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

Time-Limited Pumpkin Carving Game

Every year, the creator of A Short Hike turns on the servers for a pumpkin-carving game. This year he plans to keep them up until about a week after Halloween, so enjoy it while/when/if you can!

The carving interface is easy to use, although it does result in a glitch that has to be undone sometimes. Keep trying though!
There’s over 2,000 pumpkins to be seen so far, with the ability to favorite ones you like and award the best ones badges!
There’s more than just pumpkins to see, you can go on a hayride, explore a maze and find interesting spots too!
Nice Elder Sign!

The Annual Ghost Town Pumpkin Festival (itch.io for Windows, Mac and Linux, free but $2 gets you a cosmetic extra, goes offline after Halloween season)

Underlevel

It’s a quick and fun free game on itch.io! It was made for a game jam in 48 hours, with an updated build released a while after. It’s only been out for three months but it’s already become pretty popular, with its fun graphics and gameplay and appropriately frenetic music. It’s a good thing to mess around with for Spooky Month.

You’re the skeleton lord in charge of a five-level dungeon, but a knight has invaded your domain and means to destroy you! Rally your lollygagging skeleton minions, to both lead them to the safety of the downstairs and destroy as many of the gem-laden pots on each level as you can, before the knight gets to them first and smashes them to raise its experience level! If you can’t play it (that Windows thing, argh), here’s a playthrough on Youtube . (9 1/2 minutes)

You start each floor with one skeleton near the upstairs. The knight will arrive in just a few seconds, so use the mouse pointer to get it the hell away and guide it to other skeletons, who are just bumbling around having skeleton thoughts, and alert them! The skeletons with the yellow eyes are active, and will try to reach your pointer.

You’ll quickly discover that skeletons aren’t very smart (no brain, you see), and will often get caught up on walls. If the knight is close behind, you might have to abandon some. The skellies also stumble sometimes, like undead Pikmin. If you can get them to the downstairs, all of the active skeletons that touch it will leave the level and join your horde at the bottom of the dungeon, all but one. The last active skeleton cannot leave the level until all the other skeletons have evacuated and all the loot is gone.

Two things increase the knight’s level: killing skeletons and getting the gems out of smashed jars. If you can get a skeleton to run into a jar first, it’ll break and the gems inside will probably disappear before the knight can get to them! But if the knight is nearby it might grab the gems before they vanish!

The HUD has a lot of information that can help you out. The red arrow on the left side points the way to the downstairs. The left side also tells you how many loot jars and skeletons (“enemies”) are left on the level; both numbers must reach zero, either because of your actions or the knight’s, to move to the next floor. The lower-right corner has a “Knight Cam” that shows you what the knight is up to. It doesn’t tell you its location in the dungeon, but it can still be helpful in figuring out what it’s doing.

Clicking the mouse button will cause all of the active skeletons to jump, dodging any attacks the knight might make until they land again. (Be careful not to click outside the window!) The knight can attack on the move, and smashing a skeleton to bits doesn’t even slow it down. You can’t attack the Knight until the end of the dungeon, so don’t try to gang up on it. The knight also snatches up gems just by being near them, for it has one of those auto-pickup features. It sucks.

Fortunately, the knight isn’t any smarter than the skeletons, and it tends to go after the target that’s closest to it. You can even see its AI: its target path is shown onscreen as a thin line. It changes color, from white to yellow to orange, as it gets closer to whatever it wants to destroy.

If you’re having a bad game and want to start over, you can press F2 to do so. There is no “Are you sure?” prompt and it happens instantly, so be careful with that key.

The knight isn’t done until every skeleton is gone and every loot jar is smashed. It always pathfinds to the closest thing to break, so you can keep it distracted by leaving a jar in an out-of-the-way place for it to waste time running to.

You can see the knight’s level at the bottom of the screen, with a red bar indicating how close it is to gaining an experience level. Every skeleton you escape with is 10 HP off the knight at the end. If you can get to the end with the knight at level 9 or less you have a good chance of winning.

(A lot of the text of this post was reused from a Metafilter post I made on the game.)

Underlevel (itch.io, for Windows)

A Forum Post About the Dithering in Return of the Obra Dinn

Dithering is a method (actually, several methods) of simulating more shades or colors than the hardware is capable of, by producing an array of dots that generally match the colors. One of the qualities of the classic, original Macintosh platform, which used a black-and-white monitor, was the way that it used dithering to give the impression of grayscale shading.

Nowadays most display devices are capable of, in Mac terminology, “millions of colors.” Macs are far from the only devices to have used dithering, but it’s a quality particularly distinctive to them.

There is an excellent article, here, written for developers but clear enough that many non-coders can understand it, that explains how its done, and demonstrates many styles of dithering. Interested readers may also enjoy this article, also on dithering. These pieces, all by themselves, are enough reason to make this post, but they’re not really the things that I want to draw attention to today.

The indie hit Return of the Obra Dinn, from five years ago, is notable because it’s a 3D game, but it uses black-and-white dithering, applied in real time, to do its shading as an aesthetic choice, and the effect is striking. Not just for the dithering, but because the dithering is stable; its dots don’t jump around in a randomish manner, but tends to look like an applied texture, even though it’s generated by an algorithm. You can see for yourself in this trailer:

The cool thing is (and I think it’s linked from one of the articles I presented above), the creator of Return of the Obra Dinn, Lucas Pope, wrote about dithering in a post on TIGsource while the game was in development, and he explains the experiments he ran to get the shading to work and be stable. I recommend graphics programmers to it without hesitation, and others might find it interesting to. I know I do! Have a look!

One of Lucas Pope’s dithering experiments

Forum post describing dither experiments done for Return of the Obra Dinn (TIGsource)

Roguelike Celebration Preview Videos

A little while ago Roguelike Celebration, this year on October 22 and 23 (later this month!), did a short preview as a promotional event. I mentioned this before, it came and went, and now the talks are online.

Nic Junius: Play as in Stage Play (38 minutes):

David Brevik on the Making of Diablo (30 minutes):

And, Aron Pietroń, Michał Ogłoziński on Against the Storm (35 minutes):

Sundry Sunday: Snailchan Adventure

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

Under the category of lushly-produced silly game-related things, from four years ago, there’s Snailchan’s Adventure. It’s not very serious at all, but it’s a fun use of four minutes of your time. The comments mention that there was an actual game based on this animation planned, but I’m not aware of anything having ever come of it. Still, this is nice in and of and by and through itself. I don’t know if it actually was on Newgrounds at some point, but it seems like exactly the kind of thing that would have been featured there at some point, and it was right after a bit of exploration there that Youtube’s recommendation algorithm decided to show it to me, so it probably had been there, in the past-past.

A Double Review of Dungeon Munchies and Angel’s Gear

This is a double indie game review of the game’s Dungeon Munchies and Angel’s Gear both played with press keys provided by the developer.

0:00 Intro
00:21 Dungeon Munchies
4:51 Angel’s Gear

Kasey Ozymy and The Pulsating RPG Design

For this Perceptive Podcast, I sat down with RPG designer Kasey Ozymy to talk about working in RPG Maker and designing Jimmy and the Pulsating Mass. We discuss RPG design and making something that stands out from the rest of the pack. For the final part of our talk, we focused on the Kickstarter for his next game: Hymn to the Earless God and what makes that one different.