Episodes
Sunday Nov 10, 2019
116 - Library of Babble
Sunday Nov 10, 2019
Sunday Nov 10, 2019
This week, we play The Library of Babble, a “downloadable library” by Demi. Named after the famous Borges short story, it’s a game about a collectively-written landscape of text, stories, and musings. We talk about how this game manages to frame the conversation that its players will have without ever directly limiting what they can write, and we share some of the notes that we encountered when we played. The Borges allusion prompts a digression about algorithmically generated images, randomness, and really big numbers.
You can buy the game here: https://idlemurmurs.itch.io/babble
And follow the creator on Twitter: @idlemurmurs
Sunday Nov 03, 2019
115 - Bird of Passage
Sunday Nov 03, 2019
Sunday Nov 03, 2019
In this week’s episode, we play Bird of Passage, a game by SpaceBackyard, the designers of Like Roots in the Soil, which longtime listeners will recognize as the game we featured in our 8th episode. We talk about earthquakes, spirits, Japanese folklore, and the relationship between narrative and puzzles in game design. A question about cab etiquette prompts an extended discussion of K-mart Muzak, for some reason.
Find the game here: https://spacebackyard.itch.io/bird-of-passage
And follow the creators on Twitter: @SpaceBackyard
Sunday Oct 27, 2019
114 - Outside the BOX
Sunday Oct 27, 2019
Sunday Oct 27, 2019
This week, we talk about a new Ludum Dare game: Outside the Box, by IcyLavah. It’s a puzzle game about moving a box around obstacles and outside a bigger box. We talk about the elegant design of this simple game, from its intuitive tutorial to its subtle screen transitions. Jordan tells everybody what a mise en abyme is. Blake discovers a secret speedrun strat.
Find the game here: https://ldjam.com/events/ludum-dare/45/outside-the-box
And follow the creator on Twitter: @icylavah
Sunday Oct 20, 2019
113 - Tetromino Slide
Sunday Oct 20, 2019
Sunday Oct 20, 2019
This week, we play Tetromino Slide, a rage-inducing (that’s a compliment, don’t worry) browser game by Stephen Lavelle that combines Tetris with the puzzle game Threes. We talk about how the game radically upends everything you think you know about Tetris, and also we curse a lot. We go on a long digression about the place of Tetris in game history, and Blake explains the Tetris block-selection algorithm.
You can play the game here: https://www.increpare.com/game/tetromino-slide-tetromino-rutsch.html
And find the creator on Patreon: https://www.patreon.com/increpare
Sunday Oct 13, 2019
112 - Need 4e+9 Speed
Sunday Oct 13, 2019
Sunday Oct 13, 2019
This week, we look at Need 4e+9 Speed (aka, Need Four Billion Speed), a game about driving through the sky and glitching out. It’s an intentionally ambiguous game, and we quickly realize that we had different interpretations of a core mechanic. The game prompts a conversation about ambiguity in games, floating point numbers, game physics, and the difficulty of maintaining the magic of game secrets in the age of the Internet.
Download the game here: https://kalonica.itch.io/need-4e9-speed
And follow the creators on Twitter: @Kalonica_ and @jason_bakker
Sunday Oct 06, 2019
111 - JS13k
Sunday Oct 06, 2019
Sunday Oct 06, 2019
This week, we do something a little bit different: instead of surveying one game, we look at a cluster of games from the Javascript 13K game development competition. All these designers completed the impressive technical challenge of designing a game that is under 13kb when zipped. There are racing games, top-down melee games, twists on classic games like Asteroid and Tic-Tac-Toe, and a clicker game that we both fell in love with. We talk a bit about the relationship between technical limitations and creativity.
You can find the entries for this year’s competition here: https://js13kgames.com/entries
And you can follow the competition on Twitter: @js13kGames
Sunday Sep 29, 2019
110 - Kind Words
Sunday Sep 29, 2019
Sunday Sep 29, 2019
This week, your intrepid hosts go where no game has gone before - into the wild world of internet sincerity. The game of the hour is Kind Words (by PopCannibal), a relaxing and welcoming space for players to express their woes to others, ask for help, and dish out some of their own advice. This prompts Jordan and Blake to discuss the shortage of safe places on the internet for expressing sincerity, as well as the positive impact of such spaces existing, and in this case, flourishing.
Be sure to check out the game on Steam: https://store.steampowered.com/app/1070710/Kind_Words_lo_fi_chill_beats_to_write_to/
And follow the creators on twitter: @popcannibal
Sunday Sep 22, 2019
109 - An Afternoon Rippling
Sunday Sep 22, 2019
Sunday Sep 22, 2019
In this week’s episode, we explore the world of An Afternoon Rippling, a narrative game designed by Marcie LaCerte. We talk about cars as status symbols, aimless twenty-somethings, Guy Fieri, creativity, 90s cartoon animation, and how much we love the kooky characters of this desert valley (especially Igor—gotta love Igor).
Download the game here: https://marslizard.itch.io/anafternoonrippling
Follow the creator on Twitter: @marslizarb
Sunday Sep 15, 2019
Sunday Sep 15, 2019
The title of this week’s game is quite a mouthful: “caged bird don’t fly caught in a wire sing like a good canary come when called”... by Tyler Swietanski. It’s a short but entrancing exploration game that resists description. We agree that the game does a great job of creating a distinct impression without text or an easily definable narrative, and call out the many little touches that have been added to the game to really hammer home that impression. Blake gives some obligatory praise to the music.
Find the game here: https://justadog.itch.io/caged-bird-dont-fly-caught-in-a-wire-sing-like-a-good-canary-come-when-called
And follow the creator on Twitter: @justadog_ski
Sunday Sep 08, 2019
107 - Who Killed My Uncle?
Sunday Sep 08, 2019
Sunday Sep 08, 2019
This week, we play Devon Wiersma’s narrative game “Who Killed My Uncle?”, a game about exploring through your uncle’s old letters from WW2. We talk about this game’s unique narrative strategies and how it manages to pack an “emotional punch” into the act of censoring a letter. Then we speculate about historical accuracy, remember the time we saw a captured U-Boat in a museum, and go on a tangent about Telling Lies, because hey, we are nothing if not predictable.
Find the game here: https://devonwiersma.itch.io/who-killed-my-uncle
And follow the creator on Twitter: @Devon_Wiersma