Mappy on Pico8

What pushes a game past the notability barrier, that makes it interesting enough for me to post it here? Classic arcade game remakes are always a good sign. Items for the Pico8 fantasy console are also a strong positive factor. These two elements combined well make it a must-post.

Especially when the game is Mappy. A great game from Pac-Man-era Namco, simple rules but, while surprisingly difficult, a little strategy can get you a long way in. Still, true mastery needs a lot more than that.

This Pico8 version is a good remake, although quite a bit harder. Guide Mappy of the Micro Police through each mansion, stealing back the ill-gotten gains of kitty-cat gang. Unlike many policepeople, Mappy is an entirely non-violent actor, and actually never arrests anyone; he just takes back their loot. And for their part, while the Mewkies and Goro (“Boss the Big Bit”) do knock Mappy out of they catch him, later media seems to indicate that neither side bears any real antipathy for the other. They’re just doing their jobs.

The thing that makes Mappy unique is its trampolines. While on a trampoline you cannot be hurt by the cats, but three bounces on the same one without stopping causes it to break. When you get off the trampoline it’s easy to get caught unless you use the doors as a defensive tool. Pressing the button (X in this Pico8 version) opens the closest door in front of you-you don’t even have to be near it. It swings out in the direction of its doorknob, and knocks out any cat near it on that side for a few seconds, allowing you to pass by. The light-colored doors also house the powerful Microwave, not here a cooking tool but a multicolored beam that launches out and sweeps cats it hits out of the level for a few needed seconds.

This remake of Mappy restores the Japanese name for Goro, “Nyamco,” a pun on the arcade company’s name with a cat angle: “Nyan” is Japanese onomatopoeia for “meow.” You’ll find that while supposed-boss Nyamco is as aimless as he ever was, wandering each level mostly randomly and hiding behind loot, the Mewkies are tenacious chasers, and here will quickly corner you if you don’t have a good plan. Even with its higher difficulty it’s a lovely port, and it’s free to play too!

Mappy for Pico8 (itch.io,x` $0)

Next Fest Indie Showcase 11/12/23

More of my favorites from the first Nextfest of 2023.

Here are the contents, each section is about two minutes in length:

Dice FolkNo Creeps Were Harmed TDDevil’s DiveBoomerang JackDystobelUglyCosmic: A Journey Among ShadowsLil’ GuardsmanThe Master’s PupilRatopiaRad SurvivorCardbob

Pixelfont

Pixelfont is a neat web tool that will take an image you provide, laid out in the proper format (which you have some control over, like character width and height) and will turn it into a pixel TrueType font for you to use! The gamedev applications of this should be obvious.

This isn’t the first free online font-building tool of this nature. The classic in the field is Fontstruct, which can also produce pixels that aren’t square, and can even extend outside of their cells, but also shows ads (although unobtrusive ones) and doesn’t let you import an image. Still, both are rather of use, or at least are fun to play with!

PixelfontFontstruct

Escapist Collapse and Aftermath

“Hey, remember me?”

Just saw on Metafilter that The Escapist has fired Nick Calandra, who helped revive the site after they threw their lot in on the side of Gamergate during that whole fiasco. In summary, it took a huge amount of effort and good will on their part to recover, and that they did was largely because of Calandra, and long-time Escapist video maker Ben Croshaw, a.k.a. Yahtzee, the maker of the 16-year-running Zero Punctuation. Croshaw has left the site too, which is difficult for him because The Escapist owns the rights to ZP. I think he’ll probably bounce back from it, ZP is nothing without Crowshaw, seeing as how it’s inextricably tied up with his voice, editing, art style and sense of humor, all of that is a lot more recognizable than the name “Zero Punctuation,” and it’s all him, but it does mean having to start from scratch without a link from the old site, just hoping that his fanbase can locate him again.

(On Metafilter, people are mentioning that Croshaw was one of the voices both-sides-ing Gamergate, which is something I had not been aware of when I linked to him here in the past. I do think people are allowed to change, although I haven’t seen him say anything about it since. Mind you, his general style isn’t hugely appealing to me, so I probably still won’t be linking to him that much in the future.)

The word is that Calandra is taking Croshaw and possibly other people and may end up “doing a Defector,” start an independent site with the evicted/departing talent. Getting creators out from under the thumb of having to give up control in order to chase startup money is good, generally, and I wish them well on that.

Aftermath” in the title doesn’t refer to the aftermath of the collapse of The Escapist, but to a separate thing that some people from Kotaku have started, for similar reasons to the Defector. In fact even moreso, since Kotaku is owned by the people who own Deadspin. Luke Plunkett, who I’ve linked to before, is among them.

Lately we’ve put Kent Drebnar’s news recap feature here on hold, on the grounds that it’s a lot of work for relatively little reader interest, but maybe we should revive it, with an emphasis on these new gaming outlets? It is a thought. Among the Aquatic Life Sizes of gaming journalism Set Side B weighs in at a mere Guppy, but supposedly any link helps increase Google ranking.

However, I am still concerned. There’s almost always something to be concerned about in this internet age, after all. My biggest worry about a proliferation of gaming sites is that many of them are going to go with hard paywalls. This is understandable, people gotta eat after all, but there are only so many dollars out there for these places to chase, and proportionately very few of them are in my pocket. I know that I feel strong qualms about linking to articles that most of my readers won’t be able to read.

Update: the name of the new venture is Second Wind. They already have a Patreon, a Youtube channel and a Twitch channel. They say they’ll be hosting a livestream today at Noon US Eastern with information on their plans. Let’s keep our fingers crossed that they will be successful! Here’s a link to the stream, for when it goes live.

Indie Game Showcase For 11/2/23

Each showcase highlights the many indie games we play on the stream here, if you would like to submit a game for a future video and stream please reach out. All games shown are either press key submissions or demos.

0:00 Intro
00:14 Patch Quest
2:10 Apico
4:35 Voodoo Detective
6:28 Opatra
7:55 Ex Zodiac
9:23 Forza Polpo

itch.io: Folder Dungeon

Folder Dungeon, on itch.io, is a short and not-too-difficult game where an adventuring cursor has to dig through the folder structure of a hard drive to find an important file. Each window is a room of the dungeon; entering a Door folder takes you to another room down. You can go back the way you came using the back arrow icon at the bottom of the window.

In addition to doors, rooms can contain items, which can be picked up by clicking on them. Gold is among the items, the value of the coin indicated by a number. Some items cost money; if they do, they’ll have a coin and a number on the item. Some items, notably Health Potions and Ice Cream, take affect immediately; they never enter your inventory, but work immediately on your stats whether you needed it or not.

And, some of the things in rooms are monsters. If you do something other than attack a monster by clicking on it, then every monster in the room has a percentage chance to attack you; if you attack a monster, then it always counter-attacks if it survived the attack, but other monsters in the room don’t get the chance to attack.

Somewhere in each folder structure is an Exit icon. When you find it, you can only enter it once all the monsters in its room have been defeated. You don’t have to defeat all the monsters in a room to leave it, but it does give the monsters in the room a chance to attack you.

The most interesting play mechanic is, every action you take generates “heat.” You can only take so much heat. If heat reaches your maximum capacity, you take one damage per action until you leave the level (which resets heat to 0) or you lower your heat by collecting an Ice Cream.

Note, as you can see in the above screenshot, there’s a display bug in the current version that cuts off the left and right sides of the screen. Or is it a bug? It didn’t actually prevent me from playing? Maybe it’s an aesthetic choice? Anyway, I managed to finish the game on my first attempt, but it was close.

Folder Dungeon (by Ravernt, itch.io, $0)

The November Nethack Tournament!

The replacement for the old dev/null tournament, the November Nethack Tournament is on! Get yer armor and weapons, read your spellbooks and start testing those items! Maybe you’ll find a Wand of Wishing on the first floor? Probably not, but there’s all kinds of crazy D&D-ish adventures to be had this month, so get ‘hacking!

The November Nethack Tournament (tnnt.org)

Candy Box 2

As foretold yesterday, today’s post is on the sequel to Candy Box, Candy Box 2.

The Map, where you travel to various locations. There’s a few secret areas to find here….
Those colored boxes are magic spells

It’s a much more developed game, with rather a lot of depth to it, but it’s still ultimately an incremental-style game in form, even if its not as direct about it as most of that benighted genre tend to be. There’s many more places to go and items to find than the first game, and a lot more secrets. If you don’t use the wiki, you’ll probably get stuck and have to search around for a few days until you find (or save up) the means to continue.

This monkey has an item you really want, if you can figure out a way to defeat him

While figuring out all the various ways to overcome the game’s puzzles is fun, I find the most interesting thing about Candy Box 2 to be its engine, which is surprisingly flexible for a game presented entirely with text characters, which is kind of like a deluxe Javascript version of the venerable Unix library curses. There’s windowing, a Z-order so objects can pass in front of others, and colors are used for magic effects, and some areas even have special effects, like scrolling around, zooming in on the action, or being able to swim up and down.

The highlight in this one is the puzzle the Cyclops at the lighthouse can eventually be persuaded to let you try, which as far as I can tell is of a completely novel type, and could be the subject of its own entire game. Good luck with that, by the way.

Like the first game, there was a preposterous Metafilter thread about Candy Box 2, and it’s even more full of spoilers, and equally as bizarre if taken out of context. Please enjoy responsibly.

Candy Box 2’s New Home (github.io)

Candy Box

I always thought this shopkeeper guy resembled Tom Baker as Doctor Who. Maybe it was intentional.

Candy Box is pretty ancient now, over ten years old. Here is the Metafilter post where we discussed it, which reads like the rantings of crazy people but is also full of spoilers. It was an early entry in the genre of incremental games, sometimes called “clickers,” like Cookie Clicker and Clicker Heroes, and may well have inspired some of them. It’s still online (at a new home), and its still just as playable as it always was, its extremely ASCII presentation now even more appealing now than it was back in 2013.

While it may have helped kicked off the genre, I feel it’s important to point out that there’s actually a lot more going on here than Number Go Up. You go on quests! You have equipment! You have an alternate currency to track, lollipops, with different production characteristics!

Candy Box is a game that’s best experienced going in cold, but since its gleeful hugeness is less of a hilarious shock now that countless other games have done it too, it might help a bit to give you some starting advice. Eating candy isn’t useless: it increases your maximum HP.

Every time you reach what you think is the pinnacle of ridiculousness, some new aspect is introduced. By the end you’ll be mixing up candy potions, using a a candy alchemy system much more detailed than most AAA game’s crafting systems, using only two ingredients.

There’s a sequel too, but let’s save that for tomorrow….

ALL HAIL THE FROG

Candy Box’s New Home (github.io)

Double Reviews of Decarnation and Nocturnal

This is a double indie game review of Decarnation and Nocturnal, both played with press keys provided by the developer.

0:00 Intro
00:14 Decarnation
4:05 Nocturnal

Sudo Sweep

It’s not a command to delete temp files as root on a Unix-styled system! It’s a fun and free little game over at itch.io!

The board on the left is a Sudoku-like game; the board on the right is Minesweeper. The two boards match: the numbers on the Sudoku board are the number of mines in the matching area of the Minesweeper game. You use each to help you solve the other!

It’s not perfect, mind you. There’s currently no way to mark a square that definitely has a mine in it, just the question marks you see in the right-hand board above. There are still cases, familiar to players of standard Minesweeper, where you end up having to guess. And don’t click the “change size” button if you care about the current game: it doesn’t make the boards larger, it starts a new game with bigger Minesweeper and Sudoku boards!

Still though, I have to give creator Rianna Suen props for a cool idea! I found this through the “map obelisk” area during Roguelike Celebration, which is a pretty cool place to find things beloved of clever people!

Sudo Sweep (itch.io, free, playable by web)

Roguelike Celebration Talks Start Tomorrow!

Ah, it crept up on me, so let me remind everyone that Roguelike Celebration begins today, although until tomorrow it just means they’re opening their social space for awhile. Nicole Carpenter at Polygon wrote a short piece about this year’s conference.

There is an admittance fee, but if you can’t afford it you can also get a free pass! Please consider paying them if you are able though, they do a lot of work every year in putting it together.

Here is the official schedule (linked), below is it presented just as a list of talks, with ✨sparkle emojis✨ around the things that personally enthuse me. ✨Just because!✨

Times given are US Pacific/Eastern. If you think the short times between starts are indicative of short talks, most of them aren’t that short, they have two tracks going on beside each other:

SATURDAY

9:30 AM/12:30 PM: Arron A. Reed, Klingons, Hobbits, and the Oregon Trail: Procedural Generation in ✨the First Decade of Text Games

10:00 AM/ 1 PM: Nic Tringali, ✨Abstract Space Exploration✨ in The Banished Vault

10:30 AM/ 1:30 PM: Linas Gabrielaitis, Fictions of Infinity in ✨Geological Finitudes

10:45 AM/1:45 PM: Ludipe, Exploring ✨Pacifist✨ Roguelikes

11:30 AM/2:30 PM: Florence Smith Nicholls, Another Stupid Date: ✨Love Island as a Roguelike

11:45 AM/2:45 PM Kes, Hunting the Asphynx: Roguelikes, ✨Provenance✨, and You

Noon/3 PM: Mike Cook, Generating Procedures: ✨Rule and System Generation✨ for Roguelikes

1:30 PM/4:30 PM: Scott Burger, The ✨Data Science✨ of Roguelikes

2 PM/5 PM: Nat Alison, In Defense of ✨Hand-Crafted Sudoku

3 PM/6 PM: Eric Billingsley, Scoped-down design: ✨Making a Tiny Roguelike

3:30 PM/6:30 PM: Elliot Trinidad, Touching Grass & Taking Names: Tuning the ✨Blaseball✨ Name Generator

4:30 PM/7:30 PM: Paul Hembree, Audible Geometry: Coordinate Systems as a Resource for ✨Music Generation

5 PM/8 PM: Jurie Horneman, Why ✨Dynamic Content Selection✨ Is Hard

SUNDAY

9:30 AM/12:30 PM: Mark Johnson, ✨Generating Riddles✨ for a Generated World

10 AM/1 PM: Jesse Collet & Keni, Fireside Chat About the Development of ✨NetHack

10:30 AM/1:30 PM: ✨Leigh Alexander✨, ✨McMansions of Hell✨: Roguelikes and Reality TV

1 PM/4 PM: Ray, Remixing the Layer Cake: Facilitating ✨Fan Reinterpretation✨ Through ✨Caves of Qud✨’s Modular Data Files

1:15 PM/4:15 PM: Crashtroid, Preventing Ear Fatigue with ✨Roguelike Music

1:30 PM/4:30 PM: Everest Pipkin, The Fortunate Isles: Fragment Worlds, Walled Gardens, and ✨the Games That Are Played There

2 PM/5 PM: ✨Jeff Olson✨, ✨Alphaman✨: Developing and Releasing a Post-Apocalyptic Roguelike Game in the ✨DOS Days✨ When Computers Were Slow, Memory Was Scarce, and No One Had Ever Heard of Object-Oriented Code

3 PM/6 PM: Dustin Freeman, ✨Live Action Roguelike

3:30 PM/6:30 PM: Jonathan Lessard, A ✨Simulation✨ with a View

3:45 PM/6:45 PM: Tom Francis, Generating ✨Boring Levels✨ for Fresh Experiences in Heat Signature

4 PM/7 PM: Patrick Kemp, Design Tooling at ✨Spry Fox

5 PM/8 PM: Stav Hinenzon, A Messy Approach to ✨Dynamic Narrative✨ in Sunshine Shuffle

5:15 PM/8:15 PM: Josh Galecki, ✨Procedurally Generating Puzzles

5:30 PM/8:30 PM: Jasper Cole, ✨Backpack Hero✨ – Player Upgrades and Progression

6 PM/9 PM: Brianna McHorse & Chris Foster, Fusing AI with Game Design: Let the ✨Chaos✨ In