Favorite Games of Ludanarracon 2023

From Ludonarracon 2023, this is a demo showcase of all the games I’ve played during the show.

0:00 Intro
00:20 Cryptmaster
2:08 Tamarindos Freaking Dinner
4:12 Demonschool
6:29 The Invincible
8:12 Sucker for Love A Date to Die For
10:03 Kitsune The Journey of Adashino
11:24 Astronaut the best
13:29 Loco Motive
15:54 Slay the Princess
17:47 Do Not Feed the Monkeys 2099
18:56 Forever Lost
20:35 Times & Galaxy
22:35 The Star Named EOS
24:08 Stray Gods
25:31 Dead Pets Unleashed
27:05 Roadwarden
28:51 1000X Resist
30:34 Harmony the Fall of Reverie

On Finding and Preserving Discord and Youtube

This editorial doesn’t necessarily reflect the views of this blog. However, blogs don’t have views anyway, so what would that even mean?

This is a slightly edited version of a diatribe I emitted on mefi.social. I really want people to see it and think about what it means though.

A dismaying thing is how much of current gaming culture is locked behind Discords, and/or is revealed to the world only through Youtube videos.

These two phenomena are the result of the Myth of the Benevolent Corporation, which was largely started by early Google and their “Do No Evil” policy, which sustained the early web for a good while but itself did huge damage to online culture, and yet promises to do much much more, when they decided that profits mattered more.

When Youtube started, everyone saw it as a kind of miracle. In the early days videos were limited to 10 minutes, but even so they began attracting a huge amount of material. When they switch to just letting people upload anything for free, that exploded.

I love this page, at http://cs.gettysburg.edu/~duncjo01/archive/icons/iconolog/pavilion/iconHall.html. I’m really sad that the world depicted within has shrunken so much, and of the list of links on this page only three survive.

It’s not just gaming stuff that I’m talking about really, although as a popular fixation for people it’s kind of a hint of things to come. Lots of information is currently exposed to the world through Youtube videos and minidocs.

From U Can Beat Videogames’s video on Shadowrun. It’s great, but some day it’ll be gone. How will people beat an ancient obscure SNES game like this then?

But Youtube has always been a time bomb for all this content. It’s inevitable that Youtube will someday begin deleting things. If not sooner, then later. Yet there are few entities capable of preserving all of it, or even most of it. All of this will [get destroyed] like [crying] in [a downpour].

Of course, it’s not like videos like these have any other hope as it stands. A collection of the incredible size of Youtube’s is so big that only a government could realistically do it, and most of those have their own issues when it comes to continuity of mission and funding.

But combined with Discords as a means of communication, and (bizarrely) information, a lot of online culture is currently a black box to outsiders, unless they sign up to dozens of miscellaneous Discords. And there is a limit to the number of servers you can follow, which is reputed to be 100. (It used to be that Google could get you a quick answer to a question like how many Discord servers can one user follow, but now I’m not sure.)

Social media companies, who all seem to be racing each other to make their services as crappy as possible to non-paying users, are no solution either.

There used to be a Mastodon search engine, at search.noc.social. This is what remains of it. (Yes, it’s just a white page with the text “project has been removed.”)

Fediverse to the rescue! But no, a lot of it is transitory, sometimes intentionally so! In some circles even suggesting that Mastodon be just searchable, let alone preservable, will subject you to a storm of criticism. It’s true that being opaque to general search helps protect vulnerable users, a noble cause, but it also makes Mastodon’s discoverability very low. (One solution, which I think I mentioned here before, is an opt-in search solution called tootfinder, but it currently only goes back three months.)

And I don’t see many other people talking about this, even though the sudden decay of Twitter and Reddit has made this essential problem more visible than its been for a long time.

I feel like going onto every Discord I follow, gaming research ones in particular, and ringing alarm bells, but it’s a task just to find them out, and really what good would it do. People use Discord because it’s free and easy and they even maintain the server for you. These kinds of spaces have always relied on some patron to uphold them; the only real differences are before they were visible to search and the Wayback Machine, and now, it’s a single company that will increasingly hold access to these places obscured behind a storm of pleas to subscribe to Nitro, and someday will delete them entirely.

The Zelda II Randomizer Discord. As a community, it works okay. As a way of storing information, well, it sucks rocks. As a way of preserving everything, it’s DOOOOOMED.

If you think I’m being hyperbolic, there are vast swaths of online culture that are already lost permanently: the Compuserve forums of the era immediately preceding the rise of the web. Compuserve was once the biggest online presence. And AOL, which grew to eclipse it in size, likewise holds (still? I don’t know, it’s on AOL!) a vast amount of early internet culture.

Newsgroup archives are a bit better off because of their openness, although nowadays it’s mostly seen as just a way to enable piracy.

Still, essential web services are at least preservable. The Fediverse resembles those, at least in principle, so it’s immediately better off than Discords and Youtube, for making old information findable, even if it’s currently really hard to do it (and some people are outright opposed to it).

It is time to wrap this all up. I say things like this frequently these days. Maybe someday someone will listen. The power and reach of the internet doesn’t have to rely on big companies. I also have qualms about the ability of a even a horde of individual servers to keep things going, mind you. All those dead links on all those surviving old websites, they once represented living projects too.

I think what we ultimately need is an independent organization that can keep up old sites and communities, and provide a place for new ones, maybe supported by donations, without the explicit profit motive of the bigcorps. Something that looks like the Internet Archive or Wikipedia. There’s places where you can host plain websites even today, like the Tildeverse (but its individual pieces, like Fediverse servers, always feel like they could vanish at any time), ancient-yet-still-here Angelfire (of which, like the Lycos it’s a part of, it’s amazing still survives), or the newer, enthusiast-focused Neocities (which too has no guarantee of longevity).

Companies can live longer than people, or their interest cycles. It doesn’t feel right that something like a website require someone to dedicate their life to maintaining it, but due to the dysfunctional way our economic has come to see companies (involving the hateful words fiduciary duty) are also vulnerable to the winds of change. It feels like a non-profit, or at least a durable privately-held company that isn’t pushed by rapacious groups to chase every profit lead no matter how disastrous, may be a solution. I don’t know if it really is, though. I’m just watching this, mostly from the outside. I hope someone can do something though, to overturn the cold tides of entropy. I really do.

The Emergent Design of Scholar of the Arcane Arts

For this developer interview on the Perceptive Podcast, I spoke with Endo who for their first indie dev game is working on Scholar of the Arcane Arts, a game that combines roguelike and emergent design. We spoke about what it’s like designing a high-level concept, learning game dev for the first time, and the balancing considerations of trying not to go overboard in terms of game design.

The works of GAMEDESIGN & SKIPMORE

The Japanese person (or people) behind the website www.gamedesign.jp are mysterious to me. I know nothing about them, except that they’ve been making games, first in Flash, then more recently using the Ruffle runtime, since at least 2001.

DICEWARS

While the title under which they put up their efforts may not be memorable, if you’ve been playing web games for a while you probably know some of their work. Possibly their best-known game is DICEWARS, which is like a version of Risk that plays much much faster, most games over in minutes, instead, as with the people I know who have played it, of days.

In DICEWARS (several of GAMEDESIGN’s games are stylized with allcaps), you have nation whose territories are represented as colored areas, each containing a stack of from one to eight six-sided dice. Each nation gets a turn to act, during which they can use a stack of dice to attack the dice of a neighboring country. Fights are resolved by rolling all of the dice in the two stacks. If the attacker wins, they move all of their stack save one into their conquest and take over (the enemy dice are lost), with that single die remaining in the stack’s previous home to keep the lights on.

If the defender rolls higher, or there’s a tie, the attacker loses all of their dice in the stack except one and the defender loses nothing. A stack of one can’t attack, and is generally pretty easy to slaughter by other nations; a good element of strategy is figuring out how to keep high-dice stacks near the front, between enemies and your single-die lands, since you can’t manually move dice around between your territories. When a nation is done acting for a turn, they receive extra bonus dice relative, I think, to the largest contiguous group of regions they control. They are placed randomly among all their possessions.

Fairune (Flash version)

Various versions of DICEWARS can be found on mobile app stores, although I don’t think any of them are officially blessed, and they tend to disappear after awhile.

It turns out they have a lot of other games that you may know of. One of particular note is Fairune, which is a capsule, very much simplified JRPG. Fairune and sequels made it to the 3DS and Switch eShops, where they are very inexpensive and enjoyable. Fairune is copyrighted by SKIPMORE, which may be a different entity. It’s still a nice game, worth looking into.

EDIT: SKIPMORE has their own website, which now mostly presents their downloadable console and mobile games.

The works of GAMEDESIGN (www.gamedesign.jp)

Ski-Free But You Play As The Yeti

Ski-Free is a beloved part of casual gaming from the days before it was called that, before even internet use was widespread. Distributed as part of Microsoft Entertainment Pack 3, it predates even Windows 95, and even Windows 3.1! It goes all the way back to Windows 3.0. Checking up on the game in Wikipedia reveals that a version of it is included as an easter egg in current Microsoft Edge (go to edge://surf in that browser, if for some reason you use it).

One of the most remembered things about Ski Free is, if you get to the end of the course and keep going, eventually a yeti will chase your skiier down and eat him. A submission to GMTK 2023 gamejam, Yeti Upsetti is Ski Free in reverse. You play as the yeti, and try to chase down skiiers. You can run in all directions, but even so it’s very difficult to catch any of those elusive sportspeople. They’re very good at avoiding your abominable grasp. The only strategy that has worked for me at all is trying to chase them into obstacles, which gives you two short seconds to grab them for a monsterly meal before they get back on their skiis and coast away. Except to be told many times that you’ve died of starvation, and that you’re a terrible yeti. Which, fair, I don’t live anywhere near a snow-covered mountainside in real life.

Yeti Upsetti (itch.io, $0)

Goblin Bet

Goblin Bet is a website that presents an endless sequence of D&D 5th edition monsters fighting each other one-on-one. You bet pretend gold pieces on the outcome. Like the similar-in-concept Salty Bet, none of the money is real, you can’t pay for extra currency and it can’t be exchanged for anything. In fact, the game won’t let you drop below 50 gold, so you might as well bet all-in if you get to that point.

The game follows a rough tournament structure. It starts with eight low CR creatures 1/8th to 1/4th, that fight each other in a branching kind of format. (There is nowhere to view the bracket, this has been determined largely through observation.) The winner gets to advance to the 1/2 CR round, where it might die quickly, but it might not. Most monsters are granted one added advantage randomly from a variety, and some of them are pretty powerful.

The brackets continue: 1 CR, 2 CR, 3 CR, and up and up, until around the 16 CR range. The higher the Challenge Ratings, the harder it is to figure out the winner of each match. A few abilities, in the combat system the site uses, are ludicrously powerful. We watched a Giant Crab stop over two complete brackets, at one point taking out a lion, because it had an ability, Stong Grappler, that was basically inescapable, so once its opponent was grappled, it just got advantage on all its attacks, and the opponent had disadvantage. In 5th edition D&D terms, “advantage” means, when you roll, roll two dice, and use whichever value is higher, and “disadvantage” means roll two dice and take the lower value. It’s a huge factor.

A lot of the fight outcomes come down to things like this, which you have to pick up by watching many matches. Flight, to give another example, is pretty strong, because it lets a creature keep attacking and retreating, forcing opponents without missile attacks to sprint sometimes to keep up, wasting turns. Often there will be fights where the outcome will be decided by whoever rolls better; it’s best to save your pretend money when that happens, and wait until there’s a fight with a clearer outcome.

It’s surprisingly addictive, and there’s an included chat that’s often pretty entertaining. I’ve enjoyed it anyway.

Goblin Bet

Alien Invaders Plus for the Commodore 64

Last year we put a spotlight on a Commodore 64 remake of possibly the most popular Odyssey2 game, K.C. Munchkin. Well, here’s another, of Space Monster, a.k.a. Alien Invaders – Plus! I assure you, the exclamation point there belongs to Magnavox.

The Odyssey has gotten more talk on this site than its much-more-powerful successor, which was still kinda weak compared to its competition. People still talk about the Atari VCS/2600 even now 45 years after its introduction; the Intellivision still gets some love; but who talks about the third place system, the Odyssey2? Fourth if you count the Colecovision, but that machine, released in August 1982, was only on the scene for a relative instant, the Crash already fomenting by that time.

Alien Invaders – Plus (I’m going to leave off the bang now thanks) was Magnavox’s attempt to capitalize on the gigantic success of Space Invaders. The box didn’t hide its inspiration, outright saying: A fiendish new dimension comes to one of the most popular arcade games of all time! By that time, the market had already determined that Atari’s miraculous licensed version of Space Invaders was probably the best, a game that, while subtly different, actually improved on the original in some ways. Similarly, while everyone now can play the original Space Invaders in MAME if they’re inclined, Alien Invaders – Plus (which Craig Kubey in The Winner’s Book of Video Games derided as Space Invaders – Minus!) is more interesting for the interesting departures from the arcade game, and the Commodore 64 remake mimics them faithfully.

At first it looks vaguely similar to Taito’s arcade hit. There’s rows of aliens in the sky, there’s a roundish alien going back and forth above them, you have a base at the bottom that can move back and forth and shoot up at the enemy, and there’s even shields above it that can be dodged behind for safety.

Loading screen for C64 version of Alien Invaders Plus.

The first difference comes from the aliens themselves. In Space Invaders, while they looked different and were worth different amounts of points, they all behaved exactly the same. Here, each of the three rows of foes plays by different rules. The bottom-most are just barriers, they can’t be destroyed but they don’t shoot at you either. Any shot that hopes to hit targets higher up on the screen must get through them. The middle row are yellow laser cannons, and they shoot down at you. The top row are red humanoid robots that operate the cannons. The wandering eye-like alien at the top is called the “Merciless Monstroth,” but I’m sure its mother loves it just the same.

Like Space Invaders, the alien formation rains down bombs on you, and it’s easy to get hit. Unlike Space Invaders, there’s a limit to how far the aliens can descend, right above the shields, and you’ve never in danger of being overrun. If you wait beneath a shield you cannot be shot, but neither can you shoot the enemies. Also, in each row, all you have to do is hit either the robot or the cannon in order to stop them from shooting down at you.

To finish a level, you have to shoot all the robots and cannons on the screen. This will cause the Merciless Monstroth to get serious about you, swoop down from the top of the screen and hover just above your shields, trying to bomb you. At that range dodging its shots is very difficult, and it’s evasive of your shots, but you can still zap it safely with a well-timed shot as it reaches your base’s horizontal position.

Your reward for doing all of that is one single point. Your score is just how many boards you’ve cleared. No bonus points or anything like that are awarded.

If your ship gets hit you don’t perish immediately. A little person is revealed to have been moving it. If you can move it to beneath one of your shields and press the fire button, you’ll be given a new base! This, however, costs you that shield. The shields are basically your lives; if you run out of them, and your base gets destroyed again leaving your guy, then you’re essentially screwed. Your little base-inhabiting person has no weapons of their own. If you get down to no shields left before destroying all the aliens, M.M. will sense its opportunity and swoop down at you early. Destroying it at this time, or while its at the top of the screen, before all the other aliens are obliterated doesn’t clear the wave; the game will just send another one out, again and again, until you’ve finished the job.

If your base person is shot while outside of a base, you don’t quite die. Instead, the enemy gets a point. While you’re trying to get to ten points yourself, the enemy is also trying to get to 10, and the side that gets there first “wins the game.”

Despite all the chances the game gives you, it’s really hard! You’ll find the green circles block most of your shots, and the cannons are really good at predicting where you’ll be and aiming a shot there, and the enemy shots move quickly. Since reforming your base costs you the shield you’re beneath, often you’ll get your base back and lose it again immediately as the barrier disappears.

The Commodore version was created by demo group Second Dimension. It’s worth playing in preference to the Odyssey2 version if only because C64 emulation is understood than Odyssey2 emulation. There’s multiple Commodore emulators, at least, while only one Odyssey2 emulator that I know of.

Here is the Commodore 64 version is action, from the channel C64 Masters on Youtube.

Here is the game’s page on CSDb. Prepare be humbled!

Roguelike Celebration 2023 Deadline Approaching

This is just to remind people that the (extended) deadline for Roguelike Celebration 2023 is coming up on us very soon, July 15th! If you have an interesting story to tell about roguelikes, a roguelike game to show off, or even just something involving procedural generation, please consider giving them a pitch! The conference has been virtual the past few years, and it is again this year, so you can stream your talk from wherever you live!

I’ve presented twice, may do so again this year although frankly my talks have always run over, I always have so much to say and the time is over before I’ve even gotten to a literal tenth of it. They do a lot to keep roguelikes in the public mindspace. If you have something to say there, I hope you’ll consider applying.

Roguelike Celebration 2023 Call For Presenters

Double Reviews of Lunark and Rusted Moss

Reviews of Lunark and Rusted Moss, two very different platformers, played with press keys.

Fediverse Find: Lemmy Post on Great Obscure Games

Reddit has been severely wounded. I’m sure it’ll keep going for a while, there’s still a lot of people who use it, but it no longer feels like an unalloyed good, it’s obvious that its owners care more about profits than their unpaid mod staff, and a lot of the best users, the ones who produce the really interesting posts and comments, are leaving for other climes.

And… I’m glad. Even though I used Reddit, and Twitter too, I felt bad for doing so. Single websites should not be such a large part of the internet. These are ultimately reimplementations of older ideas of course, community discussion sites go all the way back to Usenet, which predates the World Wide Web by nearly a decade. The main reason anyone cares about them is that there’s already lots of people there, and their value grows as more people are involved with them.

Anything that breaks the hold of bigcorps over substantial pieces of the internet is a positive thing, IMO. All those people who are leaving Twitter for Bluesky or Threads, I feel like I need to warn them, it’s only a matter of time before you’ll be put back into this situation again, no internet site of service run by venture capital, or put under the gun by shareholders and “fiduciary duty,” can escape being ruined. It is an impossibility, the drive for ever-greater profits will inevitably ruin them. This ends the editorial portion of this post.

The most promising alternative to corporate ownership and control at the moment is the “Fediverse,” a collection of sites that all talk to each other and interoperate. Whether it’ll be the solution to the capitalist internet remains to be seen, there’s lots of challenges ahead for them, but one small current win is a post on lemmy.world’s Games board, asking users for their favorite obscure games. It’s got rather a lot of comments of people, all reminiscing about their favorites. It’s worth a good look, for you’re both certain to find people who love the same neglected titles that you do, and a whole bunch of games to investigate that you’ve never heard of before. It’s a marvel.

lemmy.world Games: What’s your favorite game you never hear anybody talk about?

Gorzog the Colossal Needs a Place to Park

This is a silly, free browser-playable game, although one with a basic 3D engine. Use the mouse and cursor keys (or WASD, if that’s how you roll) to maneuver your giant walker mech through a city’s streets without causing too much property damage. The parking spots are represented as green pillars that extend far up into the sky. Finding just one isn’t enough; there’s a whole sequence you have to travel to, as each is unsuitable for different reasons, e.g., too far from the ammo dump, only for compacts, or parking is too expensive.

A lot of the fun is Gorzog’s voice-acted commentary on his parking adventure, so be sure to have the sound up!

Gorzog the Colossal Needs a Place to Park (itch.io, $0)

Mimimi Games Developer Interview

For this perceptive podcast, I spoke with game designer Moritz Wagner from Mimimi Games to talk about the studio’s history, stealth design, and their upcoming game Shadow Gambit: The Cursed Crew. We spoke about how the studio pivoted towards stealth/strategy with Shadow Tactics, and a whole lot on the ins and outs of stealth design. From there, we talked about Shadow Gambit and how the studio is trying to make a more accessible stealth experience, while still providing the challenge for their fans.