Hi my name is Randolph but most people call me Wolf.
I'm a psychological evaluator, therapist, supervisor and professor.
Before that, I was a kid who loved space games. My Mom bought me a Commodore VIC20 and there was a Star Trek game (a cartridge that plugged into the back of a keyboard that was the entire computer, with 5k of RAM). It a was top-down space game. There were bases and I think Klingons attacking. I loved it. I do not believe it was drift physics, but it was fun. Played with arrow keys.
Fast forward to my days studying journalism at Trenton State (now The College of New Jersey). I was managing editor of The Signal as a freshman, and was going to be editor-in-chief the following fall, as a sophomore. I don't know if we will still have higher education when you're reading this, so that's first and second year.
"We don't have a budget to fix the Macs and the college won't fix 'em," the previous EIC, Bob S., said. "So I gotta teach you how to fix 'em." And he taught me, but mostly we played a drift physics top down space shooter called Lunatic Fringe. It was this silly physics that was a wild ride. I was hooked (on that and another multiplayer local area network Mac game involving wizards and jumping around named Minotaur).
These games stuck with me. For all the RPGs and high-end games I've played and love, something about the simplicity of a no-frills drift physics shooter just draws me in, to this day. So I decided to make one that has everything in it I've ever loved about games. In Lo-Fi, but the content is there. And there's ... so much content. Most of it may never be found because it requires a special kind of player, and I expect few of these (no offense, just, not everyone is going to end up there).
And if I didn't credit Claude as the totally solitary coder, it wouldn't be honest. Claude made the (very lighthearted, G for General Audiences) game I always wanted to play, and now I want to share it with you for free. That's it. I hope you have fun, especially with the celebrity Easter eggs.
The game was designed for keyboard and hopefully it's closer to optimized for touch. We are calling it RIFTWARD.
I believe in healing. I think it can happen in games, as all art. Enjoy.
Randolph "Wolf" Shipon
New Jersey