Let's Sperg The Games of Andrew Dobson - Games so bad, they'll make you explode in anger.

You know, back when he still had his CattyN site(which can still be viewed in its entirety using the Wayback Machine), he had inflation games he made as well, @Sexy Times Hitler.

In case you want to punish yourself more.
I hate you, thanks for the second wind.

SIDE-MISSION: THE GAMES OF CATTYN PART 1
Any follower of Dobson is perfectly aware of his past as "CattyN", the female, teenage inflation artist persona that only caused him further grief once people made the connection. However, less people know that Andrew's hobby of making games also extended to CattyN.

After @SteelPlatedHeart brought these games to my attention (Thank (Fuck) you mate.), This series is taking a little detour into The Games of CattyN! (*Evil organ music intensifies*)
CattyNGames.JPG

"You're telling me I can get my rocks off and play shitty flash games at the same time?" - Some inflation fetishist, August 2004.

Linking directly from the archive, I only got Kaboom! to download. Through some very unclean ways, I found Don't Pop Me!, but Popping Action! was a no go. Man I seriously just typed that. :suffering::deagleleft:

So, we're starting off with Don't Pop Me!
DPMTitleScreen.JPG

Alternate title: Please Kill Me!

The objective of the game is pretty simple, press Space to keep the girl on the verge of popping for more points.
P2.JPG

(The Artist (L) and his Muse/Unwilling Waifu (R), A Day At The "Park" Gradient)

So we begin the game. I'm too high to want to play this like I care, so I immediately see what happens when she pops.
Pop0.JPG

Forever alone, just like your creator.

After an "Urgh!" sound effect, you're taken to the high scores, followed by the main menu. If you've swallowed enough Tums like I have in order to even consider playing more of this, you'll find levels full of gimmicks such as only being able to see one side of the screen, pump speed changing, and even houselights moving from left to right.
FleshLights.JPG

It's like Warioware, but with the overwhelming urge to want to blow your brains out.

If you beat the game, you're greeted with credits. I should also mention that this is a first among his games so far.
Testers.JPG

Yes, Dobson of all people managed to wrangle together some sick fucks to actually test this thing.

Followed by the greatest stinger of all time:
GreatJob.JPG

I'm interpreting these as V signs just so I can say fuck you in kind.

And that's all I can really stomach of his inflation games at the moment, I'll see if I can will myself to play the other one before I go to bed.
High score.JPG

Anyone wanna take on the champion?
 

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I don't think I knew that he had made so many games, or any for that matter. I'll have to check some out for myself considering that he's my first Lolcow ( I may come to regret that decision deeply but I have some booze on hand somewhere!)
As bad as the games are, it's so sad that he doesn't do things like this anymore. Even doody-quality content is better then where he's at now.
 
I hate you, thanks for the second wind.

SIDE-MISSION: THE GAMES OF CATTYN PART 1
Any follower of Dobson is perfectly aware of his past as "CattyN", the female, teenage inflation artist persona that only caused him further grief once people made the connection. However, less people know that Andrew's hobby of making games also extended to CattyN.

After @SteelPlatedHeart brought these games to my attention (Thank (Fuck) you mate.), This series is taking a little detour into The Games of CattyN! (*Evil organ music intensifies*)
View attachment 357855
"You're telling me I can get my rocks off and play shitty flash games at the same time?" - Some inflation fetishist, August 2004.

Linking directly from the archive, I only got Kaboom! to download. Through some very unclean ways, I found Don't Pop Me!, but Popping Action! was a no go. Man I seriously just typed that. :suffering::deagleleft:

So, we're starting off with Don't Pop Me!
View attachment 357884
Alternate title: Please Kill Me!

The objective of the game is pretty simple, press Space to keep the girl on the verge of popping for more points.
View attachment 357886
(The Artist (L) and his Muse/Unwilling Waifu (R), A Day At The "Park" Gradient)

So we begin the game. I'm too high to want to play this like I care, so I immediately see what happens when she pops.
View attachment 357887
Forever alone, just like your creator.

After an "Urgh!" sound effect, you're taken to the high scores, followed by the main menu. If you've swallowed enough Tums like I have in order to even consider playing more of this, you'll find levels full of gimmicks such as only being able to see one side of the screen, pump speed changing, and even houselights moving from left to right.
View attachment 357891
It's like Warioware, but with the overwhelming urge to want to blow your brains out.

If you beat the game, you're greeted with credits. I should also mention that this is a first among his games so far.
View attachment 357892
Yes, Dobson of all people managed to wrangle together some sick fucks to actually test this thing.

Followed by the greatest stinger of all time:
View attachment 357893
I'm interpreting these as V signs just so I can say fuck you in kind.

And that's all I can really stomach of his inflation games at the moment, I'll see if I can will myself to play the other one before I go to bed.
View attachment 357895
Anyone wanna take on the champion?
Love you too.
 
Also about the high score screen in all of these games, it's a default thing in Game Maker and absolutely every serious game disables that stupid thing (it's literally a setting in a menu). Dobby can't even do that.
 
SIDE-MISSION: THE GAMES OF CATTYN, PART TWO:
Now that I've pulled myself together, it's time to play the other game, Kaboom!

KaboomIntro.JPG

This is the closest thing to a title screen there is and Dobson still can't even get the spelling and grammar right.

The gameplay is simple. You run back and forth trying to collect the nails before they either hit the ground or the girls. If all three are gone then it's game over.
Gameplay.JPG

It's like Beat 'Em and Eat 'Em, but with inflation. And really fucking autistic.

The animation here is the best out of all his games. Character movement is fluid and there's actual shading. However, the controls are a bit floaty, which often caused me to be off and miss nails. Outside of that, there isn't a whole lot to say. The inflated girl(s) here are the exact same models from the last game, and the explosion effect is about the same as well. The High Score board is written in papyrus here, showing that if there's a universially reviled font, Dobson will use it just to be a contrarian asshole.
HighScore.JPG

At least I can finally stop staring at this stomach every time I lose at a game.

It's at this point I should tell you that the CattyN games are better animated, seen through to the end and generally have way more effort put into them than his ostensibly more normal games. That's fucking pathetic, but what can I say?
ThatsOurDobson.png


REPLY TIME:
I don't think I knew that he had made so many games, or any for that matter. I'll have to check some out for myself considering that he's my first Lolcow ( I may come to regret that decision deeply but I have some booze on hand somewhere!)
Trust me, they're not really worth it sober or not imo, though I won't begrudge you if you decide to play them. My last post is evidence enough that I really can't get through these things sober either. *yawn*
As bad as the games are, it's so sad that he doesn't do things like this anymore. Even doody-quality content is better then where he's at now.
Can you imagine if he still made games? It'd be another creative avenue we'd laugh at him for fucking up in.
Love you too.
Whatever keeps this going on for as long as possible, I guess.
You know what I take back my previous statement about these games looking like a five year old made them. A five year old could make something better.
A five year old doesn't make games just to get their rocks off either.
Also about the high score screen in all of these games, it's a default thing in Game Maker and absolutely every serious game disables that stupid thing (it's literally a setting in a menu). Dobby can't even do that.
Here the font's papyrus, so it's him working with a handicap he's too lazy to shut off, and somehow making it worse again.
 

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ALEX ZE PIRATE:
Blue Ball Bear said:
This is a pirate video game based upon my comic "Legends" featuring Alex Ze Pirate. You choose which level you want to play, then work your way through to defeat the boss. Along the way collecting gold to buy powerups. It's still a work-in-progress, but it's makin' fine strides towards completion. I hope you all like it so far.
Sexy Times Hitler said:
Some great artists have their unfinished masterpieces. David Foster Wallace has The Pale King, Jeff Buckley has My Sweetheart the Drunk and Orson Welles has The Other Side of the Wind. If that's the case, then it says a lot about Dobson that his unfinished masterpiece is Alex ze Pirate. The comic or the game? It doesn't matter, he still gave up anyways.
azpvidya-jpg.250319

The very first thing you see when the game loads. There isn't even a main menu.

There are two stages you can pick from. Clicking on Coconut Isle pops you into this, complete with a slurred voice going "Eye ahm Alex zeee Piehrat". I don't know why the voice actress sounds drunk, nor do I really want to know.
eyeumalexzehpierate-jpg.250323

This looks deceptively decent, doesn't it?

I'll give some mild praise to the sprite-work, in that while it may feel like a prototype for a Shantae ripoff, it at least kinda looks like a game. The detail is a step down from (sigh) Kaboom!, though. I can't say the same about everything else. While Janus had music that was few and far between, AzP has nothing but stock sound effects and a funky boombox beat if you hold down the attack button.

Of course, it wouldn't be an Andrew Dobson anything without the pervasive feeling of frustration, and AzP is no different. One similarity between Janus and AZP is the lack of post-hit invincibility, but enemies also don't stop when they're being attacked, meaning that when you're attacking the (ugh, male) enemies, you're bound to get hit back.
azpvidya0-jpg.250326
azpvidya1-jpg.250327

If you read this game as Alex attacking an island full of exceptional pirates, it suddenly becomes a lot more entertaining.

Items such as temporary invincibility, enemies and 1-ups are programmed just out of jumping range, making me wonder why Dobson put them there if only to be a miserable dick years after the fact. And see those barrels in that picture above? I destroyed one barrel near a platform, only to wind up stuck and unable to progress. It almost feels like he's punishing players for wanting to be curious. There were two virtually identical parts to this level, and after I finished, it yanked me back to the level select.

Then we get to Level 2, "Haunted Isle":
azpvidya3-jpg.250329

This is insufficiently 2spooky4me.

In what looks more like an abortive attempt at an ice level repackaged as a haunted cave, you go right, passing through a level virtually identical to the last two. As you reach the end...

It yanks you back to the level select.

The end.

Now I'm left wondering what would ever happen to Dobson if he changed his career from being a shitball cartoonist to being a shitball game developer.

Anyways, thank you Kiwis for being a part of this ride with me over the past few days as we explored a lesser known facet of the living failure that is Andrew Dobson.

P.S. As for how I managed to lose three lives in the fucking AzP game, well, would you give enough of a shit to play this thing as well as possible?

REPLY TIME:
This is just sad. Dobbo genuinely showed passion in making these games, and now he’s simply reduced into a grouchy old man.
Granted it's horribly misplaced passion, but passion nonetheless.
can edit the games graphics and make em penises and hitler and wilford brimley?
Do whatever makes you happy.
 
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