Twenty Dollar Gaming – and a thank you!

First up, thank you to everyone who’s played (and especially bought) Masques and Murder! Your support is amazing! Today we passed both the 1000 downloads and 100 purchases milestones.

That won’t sound like much to the Jonathan Blows among you, but this is a huge deal for me: although I’ve been making games for a few years now, none of them have been played by this many people, and none made any money. Since the game is available to download for free I honestly didn’t think anyone would pay; the fact so many have actually parted with money for something I made still boggles my mind. It’s also really helpful right now since funds have been low: now I don’t have to worry about rent! Hooray! Thank you everyone. 🙂

But wait, there’s more! I’ve also started a new project: a podcast with friend and fellow game-enthusiast Andy Noelker.

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Comfort Food

Games are beautiful and amazing and art and all that shit. I truly believe this. I think the videogame is the artform of the 21st century, like the movie was the artform of the 20th. (Let’s just go with that grand, sweeping narrative, shall we? Yes, it’s comforting and I want that simplicity right now.)

But sometimes you don’t want The Seventh Seal or Citizen Kane. Sometimes you want to huddle up with a bowl of popcorn and watch, I don’t know, Buffy.

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The world is a found object, and we are imperfect archeologists

So I decided to get on TIGsource in a proper way. I posted on there years ago but drifted away. This time, though, I made a post about “Masques and Murder!” So I’m on there now, for realsies.

On my jaunt I stumbled upon “Ultima Ratio Regum”. I’m a pretentious twit, so I know this is Latin for “The Final Argument of Kings”, and that this was proudly engraved on the elaborate barrels of Renaissance cannons. (Renaissance princes were also, I think, pretentious twits.) So I click it, because this is totally my thing.

I’m now a little bit obsessed with this game.

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Devlog update: Masques and Murder!

Each skill now has a different bit of flavour-text for each skill level. So training at a low level will yield something like this:

Skills1

but training at a high level will give you something like this:

Skills2

Next up, I plan to make a pass of the entire text for a second draft, and implement a content filter. Getting quite close now! 😀

 

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Why is there so much combat in RPGs? – also, vents!

Heads up: This is a bit more design-focused than my usual posts. It also approaches RPGs with the desire to play them as I want to play them: as a narrative-producing machine ala pen and paper RPGs, rather than as a challenge or competition.

I like RPGs, but when I make a new character I can’t help but sigh. Should I be sneaky? Agile? Powerful? Should my expertise be in sniper rifles or shotguns, swords or battleaxes? Because I always end up putting my points into these skills – based around combat or, at the very least, sneaking around combat – rather than the other skills. You know the ones: charisma. Wisdom. Maybe even “gambling” or “seduction”.

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The Gods Are Hungry

Hey look, I made a game!

TGaH_title

Play it here!

From the game’s itch.io page:

As leader of a prehistoric tribe, it’s your job to keep your people fed, housed and safe.

But before long, you discover that this paradise is dangerous: natural disasters sent by jealous gods can wipe out huge swathes of your island, destroying your hard work. It’s up to you to decide how to portion out work and prayer: do you send that spare villager to gather much-needed food, or to pray at the Fire God’s shrine? Maybe those prayers will stop any future volcanic eruptions – which is good, right? But if your food drops too low, your people start dying.

Have a neat animated gif-screenshot:

tGAH02

Enjoy!

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