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”
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!
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✨
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
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!
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.
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!
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.
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”
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.
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”
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
It’s another romhack post that’s really not a romhack, but kind of pretends to be one. Gridlock’s 21st Century Roguelike Pac-Man (which I’m going to call 21CRPM) at first looks a lot like the arcade classic, but then becomes something really, really different.
It becomes so different that the game it most brings to mind isn’t Pac-Man but Frog Fractions. It keeps piling on the play mechanics, in a way that the game makes apparent is meant to be humorous, but also sort of, kind of works. I mean of course it’s me saying this, 𝖳𝗁𝖾 𝖯𝖾𝗋𝗌𝗈𝗇 𝖶𝗈𝗍 𝖪𝖾𝗉𝗍 𝖡𝖺𝗇𝗀𝗂𝗇𝗀 𝖮𝗇 𝖠𝖻𝗈𝗎𝗍 𝖱𝗈𝗀𝗎𝖾𝗅𝗂𝗄𝖾𝗌, so maybe I just like that sort of thing. Although the way it’s the most like roguelikes, permadeath, making you start completely over after losing, is possibly the weakest part of it. I had to start over a lot.
You start in the middle of the normal Pac-Man board, in a field of dots, and the ghosts roaming around as usual. It’s not exactly like classic Pac-Man; ghosts can catch you much more easily on corners (you’ll get caught this way frequently times before you adjust), and the AI is a little different. The Red monster, Blinky/Shadow/Akabei/Oikake, can actually turn right after coming out of the box, and move up through the paths above it.
Also, eating the Energizers in the corners doesn’t make the ghosts vulnerable. Instead, Pac-Man can shoot the dots he eats at the ghosts to defeat them, and while an Energizer is active his shots are stronger. Pac-Man must be facing into a corridor in order to fire, meaning he must often be running directly towards a ghost before he can shoot it. The Red ghost has the least health, and can often be gunned down even without an Energizer, while the Orange ghost has a lot of health, and usually must be shot while it’s traveling away down a long corridor. Fortunately, he’s not any smarter than he was in the arcade game.
A big difference is the Hunger meter at the side of the screen. It constantly runs down, at an alarming rate, as you play. If it runs completely out, the game ends immediately, regardless of how many lives you have left! You have to make sure to keep tabs on your hunger. And dots and ghosts don’t refill it, only fruit does, and only a bit of it. What Pac-Man can do, however, is save it for later: he has an inventory now, and grabbed fruit go right into it. You press the X button to bring up a menu, and can then pick out the fruit and munch it on down.
If you had to rely on the fruit from the center of the board though you’d starve pretty fast, so now Pac-Man has the ability to plant fruit in the maze. If you plant it, of course, then you can’t eat it, but it doesn’t take long for it to sprout and start generating new fruit of its own. You’ll soon have to start relying on this to survive.
When you clear the board of dots, the monster box opens up and when you go inside you get this screen:
This somewhat sarcastic screen appears to suggest that there’s more to the game than the starting screen. And it’s right.
Once you clear the board of dots, the game doesn’t end. Ooooh no, you’re just getting started. No, the board you start in is the “home” location in a much larger maze, accessed through the tunnels on the sides of the screen. As you explore this maze, new locations will be filled in on a map in the lower-left corner. The borders of this map aren’t the ultimate edges either. This greater map is created anew with each play; sometimes you’ll have tricky situations right near outside the starting board, and sometimes it’ll be fairly easy going. There are ghosts and dots and fruit in these boards too, and sometimes more Energizers, but there are no regeneration boxes. Ghosts you defeat out there turn into eyes, but have no way to turn back into ghosts, and eventually just fly away.
Out there in the maze there’s a lot of weird things to find. Like shops.
And quest givers:
And locked treasure rooms:
And areas of solid stone, and ore, that must be dug through Minecraft-style with a Pick (go into the Tools section of the menu to use it):
And a whole Pokemon-themed area:
And there’s crafting! And you can spend Galaxians you find to enhance stats! And boss ghosts to defeat! And probably more! I keep finding new parts to the game as I play. The game’s itch.io page even claims there’s a final boss to defeat, in the form of an evil version of Pac-Man, but I haven’t found it.
You can save your game, but in roguelike style, your session ends when you do it, and its deleted when you resume. Your game ends either when you run out of lives or your Hunger meter depletes, and both are way too easy to have happen. I find it helps to plant at least one fruit on each screen, but don’t carry around too many: if you’re holding too many things you become “Encumbered” and slow way down!
It’s an enjoyable game, for awhile at least. Pac-Man’s movement speed quickly feel much too slow for exploring the huge over-maze. His movement speed is one of the things you can upgrade by spending Galaxians, but I’ve only just recently even found one of those in the maze, and it was in a locked treasure room. It feels like there’s a lot more to the game than the permadeath feature allows me to see, but I’m still trying.
It is true that, ultimately, 21CRPM is a joke game, and the point is that Pac-Man doesn’t need elaboration upon, and the extra mechanics exist mostly to feel tacked on. There may not even be a real point to them. But neither is there a point to video games in general, and it’s still fun to explore them, for a while.
This is a double indie game review of Batboy and Strayed Lights done with press keys provided by the developers. If you would like me to look at your game for a future review, please reach out.
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 weekly indie showcases highlight all the game we play here submitted by developers or indie game demos. If you would like to submit a game for a future stream/video, please reach out.
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”