Monday, February 24, 2025

The year of the blog? + how to easily put a Bluesky feed widget on your website

V Buckenham has declared that this is the year of the blog. I suppose I shall answer the call. It must be so.

I used to blog with shocking regularity -- at my peak (or my lowest point?) I was writing 2-3 posts a week. I can't imagine doing that now. But maybe I can commit to a 2-3 posts "every now and then"?

***

As long as we're strolling down memory lane: my most loyal readers may recall this blog used to have comments and a personal Twitter feed in the sidebar. I'm not bringing comments back, but I've gone ahead and added a personal Bluesky feed widget that displays a few of my most recent posts in the sidebar -- just like it's 2010. (If you're reading this on mobile, you'll have to switch to the desktop version to see the sidebar.)

Figuring out how to add a Bluesky feed widget was surprisingly complicated to figure out, but then very simple to execute. Useless google searches would have you believe that you have to sign-up for a weird widget scam service with a fake free plan, and the official Bluesky website only offers tools for embedding an individual post as a widget.

But if you can paste HTML, then you too can have a free and easy Bluesky feed widget on your website or Blogger or Wordpress or whatever. Here's my very authoritative guide:

Tuesday, February 11, 2025

New game announcement: "Tryhard" + "A Sportslike Manifesto"

Tryhard is an upcoming sports RPG about managing an underdog rugby club in New Zealand.

We're still quite early in development. But for now, it'd really help us if you wishlisted the game on Steam or idled in the Discord, mostly so we can show those stats to convince rich people to give us money to finish making the game.

If you're interested in why we're making this game / what's going on...

Monday, June 17, 2024

"What's on your bookshelf" at Rock Paper Shotgun

Just a brief update here -- I recently had the honor of participating in Rock Paper Shotgun's "what's on your bookshelf" interview series.

It's one of my favorite gaming journalism things happening at the moment, full of interesting book recs and observations from smart people like Alice Bell, Josh Sawyer, and Xalavier Nelson Jr. Check out the full series listing here.

The implication is that I too am also a Smart One. And indeed filling out the questionnaire made me realize I mostly read non-fiction these days. I suspect an English literature degree turned me into a snob. I'm so disconnected from modern popular book culture (e.g. BookTok) where some game devs like Holly Gramazio are making new careers as authors writing fun books that people actually read. I'm jealous! I want to read and write fun things too!

re: the unannounced rugby project, it remains unannounced. It's intended to be a more commercial game, and in business-land apparently you're supposed to be careful about when you start talking about something. All I'll say is -- I've been interested in horniness and sports for a while, and embracing sport is probably one of the next big "trends" in queer culture. Hopefully this game won't miss the peak.

Saturday, April 27, 2024

On "Sudden Death" by Cecile Richard, nat_pussy, and isyourguy

As a fellow gay Australian Rules Football gamemaker, I am honor bound to write about Sudden Death by Cecile Richard and nat_pussy with help from isyourguy -- a 30-45 minute "romantic sports fiction" interactive fiction / visual novel about an underdog Aussie footy team doing crimes and gayness. Yet beyond matters of honor and gayness, there's still plenty more to recommend about it.

Sudden Death was originally released for Domino Club, an occasional month-long game jam with anonymous submissions. Eventually you're allowed to out yourself -- turns out the now-revealed Cecile Richard and nat_pussy have made lots of Bitsy and Twine-like works already, and all that experimental queer storytelling experience shines through here.

SPOILER WARNING: vague spoilers, nothing specific.

Friday, April 12, 2024

Design review: Botany Manor as a quiet dark detective game

Botany Manor is a 3 hour first person puzzle game about growing plants while exploring a big beautiful fancy house that smells like British Bake-Off.

The main design inspiration here is obviously Gone Home, with a central family-based ambient narrative, household duck homages, and gradually unlocked doors. Many would also compare this to The Witness' soft visual style and sprawling sunny gardens. 

But when you actually play this, it turns out neither of those are useful comparisons. Gone Home anchors its story focus with voice acting, narration, simpler puzzles, and wry realism. The Witness fully commits to hundreds of puzzles at the scope of an open world game. Neither of these really get at the player experience in Botany Manor.

Instead, I think Botany Manor is most usefully compared to The Case of the Golden Idol / Return of Obra Dinn.

SPOILER WARNING: this post spoils the game's overall design structure / puzzle patterns, and spoils the general story and ending.

Sunday, February 4, 2024

new Quake map: "Taught By Thirst" for Remix Jam

Taught By Thirst is a new Mesoamerican themed single player Quake map that I made for Remix Jam, a 3 week community level design event where we all adapted multiplayer maps from other games for Quake. 

The definition of "remix" was kept loose on purpose, and anyway some of the fun is in figuring out where the map came from... although that's not the case with mine: I clearly adapted de_aztec by Chris "narby" Auty from Counter-Strike.

In this post I will talk about my inspiration and intent. I also explain what happens in the level. If you want, play it before reading this post. This is your last SPOILER WARNING.

Tuesday, November 14, 2023

new jam game: Where's the beef


I released a quick little jam game about 2 weeks ago, but I realized I never posted it here, so here it is:
"Where's the beef is a silly little beef-finding web browser game made in zero hours for 0h game jam 2023 (http://www.0hgame.eu/) where we make games in "zero hours" when daylight savings time switches over (in Europe)"

"15 levels of beef finding; literally photorealistic graphics; can YOU find the beef???"

For all the zoomers / teens reading this -- "where's the beef?" was a popular catchphrase in a Wendy's ad campaign back in the 1980s...

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.

You spend an hour building a base while fulfilling randomized mini-goals for victory points. When you have enough victory points, you leave that base behind, and restart on a new map to build a new base to unlock more buildings and resource types and perks to add to your shuffled deck of possible choices. This all ties into an overarching "world map" meta to unlock more bonuses.

It's well-made and I can see why it's popular, but design-wise, I feel it's overburdened with too much stuff...

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


SPOILER ALERT: This post SPOILS what happens in Before The Green Moon. I strongly recommend playing it first.

Before The Green Moon (on Itch and Steam) is a post-apocalyptic indie Harvest Moon / Stardew Valley / Animal Crossing inspired farm life sim about scraping by, in a decaying rural truckstop town with bored depressed locals you gradually befriend (or ignore).

I was surprised Turnfollow was working in this big systemic genre space, since I mostly know them for their very good linear story games Little Party and Wide Ocean Big Jacket. But you can see the "seeds" of this game (ha ha) in their wartime gardening game A Good Gardener so maybe it's not so unexpected...

From the beginning, you're given an ultimate end goal: earn enough company scrip to buy a ticket to the moon. Instead of a raccoon banker oppressing you with a mortgage, it's a faceless Moon Company exploiting every poor soul left on this post-apocalyptic Earth. Brilliantly, the already astronomical price of the moon ticket actually increases during the game. Imagine if Animal Crossing had the bravery to charge interest on the home loan!

Well, Before The Green Moon is brave, brave enough even to suggest that farming isn't exactly a picturesque Hallmark movie. Instead, you're stuck in this abandoned GameCube game and you need to somehow earn enough to buy a moonshot out of this dump. How are you gonna do it?

Friday, March 17, 2023

Double Fine PsychOdyssey recaps / viewing guide, episodes 01-17


Last month, game industry documentary makers 2 Player Productions debuted a massive 32-part YouTube game dev doc series Double Fine PsychOdyssey, chronicling the development of Psychonauts 2 from its earliest glimmers of pre-production in 2015 to its final release in 2021. 

I assumed it was mostly for fans but after watching all 32 episodes (on 2x speed, skipping some parts) I've changed my mind and now I think it's essential viewing for all game designers / devs. It shows the everyday work of medium-scale commercial game dev in unprecedented detail: the creative high of successful collaboration as well as the ugly prototypes, grueling bug fixes, and painful miscommunication. There's also a thrill of access, where the camera captures vulnerable moments it wasn't quite supposed to see. The most epic public post-mortem ever.

As a public service, I've written a short text summary and some notes for each episode. This recap post / viewing guide covers only the first half of the series (episodes 01-17) and I'll try to write-up the second half later.

SPOILER WARNING: obviously, these recaps spoil what happens in each episode.

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: