Captain Commander: Communication Breakdown

This article is part of Pixeljam’s 10 Year Anniversary MEGAMONTH, and we’re doing a semi-chronological retrospective on every one of our games each day of the week. You can read them all HERE.

We were really happy with the way Corporate Climber came out. It had a been a long time since we released a game we felt that good about, so of course it made sense to follow it up with another game that had two words in its title, both of which started with “C”.


Rich’s original sketch.

If Corporate Climber was my baby, Commander was definitely Rich’s. He handled all of the art direction, most of the production, all of the level design and most of the dialogue, which I particularly love. It’s easy to miss, but there’s a heap of miscommunication constantly running along the bottom of the screen. Capt. Commander’s translator is jammed, and it often results in a glorious butchering of the English language:


It’s hard to believe but this was the first game we made that actually had Bosses. Some of Rich’s sketches, most of which made it into the game:


This project in particular didn’t really have too many challenges besides our old nemesis: TIME. We had to cut the scope short towards the end, removing 2 levels that would have been fine additions… but you know, when the rent man comes a knockin’, you gotta ship your super retro space run ‘n gunner. Right?


Observe the final battle in space, and surprise attack on Earth!

We love this game. We’d like to make a sequel one day, perhaps in 16 bits? Either that or even more authentically 2600. I’m sure a 16 bit sequel would be more successful, but sometimes you just have to go broke to pursue your passion.

That just might be our daily mantra.



by Miles Tilmann