This is part of a series that will review the MIT-Gambit Summer 2011 game prototypes, whether I thought they worked and why, etc.
SPOILER ALERT! First, take all of 10 minutes to play "A Closed World," if you wish. Review and analysis is after the jump...
Saturday, September 3, 2011
Thursday, September 1, 2011
Super Friendship Club's "Mysticism" pageant, Sept. 1st - 30th
Make a game about "mysticism" by September 30th.
If you haven't made games before, and aren't sure where to start on the technical side of things, just ask: there're plenty of people here who can give guidance.
Tuesday, August 30, 2011
Try it once.

The real art of Deus Ex: Human Revolution is the fact that non-lethal players always inevitably start another playthrough as a bloodthirsty maniac. The weaknesses quickly become apparent in a combat AI optimized for stealth gameplay instead of your sociopathic gorelust. Cops and punks patrolling the city hubs suddenly become puzzles you must solve -- and there's never enough ammo. For bonus points: hack only when necessary, never use vents and play in a foreign language.


Just be careful: the civilians' "hide from murderer" AI is very sneaky.
Monday, August 29, 2011
DX:HR photo safari.


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| God, her hair piece is just so fucking awesome, you know? So... so crispy. |
Tuesday, August 23, 2011
Ludum Dare #21: FuhFuhFire!

WASD to walk, SPACE to jump, MOUSE to look, LEFT-CLICK to do stuff.
C'mon, just give it five (5!) minutes of your time and play it in your browser here. Project source in all its hacky glory is here too.
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