Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.
Unexpectedly today SquareEnix not only announced but released a remake of the first Mystery Dungeon game, plus the first of the new Rifftrax Experiment episodes of Mystery Science Theater 3000 hit theaters, so it’s been a full day on top of recovering from DragonCon.
But I just noticed that Roger Dodger over on Metafilter posted a link to a daily cryptogram puzzle, and that seems like the kind of thing all of you may enjoy, maybe long enough to tide you over to tomorrow.
Cryptograms are a pretty old concept, taking the old idea of a Caesar cypher, a code where each letter throughout a message is replaced with a different letter consistently throughout the whole code, and making it into a puzzle. Although true Caesar cyphers shift the letters down the alpha instead of arbitrarily as in most cryptograms. By default punctuation and spaces are revealed from the start, but if you like your puzzles extra hard you can disable even these helps.
If you want a few tips?
Single letters are probably A, or once in a while I.
Every word is bound to have at least one A, E, I, O, U or possibly Y.
The most common three-letter word is, of course, THE.
There are only so many two-letter words likely to appear in a puzzle like this.
Double letters are great for narrowing things down. Also be on the lookout for possible plurals.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
The internet has been around in one form or other since the 1960s, but we can date the creation of the first web browser to Christmas Day, 1990. But there have been other services upon the internet, and although people don’t mention this nearly as often as they once did, they deserve to be recognized separately. The internet is not the Web.
Some of these services, which actually began off the internet itself, as features on private networks, are MUDs, or “Multi-User Dungeons,” the first form of what are now called MMORPGs. And one type of these is the graphical MUD, where you don’t have just a parser and a text crawl telling you your surroundings and what’s happening, but you can see your character and what lies around them.
To my knowledge the first graphical MUD is not a settled question. Here are a few early MUDs and MUD-like worlds: Habitat, Club Caribe, Isle of Kesmai, Neverwinter Nights (the AOL version). Before all of these though there were the multiplayer dungeons on ancient PLATO systems, which were frequently presented graphically. Some later graphical worlds include Worldsaway, The Palace, Ultima Online, the oft-forgotten Sims Online, Runescape, Legends of Kesmai, Everquest, Second Life, World of Warcraft (of course), Conan Exiles, Glitch, and a slew of other titles. Now I think it’s safe to say there have been more forgotten online graphical worlds than remembered. Some of these forgotten games were even popular. Who remembers Asheron’s Call? Dark Age of Camelot? City of Heroes? The answer: a cadre of former members who retain fond memories of it, even after Capitalism demanded that the world they once lived in sink beneath the cold waves.
One of these worlds was, and still is, called Nexus.tk. While Nexus continues to survive through the years, a while ago a number of players splintered off from it and started a new game along its lines, Chronicles of Samhan, which is now open for a “soft launch.” A friend-of-the-blog, the worthy Statue, is interested is involved in its running, and they care very deeply about it, and if they care, we care too. Here is a screenshot:
It has purposely pixel art-ish graphics, a tile-based game world, monsters to fight, items to earn and levels to gain. Right now there aren’t many players, but that itself is a point of interest, a way to get in early and gain wealth and stature when the competition is low. I know that Chronicles of Samhan is run on a shoestring budget, completely on the backs and out of the wallets of a handful of hobbyists. They are unlikely to go corporate and enshittify it to hell, and these days that’s another point in its favor.
There have been many of these worlds, hundreds of them, and there’ll probably be hundreds more before this Internet grinds to a halt. I think everyone should try a few of them. Joining up is free, so as I often say, why not give it a try?
A few images showing off the fairly large regions to explore:
A portion, zoomed out, of the town of Seasong and nearly areasA portion of the Marvel Mines
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
I must admit that I have yet to play Big Walk, the long-awaited game House House made after their phenomenal hit Untitled Goose Game. UGG hit right as COVID was getting underway, when many people were stuck at home during lockdown, and gave them a brilliantly short but funny experience to obsess over, going as far as the pages of The New Yorker. While it’s impossible for Big Walk to reach those stellar honking heights, it’s gotten universal acclaim from the outlets that have covered it, and may actually have longer legs than the Goose, since it’s not over with in a mere hour.
That I haven’t played Big Walk, I should say, isn’t entirely for my own fault. The biggest thing that limits Big Walk’s adoption is the fact that you must have at least two players on-hand to play it, at all. There is no solo mode, and it’d largely miss the point of the game to try it. Beyond that it’s an even better experience with more people: Big Walk supports up to 12. Most of my friends don’t usually play video games together, and the one that usually does play with others is a FPS enthusiast, and not too into a game fundamentally about communication, and getting lost in a wilderness. Throw in the fact that it’s a game starring weird gourd people, and I imagine he might actually get ill if he tried playing it.
Image from A Whole Lotta Nothing.
Matthw Haughey, founder of Metafilter and owner of the newsletter and blog A Whole Lotta Nothing, has a typically fine piece about the joys of Big Walk. He mentions that the greatest challenge of the game is simply starting it, finding a number of friends who are motivated to try such a quirky experience and can all schedule time to play it together. Fortunately it doesn’t all have to be finished in one session.
I’m itching to try it, maybe some time soon. I’ll be at DragonCon in a week. If any of you are there, maybe we could meet up somewhere and go for a Big Walk?
I never did make that post about what I saw at VCF (Vintage Computing Festival) Midwest, even though I still have all my photos. Some time soon!
In VCF Southeast a few weeks ago though, there were a number of hopeful indie developers who had their products on display, and were nice enough to show them off and let people play them, and I figure it would be a shame if I forgot to give them a post here. So here are a few things you might want to check out. Many of these games have been unfairly overlooked by the machine hearts of the internet’s various algorithms, may they rapidly rust into ruin, so please give them a few minutes of your time, and just maybe buy some or all of them.
Polyroll (Steam, Switch) from Spicy Gyro games is a Sonic-style platformer with great level design! It’s currently 70% off, selling for a scant $1.79 on Steam. It’s also on sale on Switch for $2.
They had coloring pages on site for kids to fill in.A level of PolyrollA boss enemy in Polyroll; there is a collectable crystal high up in the sky above it, and you must repeatedly bounce off of the boss to get high enough to get itAn earlier levelThe map screen lets you replay levels to find missed secrets
Venison County (Steam preview, demo) is an upcoming game from Cutter Oyster, a retro-styled FPS survival game. The game is played in a sequence of waves. The door to the cabin that ends a wave only opens once you’ve defeated the zombie enemies. You can pick up sigils that give you special powers, but each rune also increases the number and ferocity of enemy attacks. Between waves you can choose to discard your sigils, losing the powers but reducing the difficulty. You can also buy weapons and ammo between waves. Of special note, reloading is a little minigame, pressing a button while a bar is in a certain range, that you must manage while running from the zombies. It’s due out in full late 2027.
Promo bannerThey put some effort into their table decorationThe rest cabin, where you can purchase new weaponsYou have to hack or blast through the door to start the waveIt’s hard to get a good photo while you’re running for your life
Attack of the PETSCII Robots (sale page) wasn’t among the indie games, but I think it counts as one! It’s been for sale for a few years now.
Casey’s Gold (sale page) from Audacity Games is a terrific Atari 2600 game made in the Activision style, sold on cartridge by classic dev Dan Kitchen, brother of Garry Kitchen. I played through a few levels of this and it’s quite a bit deeper than you’d expect from a 2600 game, with secrets hiding in unexpected places. It rewards players willing to experiment, and with good observational skills.
Table bannerLevel beginningPackage signed by Dan KitchenCasey’s Gold is an action/exploration game set (mostly) atop and within train carsThat bent thing is a boomerang obstacle that you must carefully avoidGoing down inside a train car; there may be hidden exits from these places, but there’s a way to tell when they’re present….Dan Kitchen himself was on hand to answer questions!
IsoMetro (itch.io, Steam $20) from Grimesoft is a grid-based city building game that will put many people to mind of the classic SimCity 2000. Electronic Arts bought out originating studio Maxis long ago and seems only to care about their properties so long as they’re about individual Sims instead of a whole city of them. IsoMetro certainly looks terrific, although I didn’t get a chance to play on the floor.
They were selling shirts and caps too
Hoverdrive (Steam preview) is about piloting a car through weird neon landscapes with changeable gravity, pulling off impossible stunts as you go. It’s not out yet, but it looks very cool!
Banner
Ad Blocker (Steam $6) is a player-vs-player action-puzzle game that feels a bit like Puzznic. Snogbert (Steam early access $8, free demo) is a platformer with randomized elements. Both are from Justin T. Alexander. I just have photos of the banners here unfortunately.
Nature’s Bidding (itch.io prototype, Steam preview) is a multiplayer battle platformer where you customize your character as you go with good and bad elements. The title comes from a phase before each fight where the players bid money to avoid taking on curses. You lose the money you bid regardless if whether you win or lose; the player with the lowest bid gets the curse. Once cursed, the curse sticks with you throughout the rest of the game, so you can get piled under a whole host of bad effects. And yet you still want to save money after the bidding phase to buy powerups to improve your character. It’s unforgiving, but fun to battle it out with your friends. The fighting feels like some of the minigames in Mario Party.
Business 98 (Steam $5, with a free demo) from Five Foot Games is a “cashier simulator” with an old school Windows look, with elements of roguelike deckbuilders.
Inky in the Alien Aquarium (itch.io, $12) from Pocket Pulp is written for the Gameboy Advance. It’s a challenging block-pushing game where you have to learn the rules as you go, in the spirit of The Witness.
Asta Pool (website, Steam $15) from Cheesy Face Productions has turn-based modes that work like traditional pool, but also real-time levels where you influence the pool balls more directly. It boasts over 40 modes!
Asta Pool
Keepsake Country (Steam preview) is billed as “A Midwestern Stealth Game,” and is still in development.
Godless Avalon (Steam demo, itch.io demo) is a J-styled sci-fi fantasy/comedy RPG with guns. I don’t think it was playable on-site.
Aethelria Cross-Dimensions (Steam preview) is an upcoming sci-fi fantasy arena shooter (that is, an FPS). It has appealing character art, but I didn’t see it playable on the floor.
And Crypt Sweeper (itch.io name your price), from Pocket Pulp who made the above Inky in the Alien Aquarium, is a real standout, a Gameboy Advance remake of the popular DragonSweeper with some new quirks. (The got permission from DragonSweeper’s creator to remake it, but only if they changed some things, which they did!) It was playable at the show but I got so into playing it that I forgot to take pictures!
There we go, that’s everything I managed to take notes on. My apologizes to anyone I’ve left out. Thanks for coming to VCFSE and showing off your work, and I hope this drives a few eyes your way!
I took more pictures than just these, I’ll make another post later with some of the other great exhibits on display and games that were playable at the show.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Again, a Kickstarter for a sequel to General Chaos. I frankly can’t believe this is happening. It’s a sequel to a little-known, yet brilliant, Genesis/Mega Drive combat game with serious developer star power behind it. How did this get started? Are there other people in the world who love General Chaos as much as I do? Perhaps even more than I do? The prospect makes me wonder.
Promo image for Major Snafu, from the Kickstarter page.
General Chaos was the product of a couple of ex-Midway developers, and creators of some of their most iconoclastic hits, Brian Colin and Jeff Nauman. They were the creators of Rampage, one of the standouts of the Silver Age of arcades, and the basis of a certain popular movie. They tend to dwell in the shadow of the likes of Ed Boon and John Tobias, creators of Mortal Kombat, and Mark Turmell of NBA Jam and NFL Blitz. Yet there’s a strong argument that could be made that NBA Jam wouldn’t have existed without the similar-in-play Arch Rivals from the same company, which was from Colin and Nauman.
In addition to Arch Rivals and Rampage, Colin and Nauman worked on Spy Hunder, Xenophobe and Pigskin 621 AD, before leaving Midway and striking out on their own under the banner of Game Refuge. And that’s where they made General Chaos for the Genesis, published by Electronic Arts. And hey, Game Refuge still exists, while Midway is currently a locked cabinet full of IP somewhere in a basement of either Warner Bros. Entertainment, or the company currently called “Light & Wonder,” (I don’t know Pete I don’t think I buy it) but contains such multitudes as “Scientific Games,” “Autotote Corporation,” “Shuffle Master,” “WMS Industries,” “Bally,” or even other totemic brands that once saw better days. These days they mostly sell to casinos, may they speedily pass on their way to hell.
General Chaos isn’t one of their best known titles, but it has a certain something. It’s a cartoony, comedic take on deadly warfare. The Kickstarter calls it a predecessor of the real-time strategy genre, and there is some of that there certainly, but truthfully General Chaos is something entirely unique. It’s an intrinsically two-sided battlefield action combat game where the warzone is made of single screens, and where each player controls a team of five soliders with different abilities (with one exception I’ll mention in a bit). In action it feels a bit like Mattel’s classic tank combat games Armor Battle for the Intellivision and Armor Ambush for the Atari 2600, in that a single player must command multiple units, but with much more depth.
Gameplay from General Chaos. This and all following screenshots are from Mobygames.
There is also quite a bit of General Chaos essence in Team Fortress 2, even though it’s not an FPS, for both its comical, satirical atmosphere and its array of characters which each have substantial differences from each other. There are gunners, rocket launchers, grenadiers, flame throwers and dynamite chuckers. Most of the time characters are controlled indirectly: control a cursor to point at a location and press the B button to send your current character to it. C changes characters, and A tells all your units to fire their weapons. They automatically pick their targets.
Hand-to-hand combat
When opposing soldiers get near each other the battle pauses and they engage in hand-to-hand battle, in the form of a simple fighting game. Combatants who are knocked down can be revived by pointing at them with the cursor and pressing A to call in one of a limited number of Medics. Characters who fall too often will eventually turn into a pile of bones and vanish. Additional Medic uses can be found on the battlefield, and are also awarded for reaching certain point totals.
General Chaos Commando team battle
As an alternative playstyle, a side can choose to field a pair of Commandos. If one player is using Commandos they must divide their attention between them, but two players can also play co-op with a Commando apiece. Commandos don’t use the indirect method of control, and instead control directly. This can make them much more effective warriors, but comes at the cost of only being two people to a squad, instead of a full team of five. Commandos can call in Medics too, but must reach their teammate in person to do so.
There are lots of worthy games from the 16-bit era that didn’t receive their due, and while I don’t know how well it sold, General Chaos always struck me as a bit of a sleeper hit. Video game genres were already becoming locked-down, and Electronic Arts was already showing signs of abandoning their reputation for nurturing talent and becoming the grotesque behemoth they are today. I’m surprised they don’t outright own the rights to General Chaos, but it appears they do not, or maybe Game Refuge bought it back from them.
The Kickstarter page makes it clear that Colin and Neuman have spent a lot of time thinking about how their classic wargame could be improved. There are more characters planned, more control options, between battle upgrades and most interesting of all, the ability to “go commando” and take direct control of any unit on your side. Home turf battles come with extra units on a given side, “expendables” that have limited abilities but help to give defenders a slight edge. There’s an array of stretch goals, with an especially interesting one at $200k: an arcade version. I think General Chaos was always destined for the arcade, and now it may finally happen.
So if all of this seems interesting to you, please consider supporting their project. Because war is a deadly serious business, so the best thing any of us can do is to laugh at it.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Dwarf Fortress has always been a game about failure. It’s right there in its motto, “Losing is fun!” It’s a game where you just muddle through, doing what you can, learning as you go, and your games slowly, on the average, get longer and longer the more you play. It’s not that there aren’t guides and tutorials already out there, but the kind of game it is, it halfway feels like they rob something of the player. While I can understand not wanting to start from zero, the sooner the player learns that failure is the end mode of fortresses, the more they’ll understand that the intended way to play is to be audacious.
But which kinds of failure are the most fun? After spending several minutes setting up your expedition getting eaten by wild animals immediately off the wagon is a harsh start to play, especially if it happens repeatedly. Fortress destruction via dragon is scary, but it’s also hilarious; everyone dying on the surface before even digging your first warren is less auspicious.
Dwarf Fortess recently celebrated its 20th birthday, and in celebration Kitfox Games, its Steam publisher, has released a new official beginners video, made by BlindiRL. (34 minutes) It is a good way to move your fortress endings more towards the entertaining end of the scale.
And I’d like to point out, at the end of the video, we’re told that ending a fortress doesn’t quite mean it has to be a failure. If you decide to “finish” a fortress, but then start a new fortress in the same world and of the same faction, then it’s possible for your old dwarfs to decide to emigrate to it. This is something I’ve never tried myself, but it’s a good reason to keep playing in the same world, as you continue to write the saga of your game.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”