Developer: Sophie Houlden Launcher Quote: “On this day in 1997, a game that meant a lot to me was released. It was the first game to give me a very particular feeling, one that was powerful enough to make me want to make games myself. With this little game, I’ll try Continue Reading
Developer: Tammy DuPlantis Launcher Quote: “3:35 AM 01/30 I’ve packed up all I can fit To take my home elsewhere This house gives me nightmares But I need to rest up For the trip of a lifetime One month ago: “You b****” “You don’t love me” In this moment, I realized I Continue Reading
In many ways the simple nature and need of pets is envious to us human types. Pets go through life with very specific needs and wants, and as far as trying to satisfy them, much of the time it’s as easy as finding a nice little spot where they like to be skritched or petted and giving them a few minutes of relaxed satisfaction. If only we were so easy to please.
Back in the day, I played a MUD called Gemstone III. I enjoyed it for a ton of reasons, but most of all for the fact that there was realism to injuries and needing healing. If you got cut or hurt, there were clumsy ways to do up bandages or move but otherwise you had a ton of problems and bleeding to death was common.
Today’s entry from Anton is a little closer to me because it hits up a practice that I’ve been doing on and off since about 2004 or so in blogging/journaling. I started out on LiveJournal, the choice of platform for that George R. R. Martin guy, and which was back in the day the premier place for putting things down if you didn’t have a website of your own to set up a blogging platform. My reasons for blogging haven’t really changed from back then – for me it’s a way of reflecting and thinking, of keeping my writing skill sharp, and, to a certain extent, as a cathartic exercise, a way of moving out what I have rolling around in my head and onto a page so it isn’t getting in the way or bothering me.
Developer: Felipe Nunes Launcher Quote: “Enjoy!” The presentation of pixel type gaming brings me back to early days of my own enjoyment of games in general, when the most complex games were on multiple disks and you had to install them one after the other and when registration keys were written Continue Reading
Developers: Laura Voss, Simon Pederick, Ben Harmon Launcher Quote: “Not only is January 25th Laura’s Birthday, but it is smack bang in the middle of Australian summer. The sounds of the Australian bush, desert, and animals partnered with repetitive train ambiance creates (we hope) a meditative space. This game is based on Continue Reading
It’s fairly topical right now to have a game like Richard’s that talks about cleaning, especially with all the Marie Kondo talk going around about turning to the minimalist KonMari method to make sure that you’re not overwhelmed with your own clutter and the things you inevitably acquire and keep during your lifetime. I also get and understand the anxiety that you can feel over trying to deal with a mess that’s intimidating and that you might not have the mental space to deal with the encroaching invasion that junk can have on your physical space, too.
Some of the charm of figuring out these games without any text is how the flow or the gameplay is supposed to work. Without any real guidance, you’re thrown into things much like how Nick intends you to literally be tossed in the sea, struggling to swim to shore as you try to figure out where you’re supposed to go and how you’re supposed to go about doing it.
If it wasn’t already apparent from my Twitter or from here, I’m a busy person. As of this writing I have this blog project, plus a podcast, plus work in a couple of different industries. I bake in my spare time, take care of my family, and of course, try to find time to play games. If it wasn’t for the fact that I kept a decently kept-up productivity system, I’d probably go batshit crazy, and even with all that going, I do have my moments of slight panic or anxiousness when I need to ensure something is scheduled properly.