions. We emphasised this firstly by making the giraffe always on the screen so you know his there with you. We also focused on incorporating the pals whenever we could, gameplay wise and story.




  • Humour; We won’t spoil this one too much, but Super Adventure Pals is wackier than ever don’t worry about it 😉

  • Adventuring; To emphasise adventure we had to take a look at what adventuring was to the game. Being made up of new areas and content and combat. One of the problems of the old games was the combat, there was never too much challenge to it. You can read more about how we made combat not suck HERE
  • Further to this we knew we couldn’t have a good adventure without a good story and world to belong in. We spent a long while creating characters and a world for our pals to engage and adventure in which has lead to nearly 50 NPC’s!


We emphasised the adventuring in our level designs by making sure were constantly incorporating new content for the player to learn and master. We also added in secret cupcakes that would encourage a player to look around the level.

Why the heck did you redo the game!?

The original demo / version of the game we had was in flash. After much reflection and wisdom sessions we decided to start from scratch to make the game we WANTED to make and make a game that didn’t feel like a “Web” game published on steam. We saw this as our one chance to show the world what we can do and we’ve been working by that mind set for the past 5 months.

Sexy New Features

  • 60 FPS
  • Award Winning Physics!


  • Redesigned characters
  • Super duper good animations by @SovanJedi

  • The best ever Music from the talented Hyperduck
  • 2 New Areas
  • Arenas
  • Blacksmith
  • Towns, Shops & Arenas overhaul



  • A whole lot more!


Exciting news ahead!

We will be exhibiting at RTX Sydney, GX Australia & PAX East in the coming months, come check us out if you’re around.

Sign up to our newsletter to keep informed or follow the twitter!

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I was interviewed at PlayExpo

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SAP2: Making Combat Suck Less

Super Adventure Pals 2 is an upcoming platformer adventure game made by two people; Jay Armstrong of Massive Monster and Julian Wilton of Corupted Games. The game was recently Greenlit and is going to be published by Armor Games.

The Story.

Julian and I usually work remotely with me based in the UK and while he works at his home near Sydney, Australia, but in the last few weeks we’ve been lucky enough to spend a lot of time together in order to aid our Greenlight campaign as well as (and more importantly) to take what was a bloated flash game and turn it into a tight, exciting and super fun Indie game built from the ground up for your desktop.

To do this, we are using new tech and workflows – including a really great Haxe library called OpenFl and for the first time using GitHub rather than sharing files over dropbox. This allows us to have high res graphics running full screen at 60fps – a huge improvement from an 800×600 flash window running at 30fps!

We’ve recognised this as an important opportunity to get the game ‘right’ this time. Not many people will know this, but this will be the third attempt to create Super Adventure Pals 2 (If you are interested I wrote an article about it in February 2014 here). With the pressure of a greenlight campaign and Armor Games backing us we are fully aware that this game needs to be special. So the two of us have spent a lot of time over the last two weeks simply sitting down with pieces of paper and pens and having extensive and exhaustive talks about what we think worked in the original game, what we think didn’t work so well and how we can get it spot on this time around.

How to make combat not suck so much.

What of the things we realised was always a bit “meh” is the combat in Super Adventure Pals. It has so far only consisted of dumb enemies mindlessly running at you, usually falling off cliffs and then button mashing them into submission. While we like button-mashing, you could also just as easily run past any and all enemies. Enemies weren’t dangerous, they weren’t threatening, they weren’t even irritations – they could just be completely ignored! This also meant that upgrading your weapon wasn’t particularly important.

1) Avoid clumping, mindless enemies.

To combat these issues we’ve made a number of changes. Enemies now patrol until they see you, then they rush to attack you but importantly, they can recognise when you are being attacked on the side they are coming from and will wait their turn. Unless of course you are being attacked from the other side, then they will sneak in and try and flank you. This makes for a remarkably seemingly ‘smart’ enemies. Don’t get me wrong, this is still straight up button-mashing goodness, but it’s nice to see other enemies standing by and watching on until you dispatch one of his colleagues at which point they’ll jump in to the fray.

2) Make the whole world revolve around the player and his actions

I’ve also made the camera more dynamic, when you are engaging with an enemy there is the slightest zoom in, and the camera centers itself between all the combatants. This works well as there is no mouse or camera-position related controls. It just makes the game feel more alive and responsive.

3) Give things weight and substance

You also can no longer run past enemies, instead they are solid masses which you must either jump over or defeat in combat to get past. I toyed with the idea of them damaging you if you touched them but abandoned this for two reasons. Firstly, it was inconsistent with the enemies attack animations – why would they attack if just touching them killed you? It just felt ‘off’. And secondly, it made it very hard to pull off combos as whenever you got too close you’d pingback and be damaged. No, this approach wasn’t going to work. Instead I created a system where upon touching an enemy you moved back ever so slightly and were unable to move your character forward again for a 1/6th of a second. This meant they felt ‘solid’, even without the use of a built in physics engine, enemies were suddenly sturdy objects and could also act as obstacles in a level.

4) Shake, shake, shake!

Take a note from the good folks at Vlambeer we added a subtle amount of screen shake on landing a hit and then a big amount when killing an enemy. We also flash the screen red when you get hit and white when you defeat an enemy. There is also a few frame’s pause on these events as well and plenty of particles on a hit to create that feeling of power. These all combine to create a subtle feeling of impact during combat. Thanks Vlambeer!

5) Don’t be what you are not

We toyed between a Demon Souls ‘hard-to-land-a-hit-but-when-you-do-its-super-satisfying’ feel for combat and the traditional button-mashing. Needless to say we opted for button-mashing! We removed almost all delay between attacks, you can almost attack as quickly as you can press the attack key, which feels great. We also have attacks that throw enemies and yourself in to the air and others that slam them down again. Smaller hits also knock enemies back a bit and pop them in the air slightly. Again, more subtle techniques to make you feel powerful and have each hit feel like it has impact.

6) Know what you aiming for and focus on being the best you can at that

At the moment we are discussing whether we should have damage numbers and life bars during combat. I think we will probably avoid these for a number of reasons. Firstly, you end up watching the life bars and not the character animations, and the same goes for the damage numbers. It may also make it feel too ‘gamey’. Super Adventure Pals always aims to be slightly self-aware, but with mechanical things like this, its important to get the feeling of immersion right. And finally, if attack damage is consistent the screen will become flooded with the same numbers over and over again, however if there is an element of randomness added to the attack damage that may also feel unfair and be tricky to scale when it comes to levelling up your weapons.

Thanks for reading!

So, there you have it, our rethinking of combat in Super Adventure Pals. I’m pleased to report that engaging with enemies is now actually ‘fun’, and no longer a neglected part of the experience.

Thanks for reading, any questions about this or any other element of Super Adventure Pals 2’s development please just ask! Keep checking back for more news from us – a post a week, that’s what we promise!

Follow development here:

Game: SuperAdventurePals.com | Code: MassiveMonster.co.uk | Art: CoruptedGames.com


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Super Adventure Pals 2 Massive Monster Jay Armstrong Games Greenlight

Vote Super Adventure Pals on Greenlight!!

Super Adventure Pals 2 Massive Monster Jay Armstrong Games Greenlight

Super Adventure Pals 2

What’s that? Yes Super Adventure Pals 2. Its on Greenlight, we are going for Steam. Please vote for it.

We’ve had a heck of a journey getting to this point. So much has changed since we first decided we would make this game. But now with the partnership of the always amazing Armor Games, if we get Greenlit we will be moving the game over to OpenFl and we’ll be able to create an incredible adventure, that likes of which have not been seen!

So please click below to go to the Greenlight page and vote for the game. If you have any questions at all or are interested about what we’ll be seeing in the game just ask! :)

Super Adventure Pals 2 Greenlight

Here is the awesome trailer for the game. Made by the extremely talented Marlon Wiebe who has made some incredible videos for Crypt of the Necrodancer, Nuclear Throne and many others. Check out his stuff here. He did a fantastic job with the ‘pals – what do you think.

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Amazing Bearbarians video!

Thanks IHeartPie Gaming for this EPIC Bearbarians video! 😀

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Super Adventure Pals Fan Art 2 Jay Armstrong Games

Artist spotlight: Isaac Giles

Hi everyone! I just had to share with you this amazing fan art of Super Adventure Pals and Kit & The Octopod. This fantastic work was done by Isaac Giles, an awesome artist from New Zealand! To see more of his stuff follow him on Twitter here and subscribe to his YouTube channel here.

Thanks again Giles, I can’t tell you how much it means to me and Julian to see other people’s interpretations of our creations – you are the best!


Super Adventure Pals Fan Art 2 Jay Armstrong Games SAP Fan Art OctopodFanArt



If you would like to have any of your artwork featured, just let me know! Contact me via twitter @JayMaxArmstrong or simply email me through the form on the contact page – I always email you right back.

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Screen Shot 2015-01-27 at 11.11.40

Some words of advice

I recently did a talk at the Kumon award ceremony this year. Kumon is an amazing tutoring company which I also did as a kid. They asked me to talk about how maths can be used to make games. The response to my talk was amazing and I hope that people went away seeing the fun things you can achieve with things like trigonometry! (Yes, they do exist!)

Here I am suited and booted and delivering one of the three talks I gave that day:

Kumon Talk - Jay Armstrong Games


I also met a number of really cool award winners who were interested in making games. Congratulations to all of them, and if anyone is reading, please feel free to contact me at any time. Having done some of the course, I know how much commitment it must have taken to reach completion!

Kumon awards ceremony - Jay Armstrong Games

Here I am with a fellow ‘Southampton-ite’ who received his maths award – congratulations mate!

On a related not – I also often get emailed questions from people curious as to how I learned to make games, what software I use and how I got started. I recently had a lovely email from someone keen to learn about the feasibility about making games full time. I wrote a reply to her, and then thought that this information might be interesting to others in a similar position, so here it is! I’ve no doubt there are people out there who would give far better advice, but all I can talk about is my experience, I hope it might be useful, but everyone’s experience is going to be different.

What was the process of learning AS3 for you? Have you got any advice as to how to get started?

The process of learning AS3 was a bit of a long and convoluted process. I actually learned AS2 first. I did this by scouring forums in my free time or staying up late in the evenings and experimenting right through until 1 or 2 in the morning when I had work the next day! However, I’d recommend getting a book. Forums and trial and error are OK, and thats how I learned, but I also found that whenever I splashed out on a proper, physical book I could hold in my hands I would not only be able to progress more easily, but actually understand what I was doing. Copy and pasting code, while tempting at first, actually sets you back in the long term. If for example, you understand the difference between a static or instance variable that will allow you to get on so much more easily.

What advice would you give to yourself if you could meet yourself when you were starting out?

I don’t think there is a huge amount I would tell myself when I was starting. I was driven by the excitement of my ideas – usually based on how I could create a cool ‘system’ and had the attitude of taking a chance on any collaboration that came along. If it doesn’t work out, or they don’t pull their weight, don’t work with them again. Thats why I now only work with a small, very talented team – which is awesome! But you do need to go through that learning process. You do need to make mistakes and try and learn from them. Usually the bit of advice I give to someone starting is ‘just make a game’. Don’t prepare too much, don’t over think it, just do it. Start by getting your character walking around, then throw in a few enemies, and just grow and learn from there. I guess what I am trying to say, is that there is no substitute from experience and there is zero reason not to just get on with it. I meet a lot of students at the moment who want to make a game development ‘business’, whereas I just wanted to make a game. The rest came later.

In terms of having games out there, I do think I could have been better at creating a ‘franchise’ or a series of games and cultivating a followership around that. I attempted this a bit with it with Combat Hero Adventures, but the problem with me is that the thing that got me out of bed every morning was the new idea. Working by yourself means you need a lot of self-motivation, and I found that unless it was a new exciting idea I’d struggle to get things done. I also wanted to make games so that I could explore lots of my ideas, not just churn out sequels. However, I do now feel that there are some games that I’d love to revisit and expand that world with a sequel, I’m currently working on Super Adventure Pals 2, and I’d love to create another Bearbarians.

How feasible is it to work full-time and design games on the side? Do you make any money designing Flash games?

I have been working on games full time for around 4 years. However, 3 / 4 years ago the flash game market place was fantastic. However, I do not believe that these prices exist any more. I don’t think its feasible or wise to go full time for flash games any more (as it was 3 or 4 years ago when I started) without having other areas to what you do. I wouldn’t quit working until you are already making a living from it – thats what I did. Last year got a little scary, and I have had to evolve what I do. I balance the odd bit of commission work, freelancing while I build for Steam and console. 

Where is a good place to get started?

A good place to get a grip of things is FGL.com (flash game license.com) – thats where I sold my first game, and was how I ‘met’ all the sponsors I have been doing business with. I’d highly recommend getting on there and checking it out. A word of warning though, I have only sold one game on there and I believe I got a bad price for it, since then I have always sold through direct email. 

Concluding remarks

I don’t know whether I have give you hope or scared you off, but I have had a wonderful few years making games full time. I’ve had to adapt due to changes, but you have to do that in any changing business, particularly one so reliant on technology. If I had to sum everything up I’d say: “Just do it, the rest will follow”. 

But then again – would you really trust me for advice?

Screen Shot 2015-01-27 at 11.11.40

Don’t take this guy’s advice.