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Though a version of this exists on my Scratch page, I thought it'd be a good idea to go more in-depth about my projects and when they were released!


Released: July, 2011

This game was the first one I ever released on my page. Though the story was terrible, and the combat even worse, people liked the 3D backgrounds. At the time the site I published it on, Scratch, didn't have a lot of unique concepts or gameplay. There were a few RPG-style games, but they featured turn-based combat. I chose realtime for my game. Back then, Scratch had a limit of 10 megabytes per project, so I had to link to a Dropbox download of the full game. It was bad, but now Scratch imposes the new limit of 50 megabytes on projects in the offline editor, which is almost even worse. Before, it was unlimited. That created a problem for me later.


Released: July, 2011


This game was going to be my follow up to Generation Quest, and I did actually release it on Scratch, but I removed it almost immediately because it was just awful. I hadn't yet realized that LockedOn was all about story-driven games, and that anything else wouldn't fit. I figured that out a little later, as you will see.

Basically, Right on Target was just a target practice game that involved zero skill, with iLife music, so nobody's missing anything.


Released: August, 2011

This is the series that I am mostly known for. People seemed to really like this first installment, which, despite being badly voice acted, poorly scored and mediocre-ly animated, had some interesting concepts that helped it to its feet.

Looking back on it, I wish I'd animated it a bit more throughly, but to be fair, animating in Scratch has never been very easy.


Released: December, 2011

I rushed to get Part 2 out before the end of the year, and what do you know, for once, I released something on schedule!

Like Generation Quest, I had to share the full version offline via a Dropbox link, but a follower actually compressed the heck out of it and managed to share it on Scratch for me.

The fight between Oliver and Arrdo was pretty bad but at least it had some environmental damage, (always a good thing for a fight scene to have).


Released: December, 2011

I was very productive the first year, as you can tell. The new version of Generation Quest updated the backgrounds significantly. I may have spent only three days in total making those new backgrounds, but the impact it had on the style of the game was immense.

This quickly became the most popular version of Generation Quest.


Released: December, 2012

A full year after the last part, TEWP3 was released. This part amped up the cheesiness and finally introduced some new characters to TEW: Watch and Namo.

Namo was definitely threatening, but again, the fight scenes weren't too good.

I went back and edited the original project in 2016, finally adding Watch's new design at last.


Released: December, 2013

For the first time, I went off of Scratch to create a special comic for The Evolving World!

I'm not sure many people read it in its offline version on Smackjeeves, but there was still some interest generated from articles in my updates about it.


Released: January, 2014

Now, it might seem like 2013 was a little sparse, but actually, there were no new games or animations in 2013, just revisions to Generation Quest and The Evolving World. I also worked on TEWP4 and setting up my YouTube page. Of course, this was back when my updates used to be much more frequent, so those took time out of my schedule too.

Anyway, let's return to Pageturner, a game that got a pretty decent viewership. It was my best looking game to date by far, and had a cool mystery element that added a touch of atmosphere that my other projects lacked.


Released: March, 2015

Back in 2014, not only did I have a ton of side projects, but TEWP4 and GQ2.0 took up a lot of time.

Finally I released something in 2015: Another issue of the TEW comic, to help people deal with the fact that TEWP4 wasn't out yet.

The new issue showed more organizations, introduced new characters, and wasn't half bad. I also released Nihility's origin story as a bonus at the same exact time.


Released: September 2015

My longest game yet, Pageturner 2 took place in a mansion and had a more complex plot than the first game. It was very well received, (despite some confusion over the puzzles), and I'm proud of how it turned out.


Released: April 2016

After three long months of grueling effort, I released TEWP4. Mostly, I was just glad to be done with it.

While it expanded the characters, quality and world of TEW, the plot wasn't too great.


Released: September 2016

I spent all of August locked away, completing the final entry in the Pageturner series... A comic called Something Other.

The comic had a unique gimmick, with two stories packed into the same volume, except that one was upside-down, on the "back" of the first story.


Released: September 2016

The long-awaited update to Generation Quest, that had been in the works for a full year and a half!

Updating every single sprite with new vector graphics,  gameplay, music, sound effects and cutscenes was a lot of work, but the game was finally what I'd wanted it to be five years earlier, when I first released it on Scratch.


Released: November 2017

More than a full year later, I released my quirky visual novel Broken Minds. Broken Minds was the first game released under the "LockedOff" brand, as it was intended for much older audiences.

The game took two years to develop. I started production on September 30th, 2015.

It is the first game of mine that is not free to play, though it does have a free demo version.


Released: December 2018

Initially planned as a special project for Halloween, Little Yaga was released on Solstice instead. The project took three months of work to create, despite being a fairly short game, due to the amount of coding involved in creating the puzzles.


Released: March 2019

Finished in 13 days, Prison of Lies was created for NaNoRenO, a marathon where you make a visual novel using the game engine Ren'Py in under a month. Once I came up with the premise, it formed very quickly. The project was designed to take as little time as possible to put together — only five characters and one location.

I hadn't completed a project that quickly since my first year of creating LockedOn projects.

Prison of Lies is the second game released under the "LockedOff" banner.

So, what's next? I've already announced upcoming projects like The Evolving World: Catalyst Wake and Pageturner 3: The Final Nail, but after those are done, will there be anything else? Well, the answer is a definite yes. There are currently two big projects that I'm working on:

Broken Spirits (the sequel to Broken Minds)

Untitled Secret Project.

My Untitled Secret Project is not a sequel or prequel or midquel or reboot or anything like that. It's a completely new thing, and I'm very excited about revealing it when it's ready. But, for now, you will have to wait.

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