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Cactus’ Krebswelte updated

IGF Nuovo Award winner and Space Fuck! designer Cactus has released an update of his older… well, maybe the best term is roguelike platformer, Krebswelte. In Krebswelte you jump and aim and shoot; every bit of the level geometry is destructible (though it slowly refills, to prevent you from painting yourself into a corner); few objects are helpful, though treasure allows you to buy weapon upgrades, all the better to destroy your world.

The levels are randomly generated; as in a roguelike the only constant is an increase in difficulty from level to level, and only a single life to die… sort of. Usually. There are a bunch of quirks that make exceptions to the rules, and they’re best found for yourself.

( Continue reading at DIYGamer )



Marketing & Self-Promotion – Part Two

I have transcribed another of Zack Seckler’s interviews for The F-Stop, this one with Sandy Boss Febbo of Carmichael Lynch.



The Game-Maker Archive: One-Hit Wonders

by Eric-Jon Rössel Tairne

Recreational Software Designs’ Game-Maker offered aspiring pre-Web designers the world over their first taste of game development. And for its era, it was darned powerful: VGA graphics, Sound Blaster sound, infinitely huge games. There were some strict limitations and quirks, but at the time there wasn’t much else like it — and it sure beat breaking out Lode Runner for the hundredth time, plus the graph paper and pencil to record your levels.

Although the software was cheap and easy to use, and there was a thriving community around it, it seems most users were content to finish at most one or two games, then to move on. As a result you have a handful of big, influential voices — the artists who made a handful of complete, original games — and a peppering of neato one-off games by people you never saw again. And often it’s those oddball games that stick in the mind the most.

( Continue reading at DIYGamer )



David Shute’s Entanglement (tentative)

Small Worlds is one of the best indie games of last year, and one of the simplest. It’s won some, been nominated some. Been discussed much.

With the appropriate praise in hand, David Shute has set himself to a couple of different follow-up projects: one a much larger, more ambitious piece; the other, a simpler project that might be taken as more of a direct follow-up, or a spiritual successor to Small Worlds. For a while, to avoid repeating himself, he meant to focus on the larger project, but then in late February or early March he had a revelation.

( Continue reading at DIYGamer )



Smaller Every Day… Hero Core [Review]

by Eric-Jon Rössel Tairne

Somewhere in the early 1990s, the console-style adventure game got sort of codified, with Super Metroid as the main reference point. The ideal form, as wisdom had it, gradually opened up the world to the player as the player gathered new and usually tactile abilities, the better to traverse the world’s obstacles. Basically it’s a lock-and-key system, except instead of the green doors requiring green keys they demand super missiles and instead of unlocking the next section you climb or swing or blast your way there, once you’ve the right abilities.

This system is valid enough, and when done well it can be fairly invisible. You notice somewhere that you can’t go, and after trying everything in your power you remember your failure. So when you get a power that might let you past that obstacle, you race back to put it to use. The clever thing is that usually this new ability generally improves the player’s character, and slots into the existing move set naturally enough that soon the player kind of forgets that ability hadn’t been there the whole time.

This design’s appeal rests in an illusion of problem solving that makes the player feel clever and involved, when in fact the game is manipulating the whole situation, blocking off whole areas of its world until it figures the player may be growing bored of his current situation and powers.

This system — walling the player off until the game, or rather the designer, feels the player is ready, doling the game out in parcels measured both to prevent confusion and to manage enthusiasm and flow — has always bothered me. Mostly it feels transparent and mechanical. Its worst offenders, like Wind Waker with its inventory full of nearly identical items that each only is useful in one part of the game, raise too many questions. Why can’t I go down here? Because the game doesn’t want me to. Why can’t I open this? Because the game doesn’t want me to. Why can’t I just use the grapple instead of the hookshot? Because the game wasn’t designed that way.

A better way to limit progress is to put most of the onus on the player. Let the player decide when he’s ready to progress, and then be it on his own head. If he gets lost, or injured, or killed, or confused, that’s his decision. Let the player form his own rules: “Okay, the forest is too dangerous and is kind of scary; keep away for now.” And then later “Hey, I’m stronger and I have more resources; maybe I can risk the forest now.”

This is the system that you find in the original Zelda, and in Dragon Warrior. It’s what you get in Lost in Blue, and to an extent in Riven. And it’s more or less how Daniel Remar organized Hero Core.

( Continue reading at DIYGamer )