Friday, August 31, 2012
Monday, August 27, 2012
Castle Yellow
Trying out my tablet and some new software. I wanted to put this into MAL, but the style is totally wrong. (Probably a lot of fun things I could do with it, though)
I have serious line dependency issues. Going to have to work on that.
Friday, August 17, 2012
Podcast Sabotage
I was on Chatterbox Video Game Radio a few nights back, and I filled it with nothing but dead-air and misinformation. It was gloriously awkward, so I did a visual transcript of the night's events.
(Outside of my influence, Alon and Ara run one of the better video game podcasts out there. I'd recommend a listen, if that's your thing.)
Tuesday, August 14, 2012
The Carrot, The Stick, and the Energy Tank
The fools at IndieDB allowed me to post a tutorial with only a cursory glance at its contents. What they don't know (what nobody knows) is that I've seeded my entire article with subliminal messages, the perfect weapon against the next generation of level designers. The perfect agent to corrupt the impressionable youth!
Ten years from now, every map designed for a 2D platformer, every single one, is going to be shaped like a giant wang!
It will be the most epic orchestration of mass hypnosis ever conducted. It will be my legacy.
Monday, July 30, 2012
Double Dome
I did a gamejam and made an entire game in forty-eight hours! The best part is that I never felt like I was making a product, so I never felt any pressure to include marketable content or design a playable game.
Double Dome is the story of a dude with a head inside of his head. On a train.
I uploaded the game onto Gamejolt, if you'd like to try it out yourself.
Even if you don't want to play the game, head on over to Gamejolt anyways, just for the game's description. I had a weird amount of fun containing the game within words.
Tuesday, July 24, 2012
Dollies of Grimrock
I've got this issue with Grimrock.
Here, watch a few seconds of this:
You play the game from a first-person perspective in which you can strafe, rotate, step backwards, and generally travel at a good pace.
But you're not a single character. You're in control of a four-person party.
How are they so synchronized?!?!
Wednesday, July 18, 2012
Why Haven't I Beaten This Game?
The writing is some of the best I’ve ever seen. The music is so catchy I could easily hum every song on the soundtrack. The animations were all lovingly crafted. The gameplay is creative. It’s one of the most critically acclaimed DS games ever made.
So why the hell haven’t I beaten Mario and Luigi: Bowser’s Inside Story?
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