For this perceptive podcast, I sat down with Morningstar Game Studio’s Matt Bitner to talk about the development of A Robot Named Fight, and his next game Kop Killer 22xx. We discussed the challenges of creating the structure of Fight, from procgen to balance, and then talked about his plans for Kop Killer.
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”
With Tears of the Kingdom released soon, some people have been speculating, based on leaks, that it and Breath of the Wild actually take place on the “downfall” timeline of Hyrule, the very first games to follow chronologically from the two NES Zelda games.
It’s a good time to revisit one of the weirder, and unexpectedly well-made, fangames out there, a FPS re-envisioning of Zelda II. This was originally release to the internet in 2010, but it turns out its creator Mike Johnston updated it back in 2019, to include some of the initial overworld areas of the original game. He included a couple of shops too, which are not in the NES Zelda II game, so the player can get a few aids to make the game easier. Have a look at some of these screenshots:
Sadly Johnston is a bit dismayed by Nintendo’s absurdly litigious defense of its oh-so-sacred properties, even if they are pushing 40 years old now, and has no plans to continue working on his project. I can’t blame him, and am glad for what he’s given us. Thanks Mike!
Zelda II FPS (browser playable, $0, requires Unity)
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”
Randall Munroe’s popular and (by now) venerable geek webcomic XKCD has been known to make “interactive posts” sometimes, little apps or even games that readers can play with. Lately there’s been two in particular of these, both focused towards space exploration: Gravity, made to promote Munroe’s recent book What If? 2, and Escape Speed, created in celebration of SpaceX’s recent launch, or at least celebrating the idea of it, since its actual fact turned out to not be so great.
Both games are much larger than they seem to be at first, offering a vast amount of void to whoosh around and entertaining planets to find within all that space. Gravity is mostly just for exploration, while Escape Speed is more like an actual game, starting your ship off with very modest capabilities that grow in power as you collect upgrades, which are gray circles with stars on them. You can find at least one upgrade on or near most objects out in space, and sometimes several.
There’s a lot to find, especially in Escape Speed, which also has a lot of minor collectables to locale, which it’ll track between runs. Escape Speed even has a couple of objectives to complate: locating the Hyperdrive, which requires finding out what happened to the map of Boston on Subway Planet, and eventually escaping from the huge crystal sphere that contains the game universe. Both games have enough going on that they have giant pages on the Explain XKCD fan wiki revealing their secrets. In case you can’t be bothered to discover them yourself, here’s the one for Gravity, and here’s the one for Escape Speed.
Each indie showcase highlights the many indie games we play here on the channel, if you would like to submit a game for a future one please reach out. All games shown were either press keys or demos.
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”
Another work of Babarageo, Karate Great riffs on Kung Fu, known as Spartan X in Japan in which you have to take down hordes of mooks, and the occasional boss, using karate moves. This revision of the idea gives you only one control, an attack that’s activated by clicking/tapping the game screen. This causes your leggy karate lady to swiftly knock basic opponents right off the screen, and inflict damage on bosses both mini and major. Further, if you can hit four opponents in quick succession, she’ll switch to some gun fu, pulling out a pink pistol and just blasting following opponents. Why doesn’t she use the gun all the time isn’t explained; it only shows up as the fifth through eighth hits of a combo. And if you can get in a ninth hit… well I don’t want to spoil it, but it makes short work of most bosses.
All of these moves make K-lady pretty overpowered for most of the game! It isn’t until the last couple of stages where you face opponents where just clicking away at the screen rapidly won’t suffice. The last boss, an evil CEO, has an attack that can’t be deflected by the normal means, and will probably stymie you until you come to realize that you have to learn how to trigger the combo-ending move to thwart it.
This one’s coming to you from some years back. Ginormo Sword, by Babarageo back in 2008, a Flash game that’s playable once again via Ruffle. It is one of a small, but gratifying, genre of games where you start small and just get bigger and bigger and bigger, and part of the fun is just seeing to what extremes the game supports you going.
Games like Dungeons & Dragons pay at least lip service to realism, less so now than its origins, but it’s still there. There are limits, both theoretical and practical, to how far characters can gain levels, can gain statistics, can gain hit points, and that makes sense. For even Superman, when it comes right down to it, is still a roughly humanoid creature of a bit over six feet in height. If he were in the same comic universe as Galactus, it would defy credibility if this vast being were stopped by what to it was an amoeba.
Ginormo Sword is what you get if you peel back these limits, and basically say, if you can earn the cash for it? You can do it. There are limits, but the game goes to ridiculous extremesbefore you run into them. It’s basically an “incremental game,” like a clicker, but in a different format. See for yourself.
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 Pico-8 is the most popular fantasy game console by a wide margin. We’ve already linked to Josh “cortex” Millard’s Ennuigi, which is notable enough to have its own Wikipedia entry.
Ennuigi was more of an extended joke than a game, though, while Pico-8 Moon Patrol is no joke; it’s substantially harder than the original arcade game, putting you up against harder obstacles earlier. Sometimes it doesn’t feel fair when a flying saucer drops a bomb at such an angle that neither speeding up nor slowing down could have avoided it in time, although it’s possible, in this version, to shoot down the bomb before it strikes you.
Give it a try! This video is my best run to date, getting through the first three sectors:
For this episode of indie inquiries, we’re taking a look at the steam store page for Supernova. If you would like us to review your store page in the future, 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”
I’ve been trying lately to take it easy on the Youtube posts, but in this age of the internet they seem unavoidable. This one though, I think is unquestionably worth it, a six-minute video of the illustrator of classic Final Fantasy games (whose work mostly came through in monster images and manual art) doing a piece for the cover of the CD soundtrack in preparation for Cuphead’s Japanese release. The early moments of the video are preliminary sketches that show them getting used to the characters; the work he settles on is a Final Fantasy-esque interpretation of Cuphead and friends (and enemy). Thanks to NoxAeternum to finding this and posting it to Metafilter!
From 2016 comes Pac-Pac, a Pac-Man style arcade game for an unusual platform: the Commodore Plus/4!
The Commodore 64 was famously intended to be a family computer that could also play games. The Plus/4 was intended as more of a business machine, without hardware sprites or the 64’s capable sound chip. It still had 64K of RAM though, and some productivity software included built-into the system in ROM. It could also output more colors than the C64, was clocked at a higher speed, and had a simpler design with fewer chips.
Still though, the lack of hardware sprites was a big limiter for games, which remained a driving factor for microcomputer adoption. Having no sprites, in Pac-Pac, the player’s surrogate character and the ghosts are both drawn on-screen in software, which consumes a lot of processor time. The game still runs at a decent rate though, and is fairly fun to play.
It’s best not to play Pac-Pac like Pac-Man. Despite a superficial resemblance it’s much the different game. The ghosts don’t have different personalities, and don’t coast confidently through the maze, but jitter about uncertainly, and randomly. This makes them generally easier to avoid, but it also means they’re prone to camping in the vicinity of uneaten dots. You’ll find you’ll have to lure them away from the last dots in the maze to get to them safely. You’re more likely to lose a Pac from daring their presence a little too closely.
Unlike Pac-Man there are no energizers, so there’s no way to attack the monsters yourself. On later boards the ghosts slowly get more aggressive, and they move faster. There’s also a timer to force you to go after dots. Eating randomly-appearing fruit replenishes the timer by a bit. There are also Question Mark items that appear in the maze, that can produce good or bad effects. They’re usually good though. The only ways to earn extra lives are by earning 5,000 hard-won points or, occasionally, from a Question Mark.
To play it you’ll probably need an emulator, such as the one from WinVICE. RetroArch can play it with its xplus4 core, which comes from the VICE project.
I am informed that the author of Pac-Pac, Skoro, passed away earlier this year. He made a plethora of work for the Plus/4, as shown by his page on Commodore Plus/4 World, from 2019 to all the way back in 1988. 31 years is a good long while, and I hope that the fruits of his labor will be enjoyed for decades to come.