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Everything posted by clyde
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Maze Climber via http://www.freeindiegam.es/ My best is 792 meters.
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The more games by Pippin Barr I play, the more I like Pippin Barr games. http://www.thejuniormint.com/ Another one: http://leaderboarder.meteor.com/ I'm rooting for Kim K.
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I just read an article that I think is confused nonsense. I want to leave a comment that says "This is a horrible article", but I think maybe my thinking wave-length is just completely different from the author's that I don't want to cast judgement. But I still have a need to express my confused dissatisfaction. If anyone wants to read it and explain to me how it is valuable, I may be able to grow an appreciation for it. http://www.polygon.com/2014/7/17/5909327/please-pay-attention-to-my-patreon-career
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I can't wait until I get out of the army.
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I agree with you. I could make an argument that the game should be considered as an minimalist excercise because it seems like an attempt to pare down interactivity, but that argument doesn't really work for me because of what you've stated. I just put it in this thread because I didn't want to start a new thread, Mountain analysis seems vaguely reminicent to analysis of minimalist paintings, and there was the extra bonus of being able to see Kuchera praising minimal-design principles in the same thread. My point is, you are right. But it's too late now. Unless someone else wants to start a Mountain thread. Anyway, Ian Bogost wrote this: http://www.theatlantic.com/entertainment/archive/2014/07/you-are-mountain/374543/ -via JP LeBreton. Here is an excerpt:
- 25 replies
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- minimalism
- super hexagon
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I wonder if Rygar would be fun to play. When I was a kid, it seemed so much more epic than most other games just in its presentation.
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I'm listening to this while I read Trashgasm #2 and it works really wel with it.
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I'm not sure if it's shoegaze or psychedelia, but we've been listening to a lot of Washed Out lately.
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There are so many things I want to say about this game's story. It writes itself.
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I haven't actually played it before, but i wonder if Retro Game Challenge would do a better job of providing this type of service than playing Super Mario World and Tetris.
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Did anyone else think that the ?
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I just played a bit of Timberman and it's kinda fun. http://wip.warpdoor.com/2014/07/16/timberman-digital-melody/ As I play, I quickly see opportunities for things that are not there that would make the game feel more significant for me. My criticism of games often relies on a sense of missed opportunities. But when is this valid criticism? Timberman consists of a stout lumberjack at the base of a two-dimensional tree on which chops may be cut from the left or the right side. As the chopping continues, branches advance towards the ground in a obtusely predictable fashion. A meter at the top of the screen gains incrementally in relation to how productive the lumberjack is chopping chunks out of the tree; over time the meter drains faster. The lumberjack can die in two ways. If the player makes a chop which lowers the branch upon them, the lumberjack will die. If the meter at the top drains completely, the lumberjack will die. When the lumberjack receives their inevitable death, a tombstone is placed on the side of the tree where they last stood. I'm not going to say that Timberman is the Modern Times of video games, but I was reminded of one of the film's implicit messages. One might feel that any endless runner communicates the same thing, but this selection of theme, mechanics, and elements evokes it in me very succinctly. It's possible that my personal history which includes being employed as a ground-person for a tree-service may give the game extra flavor for me. The day I quit, I had nearly been injured by a ambitious team-manuever and watched in horror as my colleague was hit in the leg by a 200-250lb chunk of branch as it rolled around a separate tree he was using as cover. He shook it off. Immediately after this miracle, we did the exact same manuever with the next chunk of branch. Afterall, we were being paid to get the tree out of the yard without damaging the client's house. I finished up that day and called my boss in the evening to inform him that I was retiring. I have a lot to offer, I'm not going to be killed at work when I know that the potential for injury is unacceptably high. I don't gamble. The productivity-meter, the work, the danger, the death were are all the essential representations of the day I quit that job. I applaud it for that, but find myself asking for more. A permuted array of content in epitaph-form could reveal why the lumberjack is risking their life for pay (if the player taps on the tombstone). If the game was organized in phases that began with a Paper's Please style ratio of quota/productivity expectations, then those who never have worked for a tree-service might have more to identify with. But this is a simple game that does what it does well and these features swuld change to tone of the game entirely; I'm not sure that it is valid criticism. Edit: I accidentally called it Timberland a bunch so I went back and changed it.
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I think the Sims 4 no-pools-or-toddlers is an interesting permutation on this discussion. More widely, why is the lack of previously included features so likely to be received as valid criticism? I also think that the threshold at which the theme of the game stops being simulated is an interesting place to be critical. Whether or not a car gets banged up in a racing game or if shooting another character has longer term consequences.
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What do you mean you don't know what to do? Show up and tell them some knock-knock jokes.
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It's a non-profit member-owned cooperative. I get to vote for a representative from my district to participate in a council that makes the decisions. If the cooperative ends up not spending all the money on resources and labor then my bill is cheaper the next month (this rarely happens). My bank (credit-union) works the same way. I like thinking that I'm paying for services from a community of which I am part rather than having public shareholders constantly motivated to provide less while charging more. Unfortunately for the telecommunications-cooperative, they aren't large enough to benefit from the advantages of a large scale so my bill is comparatively high. It would be nice if there was a telecommunications-cooperatie the size of Comcast or Verizon. http://en.m.wikipedia.org/wiki/Consumer_cooperative More specifically: http://en.m.wikipedia.org/wiki/Utility_cooperative
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What would be a good context in which to list the missed opportunities you perceive? Maybe saying "What I would have liked to have seen" at the end of a critique?
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I finished reading that fanfic novella. The first half of it takes place in parallel with the events of the canon; the fanfic is about the romance behind the scenes of a 16 episode show. But once the show was over and the spine of familiar events was left behind with no promise of a return, my interest continued to dwindle. Lesson learned; maintain a close weave with the canon. Extrapolation is fine, but I want it to always be in the service of adding context which can retroactively inform the canon. It was like watching a documentary about the making of a game and then the game is finished half-way through and the second half is about the part-time job they return to.
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Tips on selling yourself well, despite possible shortcomings?
clyde replied to Rxanadu's topic in Game Development
Are there infrastructure limitations to publishing new builds? Is there any sort of comment system available? Edit: I think what I'll do is upload a build in these forums at somepoint in its development and get impressions of what I should consider when putting it up on itch.io- 12 replies
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Tips on selling yourself well, despite possible shortcomings?
clyde replied to Rxanadu's topic in Game Development
Anyone have an opinion on the financial and ethical soundness of putting an early build of a game on itch.io at $0 with pay-what-you-want options?- 12 replies
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I'm not a game-jammer, but as I'm looking through articles about apps that Apple has rejected I begin to think that an interesting game-jam would be to create an app that will be rejected for objectionable content. Scoring could would be done like this: Round 1 If your app does not get rejected by Apple for objectionable content during the submission process to the app-store, you are disqualified. Round 2 Every member of every team who submits an app to the app-store gets one vote regardless of whether or not their app is rejected. Those apps who are rejected for objectionable content are then voted on based on which app has the least objectionable content (according to those who vote). A winner is then declared.
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I pay $72 a month for a 3mbps connection. I would consider it a rip off but I don't because it is a cooperative.
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This seems useful. I'm going to try it out.
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I just watched the and I see something that I feel deserves distinction. Here is a quotation from the McMaster article: and you seem to see a similarilty between Kuchera's sentiment here with Octocat when you say One of the connections between these ways of looking at a potential hoax is that the audience is a stooge. The pay-off of the piece is at the expense of the audience. To do this could be detrimental because it decreases the capacity for appreciation rather than increasing it. That is not at all what I get from Octocat. seems to be an attempt to show that an MsPaint amateurish animation and the framework of being an 8-year old on Youtube are a viable tools for expressing something. I think Octocat increases my appreciation of Youtube videos by 8-year olds in a similar way as something like this.Frog Fractions is a good comparison. Just because people don't know how the magic-trick works doesn't mean that they are being laughed at.
- 25 replies
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- minimalism
- super hexagon
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(and 3 more)
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