A bunch of my friends and I like roguelike computer games, and we keep organizing an annual community conference for players and developers of games in this beloved genre (such as Nethack) and games they've influenced (such as Dwarf Fortress). If you're into this kind of thing (or curious about it) and nearby, please join us for some neat and thoughtful talks about roguelikes, retrocomputing, procedural generation, and game design!
Perhaps the most significant game of our time [more inside]
After a visit to SFMOMA, I was inspired to turn German abstract artist Gerhard Richter's "Colour Charts" into a block-breaker game. [more inside]
I'm making a serial game that's half visual novel, half mech brawler, about gay disasters beating up neonazis in an alternate universe version of the American Southwest! Here are the first two episodes.
Dallas, Texas. 1996. Fred Strickland has Alzheimer’s. An interactive story about memory, loss, and love.
What do the numbers coming from the shortwave station mean? Who is behind it? Who wants to help you find out... and who will stop you at any cost? A Twine game about numbers stations, made for Global Game Jam 2018, with music by Zarkonnen.
This is my first game -- a surreal, story-driven RPG with horror elements -- inspired by The Stanley Parable, Yume Nikki, and all the wonderful 90s jRPGs that I grew up with. [more inside]
Haunted Floating Eye is my newest pay-what-you-can ($0 is fine!) game, in active development. You play a magical floating eye monster who has decided to take up residence in a naturally occurring cliff face, as your kind often do. [more inside]
A point-and-click game about the recent US Travel/Muslim Bans, made as part of Indie Train Jam 2017. [more inside]
A role playing game like no other. [more inside]
A free (GPL) real-time-strategy/programming game where you must escape from a hostile computer system. A screenshot; the trailer (youtube); some more gameplay (also youtube). For Windows (the executable is available from the github release page at the main link) and can also be built on any system supported by Allegro (Linux etc.). [more inside]
Announcing the 2017 Civic Games contest, a design competition for analog games that seek to promote the understanding and/or practice of good citizenship! [more inside]
Odlaw (as seen on Waypoint) is a two-player stealth game about visual distraction. You and your opponent must seek each other out in a field of one hundred fake players, but with such a populated space, the first challenge is to find yourself. There's also a black-and-white mode for folks who have trouble discerning color.
An multimedia storybook and its inscrutable magazine, The Seers Catalogue is a world of weights and measures, strange encounters and necromantic cabals, where the key to all secrets is an obtuse and enthralling magazine. [more inside]
Do you like roguelike computer games (such as Nethack) or games they've influenced (such as Diablo, Dwarf Fortress, and Spelunky)? (See also: past Metafilter posts.) Roguelikes are a fascinating genre of game that started in 1980, with both old and new ones still actively developed. My friends and I are organizing a one-day conference about roguelike games on September 17, 2016 in downtown San Francisco! Get a ticket here. [more inside]
VGR2016 is an ongoing 5-way blog envisioned as half a way for a bunch of UK-based friends to keep up, half an excuse to replay and review old video games, and half World Domination. The third half is the charm. We also feature both Music and Opinions.
Watch out! Listen! BAD GUYS FROM VIDEO GAMES somehow joined up to form a 90s boy band. I just wrote, composed, arranged, and produced their entire debut album. In Big Bad Bosses - Power Overwhelming, caricatures of Bowser, Ganondorf, Sephiroth, and Dr. Eggman sing honest, soulful songs about how even their terrifying fury can't protect them from the big questions in life. It's been #1 on the iTunes comedy charts for a week, and I couldn't wait to post it to MeFi Projects! [more inside]
I put together a website dedicated to my all-time favorite game, Otherfoot (mentioned previously in my 2006 FPP about ink-and-paper games). Otherfoot is a card game, played with a newly-created homemade deck every time. Gameplay is similar to Apples to Apples or Cards Against Humanity (pre-dating the latter), with key differences laid out in the FAQ (and reposted below). The game concept was developed by friends of my brother, and I've derived a lot of joy from playing Otherfoot with old and new friends for more than 10 years. [more inside]
An iPhone application that deals and scores duplicate bridge hands using free-to-print cards.
Console Obscura is a podcast dedicated to video games and the people who play them. Ephemera, nostalgia, absurdity, history, culture, arcana and trivia are all fair game. If you remember what a new power pad smelled like, or Ganon's laugh sounds like, OR If none of that rings a bell but you enjoy a group of funny children of the 80s talking trash, this podcast is for you. Game on!
A simple quiz: Guess whether the text is from a subject in my spam folder or a news headline. Or: 21 scandalous true uncensored answers no one wants you to know, but everyone — including your future life partner — is talking about. [more inside]
this is DOS POP: over 40 minutes of primitive, tinny FM slime-synthesis for the discerning pop aesthete. a soundcloud mix sourced from vintage PC games, with some tasty ear candy and glitchery thrown in for good measure. maxis trash funk, bitcrushed opera, diseasecore, swamp new age, adlib fantasia and soundblaster death jams await your miserable, yearning ears. grab some waterproof headphones and dive in. part of the experience is not always knowing what you're hearing, so I haven't included a tracklist. available on request, though.
A fast-action scrolling maze game for Android, intended for tablets. Guide an octopus through a huge maze, collecting eggs and avoiding sharks. Consume "mega eggs" to attack the sharks back. Intended as a riff on classic Namco arcade maze games of the 1980s, including Pac-Man and Rally-X. [more inside]
A drag-and-drop web tool for analyzing network logs from the game League of Legends. Fast, simple, helps you understand the lag you see while playing the game. It's a simple HTML5 app built with D3.js. Screenshot, GitHub.
I started a new website which focuses on news for the Intelligent Gamer. It's a multi platform gaming news and reviews site that I describe as the Anti-Kotaku. [more inside]
I used Orteil's Idle Game Maker (on the blue) to make a game for Valentine's Day. It's an idle game for making as many valentines as you can (and acquire some roses and chocolate along the way). [more inside]
Arnold Schwarzenegger shares his opinion of The Hunger Games in The Running Man/Hunger Games MUSICAL SPECTACULAR.
A "game" (requires flash). [more inside]
Gametron 7000 (GT7K) is a web-based game-building toolkit, designed and built by myself for use in non-programming-centric game design classes I've been teaching in NYC. It's almost all visual (no coding) and allows non-tech-savvy game creators to make fairly simple 2D sprite-based games. Even though it's a little rough around the edges, hopefully it's fun to use! [more inside]
I've been working on a website that lets people play ASCII roguelikes in the browser. It's pretty close to feature complete but a few things are broken. Have a play. [more inside]
Inspired by the Amazon/Goodreads deal (and advised by AskMe) I have decided to launch my own review site for books and any other media I feel like writing about. [more inside]
Explode patents. Freeze patents. Set patents on fire. Dissolve them in acid. But they'll fight back. A sidescrolling shooter inspired by the awfulness of patent illustrations. Available on Windows/Mac/Linux.
For the past few years, I have been trying to learn how to do all the various creative and technical things that go into making a video game - programming, graphics, interface, writing, gameplay design - in addition to music and sound, which I do for a living. The 2013 Global Game Jam was this past weekend, and over two sleep-deprived days I completed my first solo project: A game for OS X and Windows where you punch spaceships with your dick. [more inside]
"Commander" is a popular, casual format of Magic: The Gathering with constrained deck construction rules. ManabaseCrafter helps players select the format-legal cards that provide "mana", the core resource of gameplay, for their specific decks.
I released a new word game for the Kindle earlier this year called "Throw in the Vowel". It was a real triumph to release the new Kindle Paperwhite version this month, just days after Amazon shipped out their first Kindle Paperwhites. I've been trying to teach myself Java for nearly two years, and in June I finally took over all the code-writing duties for the game myself. Now it's a real thrill to see the glowing mists in the background of our game are actually shining out from the glowing screen of a Kindle Paperwhite!
This is a video about a math camp in Maseno, Kenya, that I've helped coordinate for the last two years. The idea is to give secondary school students a new perspective on mathematics, and expose teachers to activity-based teaching methods. We're aiming to get across the idea that math is about the concepts rather than the drills, understanding rather than mindless computation, beauty rather than grades. The video runs about 13 minutes, but there's a catchy song at the beginning to rope you in and get the idea across more quickly. Finally, there's a blog post here outlining a bit of the work we've been up to this year. [more inside]
1990s video game magazines are (rightfully, perhaps) remembered with little more than ridicule. But those of us who grew up with them still love their overly aggressive, poorly layed-out and sometimes puerile charm. Tune in for
erudite commentary hilarious one-liners, found vaporware footage and more!
In February I released my first game ever - a word game for the Kindle - but we've just now finished up the version for Amazon's touchscreen Kindles. (I wrote on my blog that "it was a real thrill to finally see all the letters jumping happily around the screen in response to my fingertip.") [more inside]
This is a wilderness/dungeon crawl program that is interactive with other players. There is also a profile part where you can communicate with other members you have met offline. It requires no emails, downloads, or sign up. Doesn't even require a password, if you don't mind leaving the 'Secret Name' blank. Here is a screenshot with instructions. [more inside]
Lexcavator is an arcade/word game for Mac, PC, and Linux. The goal: guide your guy (@) deeper into an infinite of letters by clearing words from the board! Multiple game modes, detailed record-keeping, online global leaderboards—there's something here for everybody! Pay what you want (even $0, if you are so inclined). [more inside]
Glenn Wichman is one of the three people who made the computer game Rogue, bits of which are visible in roguelikes (of course), many computer RPGs, and MMORPGs. We interviewed him today for the Roguelike Radio podcast.
Strategy games are really starting to come into their own on smartphones and tablets, and there wasn't really a site to serve that niche. Hence: Pocket Tactics. [more inside]
It's a 2D fighting game for iPhone and iPad. Bonus: features music from mefi's CarrotAdventure! [more inside]
We use an extremely scientific process to determine what your name would be if you were a character in the Hunger Games. We also tell you how you died in the Hunger Games.
Dueling Masters of Space time is a two player board game my family invented about 30 years ago. It's a kind of amalgam of Battleship, Chess, and Stratego, along with some unique aspects of its own. [more inside]
I spent over a year building an original new word game for Amazon's Kindle. But I've actually worked another five years on the game's concept with my business partner -- who'd first shared his dream of creating a new game all the way back in 1991. "I almost wept on the day our graphic designer showed us the beautiful background illustration they'd created," I write in this blog post finally announcing the game's release. In "Throw in the Vowel," we've searched for exotic patterns of consonants -- sometimes even four N's in a row, or three T's -- and then provided the vowels which will turn them all into words. It's surprisingly satisfying to create meaningful words out of these semi-arbitrary patterns of letters. Can you "Throw in the Vowel"?
Listen to and submit personal renditions of memorable video game themes. I've had some contributions by the fine people at Mefight Club. You can submit something elaborate [this version of the SMB3 airship theme] or simple [Contra, Stage 1]. [more inside]
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