PIRATES


Wednesday, October 12, 2011

PIRATES OF THE UNDEAD SEA



After working on this HUGE project for so long it got released so suddenly that we could not even tease you properly! So just play it! NOW!!!! Arrrrrrr~!

Captain Black Sam has sailed the seven seas. He lived a life of pillaging and plundering. And yet he will face his greatest adventure when he is dead!

- Run around, collect and use things, talk to everybody, just like in the good old classic adventure times!

- Explore amazing locations on the bottom of the sea!

- Get to know some characters, undead and alive!

- Enjoy funny dialogs by Klopfer, the famous author of Klopfers Web and like a million of best selling books!

- Dress Captain Sam into a stylish pirate!

- And just two words: Mermaid. Naked.

PLAY PIRATES OF THE UNDEAD SEA!


P.S.: You can also vote for this game on TurboNuke.com, the portal of our sponsor, or read the amazing review on JayIsGames. Cheers Rob, Julian and Jay, you're awesome!

Sunday, April 17, 2011

VolcaNOM

While we are working on an epic awesome big project (you'll hear about it in the closer future), here we have a cute game for you to have fun while waiting. Beware: It's quite addicting! Even we can't stop playing it although we developed it. ^^

Description:

It's eruption season!! Please the mighty volcano gods! You can unlock 9 funny achievements. (Not much of a description, right? Sometimes simple is best. XD)
PLAY VolcaNOM!

Love the game? Embed this game on your website:

IT'S TOTALLY FREE!! ;]


If you like the game, vote for it on NEWGROUNDS! Thank you!!

Thursday, January 6, 2011

PahuPahu Interview by fettspielen.de!

The new year is here, and so are we! Since we are currently working on our next project it's a slow news time, but fortunately the german flash game portal fettspielen.de asked us for an interview, which we want to present to you now! German readers can find the interview in german language here: Fettspielen.de Interview auf deutsch!

For our english readers we decided to translate the interview, so here we go:

FSP: “Please introduce youselves.”

Asu & Lyc: "Ahoy and aloha! We are PahuPahu, a small, independent flash game development team from Hamburg, Germany! We are: Olga ‘Asu’ Andriyenko, illustrator, manga-artist, kitsch-blogger and disney princess, and Jan-Erik ‘Lyc’ Andersen - wannabe rockstar and co-founder of the german gaming network gamersunity.de."


FSP: “How did you end up developing games?”

Lyc: "Well, we like everything loud and colorful, and we are totally addicted to the media. Both of us are gamers since elementary school and we always had dreams of how games could be even bigger, better and more impressive. I’d say I can’t get rid of the idea to develop games since my 14th birthday. That’s the day I got my first PC."

Asu: “And we’ve always enjoyed coming up with new worlds and storys in general. In the end that’s why I started drawing manga. My head would’ve exploded otherwise, I suppose. And because I already did drawings, manga, t-shirts, movie-concepts, pen-designs, animations and websites it was quite a natural step to create a game, too."


FSP: “How do you split up the work?”

Asu: “First we sit on the couch sharing lots of silly ideads. Then I scribble everything you see in the game, while Lyc tries to act like he understands actionscript 3 and is swearing about bugs.“

Lyc: “And when we are done with that we sit down in front of our terribly bad headset and record sounds for the games. Yep, that’s not exactly the perfect way to d
o it, but we keep convincing ourselves that it adds to special atmosphere to our games.”


Asu's workspace.

Lyc's workspace.


FSP: “Did you have a hard time learning Flash?”

Lyc: “A hard time? It was a nightmare, to be honest. Normally I’m more the designer type of guy, and I was always really bad at math, physics, chemistry and everything logical out there. Learning Actionscript 2 in half a year and then learning Actionscript 3 for another six month and than trying to develop a game was … intense. It took a lot of sleepless nights and swearing.”

Asu: “My math teaching grandfather started torturing me with math when I entered kindergarden, so I´m able to save the more complicated calculations from Lyc’s “logic”. Futhermore I’m doing the animations in Flash of course, and I’m still impressed how irrational this application can act.”


FSP: “Did anyone help you?”

Asu: “This whole flash thing would not be possible without the internet being filled with awesome information und tutorials by more advanced flash developers. And we couldn’t live without great people like Kevin MacLeod (www.incompetech.com) putting their high quality music online for free use. Otherwise we wold have to earn money before we were able to license or create our own high quality music and sounds.”

Lyc: “And the study period we spent together in communications design helped too, of course, since we already experimented with flash games back then. We had a really good tutor that influenced my general understanding of precise debugging a lot. Without him my debut in Actionscript 3 would have been much tougher, I guess.”


FSP: “How do you come up with the ideas for your games?”

Asu: “We light a fire in which we burn our pubic hair. Then we dance like crazy around the fire for about three minutes listening to Scooter’s "Hyper Hyper!. Then the rain of ideas starts to fall and fertilizes our brains.”

Lyc: “... or to put it different: We come up with our ideas like everybody else. Everday life, movies, other games, music, the blue sky, a piece of delicious cake. Ideas come and go, sometimes they work out, sometimes they don’t. Having an idea isn’t difficult. Finding out if the idea is good - that’s the real difficulty.”


FSP: “How has feedback been so far?”

Lyc: “We were pretty suprised that we didn’t get trashed by the large flash portals. Lots of players there have really high standards und do like newcomers only if they come up with something this specific community likes. But the feedback we got in the end was constructive and helpful, and we even got some insightful reviews.”

Asu: “I think the resonance from our friends and family is pretty funny, since our parents only partly understand what we are doing here, I guess. And most people hearing that we make a living developing flash games don’t believe that this is real work, and think we live in a neverending party. But I`m familiar with this attitude since I´m also working as a comic artist … ”



FSP: “You released three games in a pretty short time. Do you develop more than one game at a time?”

Lyc: ”These three games were released one after another because the negotiations with sponsors took varying amounts of time and in the end all release dates happened to be pretty close to each other. Development took different amounts of time for each game, Bazonga Quake took quite a while since we had to learn a lot, while Omnom Forest was finished in a week. In general we want to create one game at a time, but sometimes we put a game on hold for a while to release something else first. At the moment we are fully concentrated on one project that is going to be a bit larger than the last ones.”


FSP: “What do you do with your time when you are not currently trying to achieve world domination via flash games?”

Asu: ”Since we did not get rich by the releasing these three games yet and since we still got no Mansion on Hawaii we are doing a lot of other stuff, too. At the moment we are working on websites for two german comedians e.g., I’m doing contract illustrations from time to time and Lyc is working on designs for online shops. Not to mention all the time I invest into my blog and all the work Lyc is doing for his gaming network. And if we still find any time left with all these activities we like to go to rock concerts, play videogames on PS3, Wii and PC, watch a lot of movies and love to eat tasty stuff.”


FSP: “What can we expect from you in the future? Bazonga Quake 2 maybe? ;-D”

Lyc: ”Bazonga Quake 2 is something I really want to do, but I guess it would be a whole new game with similar gameplay mechanics and no direct sequel. Sequels seem to have a pretty hard time selling. But we’ve already got ideas that you will like when it’s about time … ;).”

Asu: ”Our next game - like mentioned before - is going to be a bit larger, and therefore it will take a while till the game is finished. That’s mainly caused by the higher quality graphics and bigger gameplay engine, because it’s going to be - and we can’t tell you more for now - a visit to the adventure genre … Ok, we tell you a little bit more: There’s a salt water pirhana in the game. He’s called Fluffy. :D”




FSP: “Thanks for the interview!”



Thanks to fettspielen.de for the opportunity to talk about our work and a happy and succesful year to everybody out there! :)

Wednesday, November 10, 2010

OMNOM FOREST

Wow, already a NEW GAME by PahuPahu!! Be amazed! This is our third published game but in fact the second game we made.... it was finished long before Monster Matchmaker but took some time to get published. But finally it's here! You may already know it from some preview pictures, hehe. ^_~ We hope you love it as much as we do!

Description:

Welcome to the enchanted Omnom Forest! Deep in the woods you will find the ever hungry fluffy Omnoms and a never ending rain of their favorite fruits ... Well except acorns. Omnoms hate acorns. They don't taste good and you get this scratchy feeling in your tummy that just makes you wanna go mad! ...
PLAY OMNOM FOREST!

How to play the game:

However, here's the deal: Click Omnoms to make them open their giant mouth and they will omnomnom everything falling from above. Click them again and the Omnoms will open their umbrellas to protect themselves from the vicious acorns. But be careful not to block any fruits or your Omnoms might get angry! They don't like to waste ... But don't worry: If an Omnom is angry you might still get him happy again by holding down your mouse button tickling him.

If you prove as a worthy friend more of the Omnoms will join your omnomtastic feeding fiesta!


Love the game? Embed this game on your website:

IT'S TOTALLY FREE!! ;]


If you like the game, vote for it on NEWGROUNDS! Thank you!!

Sunday, October 31, 2010

MONSTER MATCHMAKER

Even though we won`t have much time for partying and walking around dressed up as some pretty dead guys today, we still love Halloween. Basically because we just love monsters and everything undead. And so we decided to do something special, just for Halloween and for every fellow monster fan out there, who ever asked himself how monsters replicate ... MONSTER MATCHMAKER is there, and we really hope you like it. :) Have fun!

Description:

It's Halloween again and everybody is going to the party! Everyone? Well ... Not these monstrous grooms! They are looking for more than just one night: They want to marry the abomination of their dreams! And you must be the right one to help them out. I heard you are the right kind of ... "scientist" for this kind of job. And of course you could need some money, too, right? ...
PLAY MONSTER MATCHMAKER!

How to play the game: (There's an ingame tutorial, too!)

Grooms keep walking up to your Monster Machine (TM) and it's up to you to create the perfect monster brides for them: Mix the right ingredients and look how your girl turns out to be! First turn the barrels on top to chose the right type of head, then drop it into the pipe. Then click and hold the left mouse button on the right container to add the bride's body. And of course the future sweet couple wants to wear matching colors: Click the right bottle of paint while the spout is attached to it. Congratulations, your monster bride is finished! If she's the one for your customer, press yes and make them happy forever and ever!

Accomplish the daily goal, satisfy your customers and send them out to a horrorful honeymoon!

Happy Halloween everybody and hug your monstrous honey today! ... and maybe chew a bit on him.


Love the game? Embed this game on your website:

IT'S TOTALLY FREE!! ;]


If you like the game, vote for it on NEWGROUNDS! Thank you!!

Tuesday, October 19, 2010

Monsters need love, too


It's halloween again and everybody is going to the party! Everyone? Well ... Not these monstrous grooms! They are looking for more than just one night: They want to marry the abomination of their dreams! And you must be the right one to help them out.

Stay excited about our next game Monster Matchmaker! Full of vampires, werewolves and hot monster girls!! We hope it's online right before Halloween. ^_~

Tuesday, September 28, 2010

BAZONGA QUAKE

Wuuhoo, it's finally there! We proudly present ... BAZONGA QUAKE!! Our first game ever created got released a few minutes ago and we are finally allowed to show it to the public. Here is a small description of the game:
Help a big chested girl escape from earthquakes and furious enemies!

Bazonga Quake is a jump'n'slide escape platformer. The game features massive jump'n'slide action, seven settings, cool graphics and animations, funny dialogues, earthquakes and easy controls via just two keys.

Bazonga Quake offers a high replayability because players can always improve their score by collecting more stuff and improving their chosen routes through the seven locations.
Today is a very special day for us since this is our first big step on a long road and we really hope you will like the game and the whole idea behind it as much as we do. Have fun playing Bazonga Quake, we are looking forward to your feedback! ... Wanna play finally? ;)

PLAY BAZONGA QUAKE!
Love the game? Embed this game on your website:

IT'S TOTALLY FREE!! ;]


If you like the game, vote for it on NEWGROUNDS! Thank you!!

Thursday, September 23, 2010

A cuddly preview ...

Now that Boob Quake I mean Oppai Quake the game with the ever-changing title finally has a sponsor and will be available for playing really soon, we.... can talk about something completely different! For example about this wonderful magic forest in the making:

Oooooh, what will it be? Maybe some enchanted creatures will be living there?


Well, stay curious. ;3

P.S.: You can become a fan of PahuPahu on Facebook now!! YAAAAAAAAAAAY!

Tuesday, August 31, 2010

Trailer time!!

Here goes the long awaited and highly anticipated first trailer for our first flash game! So stand up, clap your hands and nod your heads for OppaiQuake:


It's a new trailer version because we received a lot of feedback from flashgame developers and publishers and decided to change some things: New Title because the old one was more NSFW and also some enemies are different. We hope, it's even more enjoyable now. ;]

Wednesday, August 11, 2010

Profit!

YAAAAAAAAAAAY!! We've earned our first cent with a flash game! Let's get naked, drink champagne and celebrate!!!


(This cent was earned in the process of beta testing, the game itself is still not approved. But really soon there will be a trailer here. ;3)

Tuesday, August 10, 2010

It's never done.

You know the phrase "It's done when it's done." ? It is used by WoW-Mogul Blizzard e.g. and it means, that you should never release a game if you don't feel, that it is really finished. Forget this. It's a lie. The phrase should state "It's never done, but at some point you just have to stop!".

Over the last days I´ve been deeply involved into polishing our first game, to give players and sponsors a great first impression when they check it out. Minor bugs got fixed, the leveldesign got improved, we had a little discussion with our service for ingame-ads because of the amount of boobs in the game and we even included three new features.

One might think that - after we thought the game was finally done on last friday - after three additional days of work and polish the game now should be finished in every respect ... not! I still see lots of room for improvements: Leveldesign could be even better. There could be more levels. The story could be longer, involve more puns and tell more different aspects. More collectable bonuses wouldn`t hurt too. Ah, and the sound effects, those could get better, too, as well as the effects involving camera angles. The code could get optimzied as well, squeezing out a few more frames per second.

But ... no. I won't touch it from now on. I could go on like this forever. You could go on improving almost every game out there forever. It's not like with a painting, a song or a book, where at one point you think "That's what I wanted." or "Ok, that sucks, I´ll do another.". There is no "right" in art. But there`s a lot of "wrong" in games. Game development sometimes feels like science: The more questions you answer, the more new questions you get. There is ALWAYS a vast room for improvement.

And even the kings of WoW over at Blizzard can't tell me that they at one day sat down at their desks, looked at the game and thought "Yep. That's it. Done.". The huge amount of patches and the drastic improvements included in each of the released and upcoming add-ons tell a different story. Gamedesign doesn't seem to be "done when it's done". It seems that real skill is not "getting your game done", but knowing when you have to stop. If you don't your game will leave you mad, poor and lonley sitting in front of your screen in a dark room giggling. I won't touch our game anymore. It's done. Really. Maybe I will improve the leveldesign a bit. Or the mentioned camera effects. But nothing else. Really. *cough*






Important comment by ★ASU★:
The females in WoW have EPIC UGLY butts, so it's NOT done at all! o(>o<)o

Sunday, August 8, 2010

"How Do I Make A Game?"

Wow ... the last weeks have really been tough. If I knew back in December that becoming a flash game developer and learning AS3 would be so hard, maybe I ... ah damnit. I KNEW that it would be a horror. There are other people out there in the community that learned coding from scratch with lots of books, praticed different languages and ended up doing flash games. They are doing this for years now. And they still have a bunch of questions, and still worry about getting enough money out of it ... But even some of those skilled guys don't believe that you can make a living creating flash games. Basically everyone we know was like " ... really?" when we told them, that we'd go for creating flash games. (And they were like "REALLY!?!" when we told them that I (!) would be the coder for the games, but that's a different story.)

... Yep, we knew that it was a hilarious idea from the beginning: Learning how to create a flash game in half a year, release at least one game asap and then earn enough money to create the next game and become a successful flash game developer. Sounds like a plan, hu? ^^


That's the spirit!

Others have proven that it is possible. It's possible if you are good enough. It's possible if  you manage to create simple but fun games, that feel good, look good, sound good, perform good and are appealing to a special group of gamers at the same time. Flash games are on the rise. On a fast and beautiful rise, that may influence gaming more than most of the "real" gamers (or apple employees ...) like to admit.

After months of work, a lot of swearing and three failed attempts to create a game (they just didn´t really work out ... I will tell more about them in another post) the fourth attempt finally turned out to be a game we could release and maybe earn enough money with to justify creating another game. On friday we finally managed to finalize a version of this game that we are now showcasing to sponsors. We are really excited if they will like the game as much as we do. And we are even more excited to see how you will like it. Some days, even weeks, may pass, before we really know, but we will keep you up to date. We've got a lot to tell about our attempt to become flash game developers, about creating games, about earning money with them and about this whole casual gaming thing. And of course there will be an announcement and a trailer soon.

Stay tuned, there's more to come. For now you only get some boobies and a butt:

Thursday, August 5, 2010

PahuPahu who?

Ahoy and let us introduce ourselves!

PahuPahu is an independent flash game development team consisting of two people located in Hamburg, Germany. Want to contact us? Send a mail to info[at]pahupahu.eu!



We are:

Olga "Asu" Andriyenko, an "I'm kinda famous in Germany!!"-illustrator and manga artist, kitsch blogger and Disney Princess. Being 23 years old she already worked for almost half of her life and did some awesome stuff for big publishing houses, text marker brands, video games and animation films. Visit her portfolio here!

Jan-Erik "Lyc" Andersen, wannabe rockstar and co-founder of gamersunity.de (yeah, one of all those gaming networks), had enough of only writing about games. And so he decided to create them! Despite of his lack of logical comprehension he started to mess around with ActionScript 3.0.

Together we like going to rock concerts, playing video games, watching movies and eating tasty stuff. Furthermore we love everything loud, colorful and hilarious, so we decided to combine it in form of flash games. Asu is drawing everything you'll see, while Lyc is swearing about bugs and not understanding ActionScript. Then both start grunting into a cheap headset mic to make game sounds and special effects. Well, yeah... this pretty much sums it up.

Our business plan is simple:
1) make flash games
2) ...
3) PROFIT!


So follow our blog and watch us become rich and famous.


Monday, August 2, 2010

Prepare for awesome!!


Welcome to PahuPahu.eu even though you don't know what the hell you are doing here! Just stay tuned and you will find out. ;3

Friday, July 30, 2010

Test Post

Schlalalalala!!!!!

fett

kursiv

Link