Indie Inquries Store Page Review

This is a store page review for the indie game Andy Blast vs. the Forces of Evil (45 minutes), if you would like me to review your page for a future episode, please reach out.

(Editor’s note: this is a review of a Steam store page, to help developers to construct better customer-facing material. It is not a review of the game itself.)

Aftermath Looks Back On One Year of Operation

Two whole days in a row of non-Youtube links? Who’d have thought it possible! Shame yesterday was on Nintendo-related things, the other over-frequent subject of our little blogmachine, but I guess you can’t have it all.

Aftermath is composed of just five webugees (original word plz steal) from various other bigcorp contentboxes, and is one of a whole wave of similar creator-owned outfits that also includes Second Wind, 404 Media and Defector. All seem to be doing pretty well… for now… but we’re hoping all the best for all of them, at least until they grow into Kotakus, Escapists or Washingtons Post of their own, and come to oppress an entirely new generation of writer. But that’s the future, and there’s still time to avoid it, at least according to my good friend, the Ghost of Collective Ownership Future.

Aftermath’s principals have an article up describing their experiences, and its variously enlightening and illuminating. Running a small business is a process rife with pitfalls, and when you’re just five people, most working part-time and not able to afford to just pay others to take care of the hard parts, it can be difficult, especially when at your last jobs you could just focus on doing the thing you’re good at, the thing you like doing. Another problem that being only five people creates is fragility. Not intending to jinx them at all, but if one of them were to suddenly pass away, could the remaining four keep the banner held aloft?

But they are doing it. It’s working! And they have plans to expand next year. If you want to follow them and help keep them afloat, they have a trial subscription going where you can read them for one month for just $1. And their monthly rate is just $7 anyway, $10 for commenting privileges and Discord access.

Reading the article, especially the bit about how sites like this tend to slowly bleed subscribers over time just as a fact of their existence, as life happens to their readers in the aggregate, but gain them in lumps as new features are introduced or bursts of publicity occur. It feels like we could all stand to recognize this, and remember these sites need subscribers to survive. Aftermath’s rates are quite reasonable I think, considering that the New York Times charges $25 a month for their output, and as a bonus Aftermath doesn’t even publish frequent transphobic op-eds from right-wing jerks. Huh!

Indie Showcase for 11/6/2024

The weekly indie showcases highlight the indie games we play on the channel, all games shown are press keys submissions. Please reach out if you would like me to cover your game.

Two Amazing Action Games to Play

My latest double review is up for today with Phantom Abyss and Go Mecha Ball, two great action-filled games. Both played with press keys.

The Plucky Squire Review

My video review for today is on the Plucky Squire — a beautiful action-adventure game for anyone looking for a light read.

Two Modern Retro Games That Rock

This is a double review of Iron Meat and Alruna and the Necro-Industrialists both played with press keys.

0:00 Intro
00:14 Iron Meat
2:54 Alruna and the Necro-Industrialists

The End of Masahiro Sakurai on Creating Games

He mentions that it’s possible that he might dust off the channel from time to time, but that he feels it has accomplished its mission. Here it is (46 minutes):

To remind everyone: Sakurai is the famed creator of Kirby, Meteos and Smash Bros. In the video, he relates the surprising fact that no only did he write out nearly every script, 256 in all, before the first episode even aired, but he also filmed them all in advance too! That’s why he looks older in this video: it’s the first time he’s been before the camera, with just three exceptions, since it started. The video, in fact, is mostly about how the series itself was made, which as it turns out was done without a camera crew, and in a residence of his too, outside of a recording studio and without soundproofing, so production had to pause if am ambulance drove by outside, and couldn’t happen at all if it was raining.

I have no doubt that these videos will be an important document in the coming years, not just as a guide to making video games, but also preserving the processes of current-day game development, and the words and thoughts off one of the foremost game designers of our age. BTW, note the split second of Rogue at 18:58!

The video has always had a feel like maybe Nintendo was helping out with it, but as it turns out, other than approving the use of their game footage, they weren’t greatly involved. The similar feel may be due to the use to HIKE, a.k.a. QBIST, a production company that Nintendo also uses for some of their videos.

To close this out, I’ll link a short bit from earlier on, at a mere 2 1/2 minutes, the video about Sakurai’s cat, Fukurashi. Meow, or perhaps, nya!

UFO 50 Showcase

For this supersized indie showcase, I took a look at all 50 games from UFO 50.

Editor’s note: This was filed last month, but I didn’t notice it! Please enjoy, presuming you haven’t heard too much UFO 50 yet.

Gamefinds: Dungeon of Hank

It won’t take you more than a few minutes to play Marlowe Dobbe‘s Dungeon of Hank, a short and free homebrew Game Boy game made with GB Studio, and it’s not challenging. But it does have a lot of cute cat pictures, and is funny, and that’s enough. It’d probably be enough even without the funny. Cat’s cute, just sayin’. The cat’s name, you should know, is Hank Stuart Bastard. It doesn’t sound like one that T.S. Elliot would bestow, but then, what the heck is a Rumpleteaser anyway?

Who indeed!

Dungeon of Hank (itch.io, free)

Roguelike Celebration 2024

Starting this Saturday at noon US Eastern time (9 AM Pacific, 5 PM Greenwich, 7 PM CEST) is Roguelike Celebration 2024! I’m presenting half an hour on the Mystery Dungeon games this year, at 3:15 PM Pacific/6:15 Eastern/11:15 Greenwich/1:15 AM Sunday CEST. Whew, the roundness of the Earth makes it difficult to express times!

It’s being held entirely online again this year, and offers a fun social space to explore that’s kind of like a MUD! Roguelike Celebration’s schedule is here, and you can get tickets for $30 for the whole event here. They usually set aside some free tickets for people who can’t afford the fee, although you might have to check around to find them.

Roguelike Celebration is nominally about roguelikes and procedural generation, but I think it’s interesting from a wide variety of gaming perspectives, and every year I find several talks that are incredibly interesting. Past years have offered presentations from people who worked on games as diverse as Kingdom of Loathing and Blaseball. Here are the talks being offered this year:

Saturday

  • Harry Solomons: Trampling on Ghosts: Hauntology and Permadeath
  • Cezar Capacle: Enhancing Narrative Through Randomness and Complications
  • Max Bottega: Keeping Art Direction interesting in a procedurally generated world
  • Stanley W. Baxton: Bringing Real-World Occultism into Your Games Without Accidentally Being Racist
  • Jeff Emtman and Martin Austwick: Neutrinowatch – the podcast that plays itself
  • Nic: Braided Narratives: Or How I Learned to Stop Worrying and Love Linear Stories
  • Pandamander: “Out of Book,” The Psychology of Why Roguelikes Keep Us Playing
  • ?: Inverse Terrain Solver
  • Adrian: Probably Impossible – NecroDancer’s network code
  • John Harris: A Trip Through The Mystery Dungeons (psst: this is mine)
  • Marlowe Dobbe: A Swarm of Monsters is Hard To Build: Generating Visual Concepts for Enemies in Roguelikes
  • John Bond: Doors or no Doors: How Roguelike games take you places
  • Dan Norder: Chase, The BASIC Language Proto-Roguelike

Sunday

  • Yong Zhen Zhou: Who Controls the Controller? Thinking about physical player interactions outside a digital game
  • Tabea Iseli: Animal Crossing meets Roguelite Dungeon Crawler – The surprising genre mixture behind Grimoire Groves
  • Philomena Schwab: 100,000 wishlists in 3 months – Weird roguelikes are taking over the world
  • Kaysa Konopljak: Going legit with DotA: How to transform a thousand authors into four
  • Alexander Birke: Practical procedural world and story generation in Sea Of Rifts, a naval roguelike RPG
  • Robin Mendoza: The Use of Knowledge in the Labyrinth: The price mechanism as a storytelling device
  • Ollie: The Right Variety – Understanding and Visualising the Output Diversity of Your Generators
  • Eiríkr: Uxn – Permacomputing & Roguelikes
  • Brian Cronin: Black Box Sim for Roguelikes
  • Isaac Io Schankler: Orb Pondering Simulator LIVE!
  • ?: 7 Layer Dip, Multi-Layered Narratives For Roguelikes
  • Emily Halina: New Levels from a Single Example via Tree-based Reconstructive Partitioning (TRP)
  • Courtney: Cheating the System (By Design!) for Epic Combos
  • Joe: Magic in Game Design: (Mis)Directing the Player’s Attention
  • Tyler Coleman: Finding your 80/20 Rule with Proc-Gen
  • Nat: Procedurality and the Primes

Indie Showcase For 10/16/24

The weekly indie game showcases highlight the games we cover here on the channel. All games shown are either press keys or demo suggestions.

0:00 Intro
00:14 Steamworld Build
3:23 Gunhead
6:13 Step By Step
7:36 Limo’s Lair
9:25 Wizordum
11:03 Ratopia

HTML For People

Along the lines of our link to Chris Person’s Surviving Forums post on Aftermath, here’s another post that’s only tangentially related to gaming, but is very relevant to there being more things to post about later. It’s Blake Watson’s free web book about making your own web pages and sites! I also posted it to Metafilter, where people seem to like it very much!

I feel like it’s another instance of what ajroach42, the founder of New Ellijay TV, describes as planning for scalability resulting on making doing basic things too hard to do. Web site construction gets mired in a maze of components and frameworks, that purport to make it easier, but static sites are really easy enough to make without them. There’s really not a lot you have to learn to make a basic website, or even a complex one, if it doesn’t need a lot of interactivity. And that also makes your site much more future proof!

Websites made in 1991 are still as readable today as they were when they were first made. But sites made with Java, or Flash? Flash needs Ruffle, and the result is buggy, and Java is completely gone now. How will React.js fare in 30 years? What if you don’t keep your libraries updated to reflect changing Javascript execution engines?

HTML for People (flat website and proud of it)