Against the Storm by Eremite Games (Steam page, official site) is a popular 2.5D town-building run-based RTS with a Warcraft 3 inspired aesthetic and a deckbuilding meta-game progression.
Thursday, June 22, 2023
Design review of Against The Storm, by Eremite Games
Against the Storm by Eremite Games (Steam page, official site) is a popular 2.5D town-building run-based RTS with a Warcraft 3 inspired aesthetic and a deckbuilding meta-game progression.
Saturday, June 3, 2023
Design review of Redfall by Arkane Studios Austin
I completed the main campaign in Redfall (official site, Steam, also on Game Pass), a 4 player co-op open world shooter by Arkane Austin, who's mostly known for detailed single player story-filled action games. The reviews and player reaction haven't been positive, but as an Arkane fan I felt compelled to play it for myself and take it on its own merits.
Overall I feel it's an OK game that's basically playable, despite the bugs and aggressive texture streaming and general unfinished feeling. If Microsoft had given them another 6-12 months to truly polish everything, then it maybe would've been a more solid OK game.
Anyway I didn't mind the incompleteness so much because I was playing less for fun, and more "for work", as a first person game developer. In this sense, playing a 75% finished game is more useful than playing a 100% finished game. You get to see more of the big broad strokes before they got quite resolved, the intent vs. the execution.
So this post will focus on my read of the general game design and player experience.
SPOILER WARNING: lots of general systems spoilers and gameplay screenshots, some story spoilers
Saturday, May 20, 2023
The joys of the anti-farm sim: "Before the Green Moon" by turnfollow
Friday, March 17, 2023
Double Fine PsychOdyssey recaps / viewing guide, episodes 01-17
Monday, January 2, 2023
Unity WebGL tips / advice in 2023
I recently released a Unity WebGL game and the process was a bit painful. Here's what I learned...
In summary:
- I was using built-in pipeline and didn't try URP. (HDRP is definitely out of the question btw)
- Unity WebGL support isn't bad, and WebGL performance is even OK, as long as you treat it like a ~2015 mobile device in terms of capability and performance. Don't throw a lot at it, especially because iOS browsers can't do a lot...
- ... because it's 2023 and iOS WebGL performance is still pretty shitty even with Apple's promised ANGLE WebGL 2.0 support. You should expect to do a lot of mitigations and workarounds just so iPhones and iPads don't explode. Meanwhile, Windows and Android browsers are generally solid and reasonable. (In case you can't tell, I'm pretty annoyed with Apple.)
- Here's what'll happen to you: your WebGL build tests on your desktop browser will work fine and you'll be pleasantly surprised... and then you'll try it on an iPhone and it'll be a mild disaster where you spend a week or two fixing all the various ways it explodes.
(Note: this is current as of Unity 2021.3.11 LTS + iOS 15.)
Tuesday, December 13, 2022
That Lonesome Valley as cowboy coin crusher
SPOILER WARNING: This post spoils what happens in my new game That Lonesome Valley. If you care about spoilers, play it first. It'll take about 30 minutes.
CONTENT WARNING: This post contains discussion of gay sex acts and some screenshots with obscured pixel art nudity. It's mostly "safe for work" even if the actual game is not.
That Lonesome Valley is a short gay cowboy romance game about walking, sheepherding, and kissing.
Back in 2019 I made an unfinished prototype for a Gay Western game jam to contemplate the anniversary of influential gay cowboy film Brokeback Mountain (2005). Three years later, I've finally finished it. This final release now has gay sex, smoochin', and other important new features.
I'm still not quite happy with how it turned out, but at this point I guess I'm just gonna have to live with it. As usual, I've written about what happens in the game, and I detail some of my creative process, intent, inspirations, and what I hope to contribute to gay cowboy discourse...
Friday, October 14, 2022
Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel
SPOILER WARNING: I keep specific story spoilers vague, but I do have to talk about what happens in the games somehow. So I still kinda spoil the player progression / interactive arc. Sorry.
What are people playing and talking about these days? Well, I don't know anything about that. But here's what I'm playing and what I'm talking about:
- Immortality
- Wayward Strand
- Cult of the Lamb
- Betrayal at Club Low
- Atuel
Friday, September 30, 2022
new Quake map: There's a Certain Slant of Light
These are design notes about my process and intent, and it may spoil what happens in the level.
I made my new single player Quake map "There a Certain Slant of Light" for the Quake Brutalist Jam, a 2 1/2 week long map jam focused around making chunky modernist concrete themed levels.
I actually made most of this level around two years ago. I wasn't really happy with it, so I never released it. Though when I fixed it up for this jam, I ended up keeping most of the layout and geometry. Maybe it wasn't such a bad map after all?
The two big changes I made were the texturing and the monster placement / player flow...
Wednesday, September 21, 2022
"Voluntary Attempts to Overcome Necessary Obstacles" at EFA Project Space, Sept 23 - Oct 29, 2022
My gay historical bathroom cruising game "The Tearoom" is part of a new upcoming group exhibition "Voluntary Attempts to Overcome Necessary Obstacles" at the EFA Project Space in New York City, curated by Nicholas O’Brien.
The show will run for about a month, from September 23rd to October 29th, 2022. Although I won't be there, since I currently live on the opposite side of the planet, I encourage you to check it out. There's a lot of great people and good stuff.
I've copy-and-pasted the exhibition blurb below:
Saturday, August 13, 2022
new Quake map: Breakfast Under The Balloons
I made a new single player Quake 1 map called "Breakfast Under The Balloons" for the community map pack Coppertone Summer Jam 2, where mappers were encouraged to make sunny summer-y themed maps using the popular community rebalancing mod Copper.
I like making sunny maps anyway, and the first CTSJ back in 2020 was when I made my first Quake map, so the event has a special place in my heart.
This post details some of my process and intent, and spoils what happens in the map. You may want to play it first if you care about that.
Thursday, June 30, 2022
Zugzwang as a pole dance upward unto heaven

CONTENT WARNING 1: I mention a suicide from a century ago.
Thursday, June 16, 2022
Postcards from Quakeland, 2022
- Community Hubs
- Official Mods
- The Future of My Quake Maps
Wednesday, May 18, 2022
Logjam as mourning wood
Logjam is the latest in my gay sexuality series -- a short small game about a middle aged lumberjack daddy processing wood and other hard things. It's about forestry, masculinity, and history, but on a surface level it's a simple work simulator with a burly stripper and occasional twists.
CONTENT WARNING: Some of the screenshots have some CG nudity in them. It is "NSFW".
SPOILER WARNING: This post spoils what happens in the game. If you care about that, then you should play it first.
Tuesday, April 19, 2022
Why I still use Unity
There's been some game dev twittering about Unity vs. Unreal lately. Why use Unity when Unreal is better?
The basic consensus is that Unity's advantages have been crumbling for years, and its attempt to challenge Unreal on high-end graphics has meant neglect everywhere else. But if you want high-end then UE5 Nanite / Lumen is light years beyond Unity HDRP anyway? And if you're making the typical aspirational photorealistic action game, you'll probably want UE's gameplay architecture and free photoscan assets too.
Most recently, respected developer Ethan Lee has weighed in. For him it's not about the graphics, it's about source engine access and engineering processes. Being able to pinpoint bugs in the core Unreal Engine code, fix them, and submit patches to Epic is how modern software development works. Comparatively, Unity is closed source, and even if you go to the trouble of filing a bug report you'll still have to wait a year for an official bug fix if you're lucky. This is important during the second half of a game dev cycle, when game making becomes a terrible slog -- when your game randomly crashes on Nintendo Switch for some reason and you have to figure out why but you're already so so tired.
So why on earth would anyone still use Unity? Everyone has their own situation, and here's mine:







