Category Archives: Digital Games

The Feline Grace of Neko Atsume

Neko Atsume screenshot
Neko Atsume is a game with feline sensibilities. It doesn’t beg for your attention. It’s often inscrutable. Sometimes you’re not sure why you keep it around.

More games should be like this.

Neko Atsume is a gently brilliant deconstruction of mobile games and how we approach Pokemon-style collecting. Through its passive and cryptic approach, it encourages the player to approach it with intention as opposed to most games’ eager-to-please style. It might be the Dark Souls of pet simulators.

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Automating Minecraft

In my patron-sponsored post on Minecraft I talked about the philosophy of Minecraft mods and play in general, but I didn’t go much into the actual rules or design of the factory and automation play in those mods.

I’ve abandoned the “FTB Resurrection” modpack in favor of “FTB Infinity” (GregTech is just too vague and cruel). This has actually let me get into some limited automation, which has been interesting.

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“Hot Date:” Realistic Pug Conversation Simulator

Hot Date 2015-06-30 18-36-20-86I’m not fond of pugs. They seem like the kind of dog that PewDiePie would own. But then I’m a cat person rather than a dog person, which means I would rather have a creature vomit on my floor than drool on my face. But I understand the appeal of pugs, if only in an academic sense. If neoteny, or immature looks, plays a strong role in our love for pets, then pugs are Dr. Moreau’s attempts at dog-babies: all bulging eyes and lolling mouths.

Hot Date” lets you speed-date them.
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Minecraft Is About Transcending Minecraft

I first played Minecraft in 2009 back when it was an Infiniminer clone being developed on the Tigsource forums. It was immediately clear to a bunch of people that it was something special but no one could have guessed what the game would become in just a few years. It may be the most popular game of all time. It’s definitely the most popular game among kids right now. Odd, then, that most of the Minecraft experience is about not playing Minecraft.

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Ossuary Now on Steam

Ossuary is on Steam! It’s been a long road getting there, but a game I wrote and designed is finally on the largest online game store.

So far the game’s been selling well compared to its previous performance, but it’s not been anything lifechanging. I’m very thankful to all the fans and journalists who have helped us get to this point.

If you haven’t played the game, pick it up on Steam! If you have played the game, you should have a Steam key waiting wherever you bought it. Please leave a review on the Steam store page saying what you thought!

Ossuary occupies a complicated head space for me. It was developed during a very difficult couple of years in my personal life, and it’s releasing right when I’m struggling the most to support myself. I hope that in the years to come I can look back on this release fondly, but right now I’m not quite sure how I feel.

Discordianism is a major influence on Ossuary, and I’m reminded of its Parable of the Bitter Tea. The Parable of the Bitter Tea teaches us to accept the nature of things. You can work to improve the world and you can see the flaws in it, but it’s harmful to struggle to change that which is already set in stone. I’ll work to be mindful of how I am right now and move toward the future.

Drowning a Deity – Bioshock Infinite: Burial At Sea Episode 2

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BurialatSeaEpisode2_WEB
The Bioshock series is about power and history. Power from flesh and history transformed. I’ve explored its biopunk underpinnings before, but I haven’t explored the most recent and oroborosian entry in the series: Bioshock Infinite: Burial at Sea Episode 2. It strips the wings from a deity in the service of motivating events in the first game that didn’t need justification, but in the process it introduces some interesting stealth elements in a game not originally built for them.

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Orcs Must Die: Blocking Strategies

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I have a confession: I’m a turtler. And Orcs Must Die 2 doesn’t want me to be.

The game I think of when I read “tower defense” is “Desktop Tower Defense.” It’s my mental archetype of that form, which arose from mods for Starcraft and Warcraft III: a game about preventing waves of invading enemies, or “creeps,” from reaching the exit of a map using stationary towers that attack when the creeps come into range; these towers are built with a budget you earn by killing creeps.

The strategy for “Desktop TD” is primarily about crafting a path for the creeps, one which is circuitous as possible. The towers in “Desktop TD” are solid, so they block creeps, making your towers also serve as your maze. Mastering “Desktop TD,” therefore, requires you to craft a perfect maze, a gleaming labyrinth made from the cheapest towers with just enough addition of special tower types and more powerful, upgraded towers.

Some tower defense games, like “Desktop TD’s” contemporary “Flash Elements TD” have a simpler approach where the creep paths are static and unobstructable. Towers can only be placed in the spaces around the path. I find this approach less interesting, as it allows for less creativity and diversity of play. The most a player can do to affect the process of the creeps, beyond killing them, is by slowing them, often with a tower themed around ice or viscous fluid. Orcs Must Die and the other games I’ll discuss here owe more to the “Desktop TD” style.

The Orcs Must Die series by Robot Entertainment belongs to a subfamily of tower defense games, probably birthed by Sanctum. These tower defense hybrids add a mobile player character with weapons that can supplement the stationary towers. In the case of the Orcs series, the player character is a martial wizard defending a fantasy world against hordes of orcs and other creatures. But unlike Sanctum, its differences go beyond just letting you help your towers with their work.

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Ossuary is Coming to Steam

Our unsettling dialogue-focused adventure game Ossuary is coming to Steam. The torturous Greenlight process is over, a bit mysteriously, and now we’ve started the work of preparing all the material we’ll need to be released on the largest video game storefront around.

I’m prone to a sort of postpartum depression around game projects. When I release a new game or finish a major milestone, I often have a flare-up of my chronic depression and find it very hard to motivate and care for myself. I’m definitely experiencing that right now: the Greenlight process for Ossuary took so long and occupied enough emotional space in my brain that its resolution leaves me feeling a bit bereft. I’m managing it pretty well, but it seems ironic that a success, or at least a big step of progress, has brought me so low.

The circumstances around the final approval are weird, but that’s a post for another day.

Recent Play: April 2015 Week 2

Lately I’ve played the following small games that stuck out in my mind:

  • “Softelevision” by James Shasha of Sundae Month is about music and anticapitalism and being in a place, I guess. I’m a sucker for any game that opens with the sound of waves. This makes me think of Outer Wilds. There’s a place, and you can do things that feel like goals, but there’s not really a challenge or a win condition. And most of the time you just kind of want to hang out for a while. This game reminds me that I need to play Crypt Worlds.
  • “MINKOMORA” by Kikopa Games (Joni Kittaka and merritt kopas) is another gentle exploration game. It’s also a gimmick game. I don’t mean that it has some gameplay gimmick like gravity control or slow motion. I mean it’s one of those games that steps outside the normal limits of game. In this case, it comes with an NES-style manual that has background and hints for the game world. The game itself is rather abstract and stylized, but the manual has more representative art that makes the shapes in the game make more sense.
  • “Here Is Where I Carve My Heart” by kittyhorrorshow is an architectural Unity game, one of those for which my personal archetype is Richard Perrin‘s Kairo. There’s a structure, usually all of one material (shiny pink, in this case) which you explore with a fairly standard first-person approach that might just be a tweaked version of the example controller code that comes with Unity. That sounds dismissive, but I love this kind of game. “Carve My Heart” uses a very floaty, low-grav approach that means I was bounding through and around the excavated floating pyramid that was built in a cool-looking voxel tool. You’re searching for floating gems that deliver affirmations. The whole time you’re hearing atmospheric music-box tones. It’s a chill and charming game that only took three hours to make.
  • “Juxtapose” by zillix is a game for Ludum Dare 30 that I found through Warp Door. It’s a moody, pixelly game with a bunch of multiple endings. It feels like some of the classic Flash artsy games circa 2009. I’ve gotten seven of the 13 (!) endings, and they’re pretty varied. There’s some resource and time management that reminds me a lot of Eyezmaze games.