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What’s a soma? Tell me in detail, everything you can physically type out about it
Soma spirits and Soma Union are indie RPG maker games developed by Torch60. They are 2 of the many similar RPGs the dev has made that are occasionally but not solidly implied to take place in the same universe.
Soma Spirits takes place on the planet Soma which is separated into 2 dimensions that represent a single plane of existence. In the game we play as the brothers Heart and Soul, the spirit guardians of Joy and Sorrow respectively. Their job is to protect and maintain balance between the two dimensions of joy and sorrow that make up Soma. The game's plot is kicked off by a disturbance between the two realms and the game's main goal is to travel the world and solve the residents problems by gathering either joy or sorrow from them. Without any spoilers, the games progression and ending changes depending on how much of either you collect along your way. There's also a non-canon new game+ that features a villain from a different torch60 game
Soma Spirits main gimmick is being able to jump between the world of joy and sorrow. In the overworld map, there are small changes between both worlds and you'll need to jump between them to solve puzzles and progress. The enemies you encounter will also be different. In battle, the world you're in will affect the abilities that heart and soul can use. The game revolves around this gimmick a lot, I think it's really interesting :)
Spirits was my introduction to Torch60's games so I'll always be biased but I think it's so fucking good. The start is a bit slow and hand-holdy but once the tutorial section of the game is over the story is so engaging despite how simple it is. Heart and Soul are my delightful little guys and I adore all the goofy characters so much.
Soma Union is the sequel and my #1 favorite Torch60 game. This game takes place far far after the events of Soma Spirits. In the far future, the planet Soma is destroyed by a spoilery event and its pieces have been flung across the galaxy. Union has 3 protagonists but it's main character is the spirit named Zero who has big big identity crisis issues 💔. Our other characters are a little acorn fighter girl named Reca and my grumpy doctor robot blorbo Lumen. The gang has lived on a spaceship called the starship virtue for the majority if not all of their lives. The ship's mission is to find Soma's former residents a habitable home or even a way to unite the pieces of Soma. Your mission throughout the game is to explore the many found pieces of Soma, give your party some character arcs, and find out what mysterious plan the villain that follows you around has in store.
Union is much much longer than Spirits and has a much more in depth narrative. This games gimmick is the ability to swap each party members roles between either offense or support. Each party member has different abilities and functions depending on their set role. Because of that there's way more strategy to Union's battles and you'll definitely need some strategy to get by certain fights.
Union is sooooo fucking good. I love the characters, the story and the gameplay itself. It's a massive step up from spirits for sure but that doesn't take away from spirits as a standalone game.
Anyway. Go play them. Now. They're free and so are the rest of Torch60s games. *stares at you*
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Point of view (making it harder than it has to be)
Learning RPG Maker MV is going well - as well as one can judge that when they're on the third 10-minute tutorial video - but the thing that struck me once I ran the thing was how small every tile and character is.
That doesn't pose a problem in and of itself, but the player character in this project is a housecat. Since cats are tiny in relation to their surroundings, I had already intended to double the size of each tile. At this point I'd have to blow up each non-player sprite by four just to get the scale right! I'm already going for a pixelated look, but scaling to that degree is excessive - not to mention that it'd make placing even a single item a multi-tile ordeal. What I'll likely do is double each person-sized sprite, then find a plugin to double the zoom level from there.
That's a minor concern, though. What really bothers me isn't the size - it's the perspective.
The perceived size of a sprite is going to carry the tone far more than the actual height and width would. I could quintuple the size of the entire game, but if it's all in top-down view, the player is still stuck looking at the top of everyone's dome. They're going to feel bigger than both the character and the scene, which is antithetical to what I'm trying to convey.
The 3/4ths view is MV's default - not because of anything inherent to the engine, but because every innate sprite resource is drawn in that perspective (as are most user-made resources). It's something we're all used to seeing by now, so we usually ignore the implication that the viewer's watching things happen from the sky. Since most people interpret this view as the "normal" perspective, though, I worry it would struggle in communicating situations where the player character themselves is smaller than the average person.
Side view...just feels flat to me. I don't think anything scary has ever happened in side view.
If I want the player to really feel too small for their surroundings, the only other option I can see is to put the camera in between those two views - something approaching a 1:2 perspective. But I had no idea just how hard it is to find examples! Just about every pixel art tutorial focuses on 3/4 view, side view, or isometric. Isometric actually is pretty close to a 1:2 ratio, but the viewpoint is always at an angle! It's made up of diamonds more than it is squares, and even if that's something MV is capable of handling, I really don't want to mess with all that.
I realized today, though, that working from zero like this is going to get me so wrapped up in theory and research that it's going to be half a year before I ever put tile to map. Why not do a case study of other games?
Hamtaro: Ham-Hams Unite!
This is a weird pick, but this Game Boy Color title informed about 80% of my taste in games (the other 20% was Fallout: New Vegas.) Just a straight-up adventure game. No combat. Just puzzles. It's clearly inspired by point-and-click adventure games without any of the clunky UI weirdness of other genre titles ported to console (COUGH, Maniac Mansion for the NES). I really could talk about this game all day if I don't rein it in, though, so I'm going to focus purely on the visual design.
Hamsters are about three inches tall, which means everything in the environment has to be HUGE in comparison. This is way more dramatic than what I'm planning, but looking at an extreme example may make it easier to see what makes it tick.
Here's what's interesting: the perspective in this game is all over the place.
Locations are divided into chunks that I'd say are roughly twice the size of the GBC's screen. What's funny is that the perspective often changes from one chunk to another.
The environments are often in plain old 3/4 view - like in this first screen of Sunflower Market - while the characters are in profile. They don't feel conflicting...though the scene kind of breaks apart if you stare at that bicycle for too long.
But then you get scenes like the very next room - the characters, floor, left wall, and cardboard boxes (including the "alley" between them) all seem to be at a closer angle, with only the slide being somewhat off.
Look at the left wall and where it meets the floor - it's angled towards the horizon because it's in perspective. But in the previous screen, the angle of the newspaper stacks and the little curb behind the sick hamster are completely straight, because they're purely being seen from a top-down perspective.
The produce shelves are in 3/4 and straight:
But the outside of the fridge is in perspective again:
There's also this screen, which is fun despite the front and back shelves disagreeing on where the vanishing point is:
So the artists couldn't decide what view to use either! But one thing you notice when looking at all the screens together is how every single one includes something that reinforces how small you are and how big the world is. The newspapers, the strawberries, the tape on the cardboard box. The fridge door's handle peeking from the top of the screen places it far lower than it should be in relation to Hamtaro, but it was included for readability; if it wasn't there we might mistake it for a building or weird wall.
Let's leave the market and look at this classroom "cafe" from Sunflower Elementary:
You access this tabletop by climbing up a broom handle (bottom right). The artist could've just colored the floor and wall and called it a day, but they made the conscious decision to have the foot of the life-sized skeleton model visible in the corner. You can examine this model when on the ground floor, and it's enormous. What point is there to include it, other than to emphasize how this grade school child's desk is a staggering height for the player?
Little Nightmares
Maybe it would've made more sense to start with this one? Well, whatever.
I knew I'd have more luck finding write-ups and dissections on this game than an obscure licensed title from 2002, and I wasn't disappointed. In an article published on Game Developer (formerly Gamasutra), Chris Priestman writes "The world that you travel through in Little Nightmares is clearly built for people who are much bigger than Six and so travelling through it is both unwelcoming and challenging. To enhance that, shapes and bodies are exaggerated and bloated, stretched into surreal and sometimes horrific forms."
And he hit the nail on the head! I've actually been playing with the perspective of the cat's owner specifically, tweaking the angle and exaggerating the proportions of his body to make it seem like he's looming over the world around him. But there's a fine, fine line between "mild fish-eye lens effect" and "this guy's straight up drawn in the wrong angle." There's also a drastic difference between pixel art and Little Nightmares' 2.5 D space, but seeing the latter successfully convey that feeling just makes me more determined to make it work.

Focusing on the environment itself, it's not that the player doesn't fit in their surroundings - it's that they're entirely, completely engulfed by them. A good few rooms wouldn't feel unusual in another game with a human-sized character, but open stretches of floor feel yawning and insurmountable. And it's not actually all due to size! Speed plays an enormous role. Six is small, but unlike the lumbering giants of Shadow of the Colossus or RPGs where everyone has the same walking speed, she's also not very fast. In fact, Little Nightmares' giant enemies are pretty spry!
The Legend of Zelda: The Minish Cap

Let's not look at this one for perspective tips, okay?
Stuart Little 3: Big Photo Adventure

Sure, why not? I didn't think 3d sandbox games were worth looking at since there's no real shot composition and you can, y'know, just make the models bigger, but I like this shot. Placing the camera just a couple inches off the ground stretches out the stage more than I expected.
In any case, I've got a lot of playing around to do before I find something that clicks, but I think I've got more direction than I did before.
#i was trying to figure out what to title this post and every option sounded like a m/m fanfic title#including this one. whoopsies!#''why didn't u look at ham-ham heartbreak instead'' dont talk to me. heartbreak's environments are all hamster sized.#hamsters having a pop up cafe on a school desk is realistic but having a hamster-sized ferris wheel and coaster? dont be goofy!!!!
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II. Princess & Conquest
Play If: You like fantasy settings, dungeon crawling, clever writing, and fucking dragons
TW: Public sex, Breeding, Slavery, W*ndigo mention, Noncon
Have you ever found a game that would literally be perfect if not for the inclusion of just one horrible aspect? That’s how I feel about Princess & Conquest. You play as a chivalrous knight who is tasked with uniting a kingdom on the brink of total war. At a glance, the kingdom seems to be your typical D&D type world, but once you make it out of the tutorial, you’ll find that it more closely resembles a sexed-up version of Adventure Time’s Ooo. Each kingdom is run by a different Princess, and you’ll have to decide who you’ll ally yourself with in order to keep things running smoothly. There are a ton of different endings in this game; each princess has a story you can follow, as do many other side characters. While you don’t have much control over your character’s appearance, you do have plenty of input as to their backstory and stats. There are some light political tactics mechanics that I never bothered to get the grasp of, because I was too busy railing Mouse Princess.
Once the player does manage to get some succ, it’s possible for your companions to become pregnant. The game features a suspiciously in-depth system for character pregnancy. Princesses have menstrual cycles, and they suffer stat penalties while pregnant. It is kind of neat to be able to add your kids to the party, if you ignore a lot of obvious red flags there. IT IS WORTH MENTIONING THAT THE GAME KNOWS WHO YOUR KIDS AND AND DOES NOT ALLOW FOR HAVING SEX WITH THEM. THANK CHRIST, IT IS ABSOLUTELY TRAGIC THAT I NEED TO BE IMPRESSED BY THAT.
The art style is adorable most of the time. When it isn’t adorable, it’s kinda hot. Unfortunately, this RPG Maker game does commit the most grievous of sins: It uses some of the RTP assets included with the RPG Maker program. I’m willing to excuse it since the game is still in early access, but it does make a lot of the backgrounds really ugly. If you can look past that – along with the somewhat boring battle system – you’re bound to have a great time.
Some of my highest praise is for P&C’s replay ability. You have plenty of options for your character’s backstory, but there are also ways to customize a playthrough before it begins. You can randomize where you start, pick a specific kingdom, or just play through the original story. It guarantees that no two playthroughs will be the same. I’d also like to give a special mention to the level up system, which is way better than traditional RPGs where a character has a predetermined stat curve. At the end of the day – yes, the game has a functioning (and customizable) day and night cycle – you and your companions rest by the fire and burn “Candies.” These are the equivalent of souls from Dark Souls. They act as both EXP and currency. Character’s have stats that affect combat, but also stats that affect how open they are to romance and sex.
Unfortunately, not everything is all cum and roses. The base game features a mechanic called “Sex Fight” that essentially allows enemies to fuck the character you’re playing as if they hit you. THIS FEATURE CAN BE DISABLED BEFORE THE GAME EVEN STARTS THROUGH THE OPTIONS MENU. There are also mechanics that allow for Princesses of razed kingdoms to be sold into sex slavery, or to unload your own offspring into sex work (they fully mature and stuff, so it isn’t pedophilia, but it still feels like something they should not include in the game). LUCKILY, THIS CAN ALSO BE AVOIDED BY SIMPLY NOT ENGAGING WITH THE GOBLIN PRINCESS’S SLAVE MARKET. UNFORTUNATELY, I DO NOT THINK THERE IS ANY WAY TO REMOVE THIS ASPECT FROM THE GAME ENTIRELY. THIS IS THE MAJOR BLIGHT THAT EXISTS, AND IT SADDENS ME EVERY TIME I REMEMBER THAT I PURCHASED THIS GAME ON STEAM AFTER LIKING MY INITIAL RUN ON MY PIRATED COPY.
Princess & Conquest has a lot to unpack. It has rough edges. But I’ll be damned if the character interactions aren’t fantastic. The art is so stylized, and it’s easy to fall in love with the world’s characters. In general, I give it a 6/10, because good writing can’t save bad combat mechanics and problematic themes. From the lens of an RPG Maker game, I give it an 8/10, because I’ve played way too many bad RPG Maker games. If you’re willing to avoid the problematic content in the game, I definitely suggest at least going through one character’s route. The writing is so fun, and each of the princesses is so unique. Maybe don’t buy it though.
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Microsoft Azure Cloud Gaming Tutorial 2018 Flickstiq
As befitting the blog of a broadsheet newspaper, the Guardian's Games Weblog eschews the scramble for press releases and screenshots in favour of a far more measured approach, providing analysis, interviews and opinion. Often readable, and usually thought-provoking. The God of War series has, until now, stuck really close to the standards set in the original 2005 game. Much more than a decade (and numerous games) later, it makes sense that Sony would want to mix items up for the aged hack-and-slash series. Like so numerous well-known franchises that have reinvented themselves in recent years, the new God of War dips into the effectively of open-world RPG tropes. It also shifts its focus to Norse mythology, casting off the iconic Greek gods and legends that offered the basis for every single preceding game. When it comes to portraying mental illness, Hellblade requires a sympathetic approach and is not at all interested in displaying the differences among reality and imagination. It really is all about Senua's perspective with her visions and what is genuinely actual getting presented as 1 in the exact same. One of the far more oppressive aspects of her psychosis are the inner-voices, who quarrel with one particular an additional even though commenting on the wandering warrior's present state. Using binaural audio-which tends to make wearing headphones a have to for the complete impact-you will get to experience a taste of what it really is like to have numerous voices in your head. Makers have released new models to replace the 2017 ones. In basic, the new models come with reduced input lag and faster response time and accept numerous input signals, which is superb for gaming. A lot more models contain exciting gaming characteristics like Variable Refresh Rate, optional Motion Interpolation with low input lag, or optional Black Frame Insertion. But there are so several a lot more easy, experiential joys to be found in Far Cry download gta 5 for android tablet. The exhilarating feel of jumping off a mountain and flying through the skies in a wingsuit. The idle chit-chat in between your Specialists. Fishing in 1 of the several rivers or lakes for hours on end. Petting your animal companions. Flying a plane for the initial time in the series. The taut and precise gunplay. The relaxing feeling of cruising down a picturesque highway in a 70s muscle car, listening to the wonderful selection of classic American (and one particular Australian) rock and country tunes on the radio. If you like to gamble, there's also the choice for Arcade Hero, a version where you can opt to play new and reasonably unplayed maps. It's evident that there are not a lot of individuals prepared to try out multiplayer maps in this fashion because I wasn't able to uncover a match in Arcade Hero, but I encountered some intriguing tips in the single player version. You're awarded bonus expertise towards your Far Cry Arcade progression if you participate in Arcade Hero modes, and levelling this up will reward you with in-game currency and Perk Points, which you can bring over to the campaign. United Kingdom About Blog TheSixthAxis offers European Gaming News and Opinion. Designed in 2007 to concentrate on the PlayStation three, the web site has expanded to cover all key platforms. Its mission is to offer the most up-to-date previews, reviews, news, and gossip in TSA's personal inimitable style, and to cater for our superb and nob-totally free community. For the most part, puzzles revolve around unlocking doors by locating glyphs hidden in plain sight or in alternate perspectives that need manipulating Senua's focus, illustrating her abstract interest to detail. While these puzzles can be clever, the exact same style happens far also typically, producing some of the much more drawn out sequences a chore. On the inverse, the moments exactly where Senua is stripped of her senses and gear, forcing her to take a more subdued method to steer clear of her enemies, felt far much more engaging and exciting.
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curso desenvolvimento de games 3.0 Jogos Profissional e Domine o Unity, Game Maker e outras Engines.
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The Steam Game Festival 2020: Demo Impressions Lightning Round
June 26, 2020 4:00 PM EST
Having played the best, I now play the rest. Here are more demo impressions from The Steam Game Festival that didn’t leave the same mark.
The Steam Game Festival – Summer Edition’s first iteration has come and gone, and I feel like it was an overall success. Lots of up and coming games got fresh eyes on them to drum up interest and feedback. I took it upon myself to play huge swathes of them, and I’ve already covered the games that most stood out to me. But that’s only the 10 most impressive games of the 24 in total I played.
As before, I’ve written impressions and limited myself to two paragraphs per game. They aren’t as universally good quality this time around, but there’s still some potential gems buried away here. So, here’s the lightning round of my remaining demo impressions from The Steam Game Festival – Summer Edition.
Iron Harvest
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A squad based RTS with steampunk mechs in an alternate history set a little after World War I. It’s set in the same world as the acclaimed board game Scythe. In practice, Iron Harvest plays a lot like Company of Heroes with a WWI skin featuring steampunk mechs. You build up your forces, take and hold resource points on the map, and try to beat the enemy before they beat you. I was looking forward to this game, but I honestly found myself quite underwhelmed.
The ability to pick up weapons from defeated enemies and change up your infantry armaments on the fly is neat, and the presentation is quite nice. But I just found that the gameplay is missing something. The cover system is very barren and requires you to build most of it, and units just don’t feel like they’re as effective as they should be. Unit control feels unresponsive, the mechs are visually impressive but clunky to move, and I just found myself failing to engage with it. It all felt very hollow and lacked any sort of punch or X factor when playing. I hope this can be improved before launch, but it ultimately feels like it’s too barren an experience as it stands.
The Survivalists
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The Survivalists is a somewhat standard survival/simulation game. You’re a castaway on an island and have to scrounge for resources to survive, thrive, and eventually escape. In addition to the colourful pixel art, The Survivalists’ main gimmick are the friendly monkeys you can bring on your side. These can be trained to gather materials for you, mass produce basic crafting, or aid you in combat.
In practice however, I found the controls and UI to be fairly imprecise and unclear. Multiple times I thought I was teaching my monkey pal a new task and assigning him orders, only for it to do nothing or go completely awry. The system needs a little cleaning up, I think. Beyond this, The Survivalists is colourful, functional, and entertaining enough. It’s fairly generic survival stuff beyond the presentation at this early point, though. With that said, there did seem to be the promise of ancient ruins, pirate treasures, and other intriguing things to unearth from hints gleaned in the world. Hopefully there’s more spark and variety in the full thing.
Builders of Egypt
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Back in 1999, Impressions Games released an Egyptian flavoured city builder called Pharaoh. This is a game that my teenage history nerd self played quite a lot of. Apparently, so did the makers of Builders of Egypt. This is effectively an attempt at making that classic game on a modern engine. Unfortunately, there didn’t seem to be anything on offer here that I couldn’t get from just replaying Pharaoh. And I don’t mean that to be a reflection of the early nature of development; it just seems like it will be a lesser game even when complete.
Pharaoh had real charm to its presentation, sound, and general design that I just don’t feel in Builders of Egypt. There’s a lack of colour and personality here that no amount of historical accuracy and high fidelity Unreal Engine lighting can replace. Now to be fair to Builders of Egypt, it’s a perfectly serviceable city builder with a solid theme. It’s possible that with enough time and effort, the mechanics and options for building cities here will really stand out. I just don’t see it currently, is all. It’s not a great feeling to want to go and replay a 20-year-old game after playing a new demo, unfortunately.
Stronghold: Warlords
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After finishing this demo, I went to check who had developed this. I thought that this was someone trying to capitalise on the Stronghold name and legacy with a cheap knockoff, or else they’d managed to get their hands on the IP. To my surprise, it’s still the same developer that’s had the series since the original game. Sadly, that’s not the only thing that hasn’t changed since the first game, either.
Stronghold: Warlords is a city-builder/RTS with a focus on building and defending a castle or stronghold. Warlords is an eastern-themed one, and has a diplomacy feature by which you can bring the titular Warlords into your fold for bonuses. But the entire thing is ugly, slapdash, and controls awfully. Again, it feels like there hasn’t been any forward development or improvement from the very first Stronghold game(s) almost two decades ago. This will need a lot of work to make it even slightly comparable to those games. Given the poor reception Stronghold 3 got, I wouldn’t hold my breath.
Occupy Mars
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Another survival game, and this one just begging comparison to the book (and film adaptation of) The Martian. The aim of Occupy Mars is exactly what the title says. You’re an astronaut on Mars and you have to gather resources and build up the facilities needed for future colonisation prospects. The gimmick for this one is that it is intensely micro-management heavy. For example, let’s say you want to get ore from a rock. Generally, survival games will let you hit it twice with a pickaxe and then pick up the ore. In Occupy Mars, you’ll start by breaking up rocks into smaller chunks a few times until they’re small enough for your rover’s crane arm to load them. Then you’ll be manually moving and opening/closing the crane’s claw to load chunks of ore into your trailer.
That’s only the beginning of the tiny details you’ll need to control and pay attention to. How about manually setting power consumption, dragging power cables around and placing them in the right sockets? Or having separate oxygen metres for your spacesuit and interior structures? I generally don’t mind this genre of game, but Occupy Mars felt way too technical and fiddly for me to gel with it. That said, this is absolutely a dream for a small niche of players who crave that level of simulation. I respect its commitment to detail-oriented gameplay and wish it well, so check it out if this is your thing.
Haven
youtube
Haven’s a potentially interesting one, but the short demo didn’t give me a lot to go off. It starts with a gorgeously vivid animated cutscene full of life and colour. The actual gameplay can’t match those visuals, but it definitely tries to match the aesthetic. Said gameplay is very movement centric, as you control your character(s) and glide over the landscape to collect resources and investigate the world. At the tail end of the demo, it surprised me by becoming an RPG, featuring an ATB-esque battle system. You control two characters with their inputs mapped to each half of the controller, and you unleash their appropriate actions in combos or sequence as appropriate.
More than anything, Haven is aiming to be a story-driven experience. The two characters are young and in a relationship together, making that abundantly clear in their early actions and dialogue. It’s all set amidst a somewhat fantastical sci-fi backdrop, and there’s definitely enough threads that pique my curiosity. At the same time, it could very easily crash and burn hard based on execution, and there’s a couple red flags in the dialogue that make me worried about that. So I’ve got a curious eye on this one, and we’ll see if it pans out.
Learning Factory

I’m still not entirely sure what to make of Learning Factory. It’s not unlike Factorio, that delightfully complex game in which you build massive automated resource collection networks. The look, layout, and mechanics of Learning Factory are almost identical to that, but on a very simple level. Despite this, it’s got a very stylised appearance, and the machines are being built in order to sell goods to cats and satisfy their needs.
Just when I thought this was a kid’s first Factorio, that’s when it kicked off the learning machines and data analytics angle. You take the data from selling goods to cats and then refine it via these learning machines to perfect your algorithm and maximise your sales. There’s even a tutorial and links to educational sources for more about learning machines. By the looks of it, the developers Luden.io have a focus on making educational games, so on that front I could see this being a useful resource. It’s not something that I’d want to play over its contemporaries, but I nonetheless respect this approach and wish the devs all the best in this undertaking!
Ostranauts
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Ostranauts is a top-down adventure/simulation where you get a derelict spaceship working and set off into space with it, hiring your crew and making life work out there. Unfortunately, that description ends up being far more alluring than the game is to play. It’s another case of having incredibly technical mechanics that end up being really esoteric in practice. There’s an audience for this, but it isn’t for me. Instead, I just found it very unclear how I was supposed to proceed with actions and tasks, and struggled to even begin doing so.
In fairness, this seemed to be one of the least ready-to-experience demos I played; so much of this could just be technical difficulties. Lots of trial and error was required to even really begin, only to find certain aspects clearly bugged and broken. This is a game in dire need of a manual, but that’s currently complete absent. I get the feeling that I’d be able to fly a real space shuttle easier than I could a ship in Ostranauts, at least until there’s actual documentation present. There’s not really a lot I can say about this one, unfortunately. Alas, I’m not interested in seeing more of it.
Mr. Prepper
youtube
Based on its appearance, I assumed Mr. Prepper was going to play something like Fallout Shelter. In practice, it’s much more a standard survival game with resource collection and crafting. Even so, the unique perspective and dystopian “hyper American Dream” setting and narrative makes for a fairly compelling time.
You have to manage your usual gauges for survival and scrounge what resources you can, but you’re also being watched by government agents. There will be routine inspections of your house, so you have to hide all evidence of your secret bunker and illicit activities. This means keeping your house above ground in complete order, covering up workbenches, putting bunker entrances under a rug, and so on. It’s an interesting little spin on things, and I have to say that I’m intrigued by Mr. Prepper. Will keep an eye on this one.
Grounded
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I’m still surprised that this is made by Obsidian. But then, considering the systems are largely just adding more survival and crafting aspects to The Outer Worlds, it’s not all that unbelievable. Grounded is yet another survival game, but this plays with the Honey I Shrunk The Kids formula. You’re a child/teenager who has been shrunk to the size of a bug, and has to survive a suburban backyard amidst an assortment of now very large insects.
Like so many survival games, the general mechanics and crafting options on offer here are nothing new. The aesthetic and concept of your resources being chunks of grass stalks and bug parts is remarkably endearing, though. There’s also a lot of nods to the era of ’80s/’90s aesthetics and a general Weird Science feel to it all, though. I’m not sure how much content and variety this will feature, but Grounded definitely felt more charming than I expected. Worth a look at the very least.
Arietta of Spirits
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At a glance, Arietta of Spirits ticks a lot of boxes for a somewhat generic indie game. Colourful pixel art, classic action/adventure mechanics that evoke memories of classic games — 2D Zelda titles in this case — and a story that promises to be emotional and personal? That’s all here, and there wasn’t anything in my time with Arietta of Spirits that I hadn’t experienced like that before. Still, that’s disingenuous of me to say. Something doesn’t have to be unique to be good, and Arietta’s demo was good.
It’s pretty, playable, charming and fairly well-written. The concept of the spirit realm bleeding into the physical has lots of potential to work with. Gameplay mechanics were somewhat bland though, with little in the way of unlocks or special moves beyond slash with sword and dodge roll. There’s nothing bad or out of place here, it just hasn’t really done much to elevate itself. I’d need to see how Arietta of Spirits plays in later parts before I can make a solid judgement call here.
Wild Terra 2: New Lands
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Wild Terra 2: New Lands is another survival game, but this time it’s an MMORPG. You start in the wilderness and have to gather resources to survive, eventually building up a base and developing technology. Skills will increase through use, and some scavenged items will be higher quality than others. Once again, nothing that the genre hasn’t seen before, but it’s got some depth and a decent amount of options in its tech tree to entice players.
What killed the game for me, then, was the MMORPG aspect. As an Australian, I connected to the Asia Pacific server first, only to find that lag and rubber-banding was pretty extreme. I tested out the gameplay systems and found them enticing enough, but swapped to the US server to see if performance was better. Technically, the latency was improved, but in exchange? Everywhere I moved to in every direction was filled with the camps and huts of other players, and almost all usable resources were now impossible to find and respawning insanely slowly. For a new character, it was practically unplayable. If this isn’t fixed or addressed by launch, Wild Terra 2 is likely dead on arrival. Some potential here, but the current state is worrisome.
Earth From Another Sun

This is a lawsuit waiting to happen. I feel like Activision-Blizzard is going to smite me just for even speaking about the existence of this game. Still, here it goes: Earth From Another Sun is a blatant asset flip that shamelessly plunders visuals and designs from the likes of StarCraft. If the thumbnail wasn’t a dead giveaway, then the fact that I was fighting a slightly modified Hydralisk almost immediately was. Mechanically, it’s a horde-mode FPS that tasks you with killing enough units in a time limit to progress to the next wave, gathering pickups and loot along the way.
There is so much wrong with this game, quite frankly. It’s a visual mess; not just for the cheaply-designed or copied assets but also just in how readable the UI and systems are. Nothing describes trying to figure out what I was doing better than “trial by fire,” as I had no recourse but to wing everything. And yet? I couldn’t help but find the idea of the game enthralling. A fast-paced and frantic FPS with numerous progression and customisation elements? I could see myself playing that. Or hell, just make a StarCraft FPS. Anything that isn’t this much of a mess. Steer clear of this one, but do take note of the ideas in the process, developers!
EarthBreakers
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Speaking of an FPS based on an RTS franchise, who else remembers Command and Conquer: Renegade? Petroglyph does, because that’s what they’re attempting to reimagine with EarthBreakers. It’s a team-based FPS where you use resources collected by harvesting or through kills on building up an RTS-style base. You can use money on upgrades for you and your team, eventually producing base defences and vehicles to deploy. Ultimately, the last base standing is the winner.
References to the original C&C Renegade notwithstanding, EarthBreakers is a decent proof of concept. It’s going to need a lot more work to really shine, though. Movement was very floaty, and weapons didn’t feel particularly satisfying to shoot or land. Hitboxes were an awkward affair, and currently the only vehicle on offer are tanks so there’s not a lot of variety. As much as I love the concept and really hope for it to be polished and delivered, I’m not sure that Petroglyph has the chops to land a strong FPS that feels solid to play. Let’s hope I’m proven wrong.
And that’s everything I played for the Summer Edition of The Steam Game Festival. The event is over now, but many of these games will be developed further and available in the future. Some are worth keeping an eye on, and some are less so. But overall, this was a good event, and the availability of demos is only a good for customers.
Here’s hoping the trend will continue, and I shall likely to do this again for future events. For now, if anything piques your interest, you can click the links on each game in the piece above to wishlist them on Steam.
June 26, 2020 4:00 PM EST
from EnterGamingXP https://entergamingxp.com/2020/06/the-steam-game-festival-2020-demo-impressions-lightning-round/?utm_source=rss&utm_medium=rss&utm_campaign=the-steam-game-festival-2020-demo-impressions-lightning-round
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A tiny progress update!
I’ve been thinking of adding this kind of shading before but never tried to! It’s just a gradient png over all the screen and color/saturated by code. It affects the whole screen and maybe you can make a clipping mask to just affect the sprites(I think I saw something similar in the tutorial game) But after testing it I think it unites both sprite art and background. What do you think?
I just wish I could apply some effects like RPG maker and make the overlay less greyish and more vibrant(Perhaps I can archive that with code as well, I’m currently investigating)
This kind of lightning might be applied to the previous chapters! Don’t worry! It’s quick and easy to code.
About music it’s still under revision(That’s my bad actually, I’m taking a while to decide and explain what I’m looking for :A;!) Next to show is the night theme.
Have that extra sad Chacal! I liked what the music player screen threw me so I played with those colors haha.
Oh yeah, don’t forget some cool items are in preorder now. The prism lamination just got here and I will be able to grab it for next week, so stickers will be a bit before than the estimated preorder date.
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Ghostman: The council calamity retrospective
Well christ, it’s been a while, hasn’t it? I know literally nobody follows this blog, but as of this writing, i’m waiting on the steam direct fee i paid to be fully processed (Basically, in a week i’ll be able to publish the game)
I’d like to take a second and stroll down memory lane for a little bit, and why it took so fucking long to make this game, this is basically going to be a list of every time i tried and failed to make a game, so strap in, these aren’t in chronological order either, and i’ve kinda forgotten the proper order.
Bill’s excellent adventure:
There’s incredibly little to say on this one, after reading a 4chan thread on games development i downloaded GM:S, tried making a platformer, saw my art, didn’t see any progress after trying a little bit, and gave up.
Mugman:
Mugman was the first time i tried making an adventure game, other than the main character, i had no ideas for the game and dropped it like a rock.
Radiation Seat:
Radiation Seat, for the more dedicated gamers in the audience, is just a synonym for nuclear throne, i tried messing around with random generation in GM:S, realised i’m not very good at coding and gave up, the game actually kinda works though, so theoretically if i’m a moron/psychopath i could try working on it again.
Asterodis:
First real game i ever made, it’s an asteroids clone, but with a bunch of the stuff i saw in Vlambeer’s game feel talks crammed in, it’s essentially idenitcal to a tutorial on youtube except shooting takes away points and there’s a limit to the number of bullets on screen.
Poltergeist (Aka: Ghostman when he was a person)
I posted a lot about Poltergeist (the version of ghostman with good art and a completely different setting), the secret to this was having a good artist, Robert Thomas helping me out, we never finished it, and Bobby got caught up in school work, but that’s almost over so if he’s willing to pick up the pen again, i’m willing to do the coding and fix the reall weird bugs (randomly the game would massively lag for a reason i never figured out, i assume it had something to do with the way AGS handles characters over non walkable areas)
Grall and Foegart goto whitecastle:
I’d had the idea of wanting to make a high fantasy adventure game after reading a couple of discworld novels, these games didn’t get far, but it did have an interesting character switching mechnic similar to DOTT, this also appeared in a couple of other half finished games i’d made, why i thought it’d be funny to make a game based on it when i’d never seen Harold and Kumar go to whitecastle? Iunno.
H.E.L.L:
H.E.L.L (Hyper Energetive Love Lab) was a shot at making a VN, i’m probably going to still do this, so i don’t know if putting here’s sensible but eh, fuck it, i’d had the idea of a reality show crossed with a death game for ages, and tried writing a short story about it, which went nowhere.
Gender Girl:
Gender Girl was the first video game i ever made, it was a scratch program with the cat repainted to be pink, moving left killed you by a spike, moving right displayed a message that gender girl had liberated herself (Hohoho, very ludonarratively insync, 12 year old me), i uploaded it to the scratch website, and it, containing swear words(such a rebel was i) it was deleted 5 seconds after publication, truly, a light gone from the world, what did it have to do with gender? If i remember literally nothing, or you were supposed to cut your dick off with the spikes.
Yeah.
PAGAN:
Pagan was a pokemon rip off i was making, i didn’t get far beyond changing sprites and types, world design is hard, as of writing it’s still on my site, i ought to take it down buti just don’t have the heart, poor Pagan.
BORB (Ghostman 1)
Borb, as it’s affectionatly called in the files, is ghostman 1, it’s the source of the Alien King sprite, and the Ghostman sprite used in Ghostman: The council calamity, and was distributed amongst my friends for like, 5 seconds, it’s 4 screens and one “Puzzle”, which doesn’t actually work because the last time i did work on it, it’s fun to see how my humour changed, in GM1 we’ve got the classic line “It’s locked up tighter than a jewish bank” and a character named Snil, whose ribbing snarky asshole persona was basically every persona i used to write until i started playing dnd with my friends, and had to make more than 1 character, i don’t really like anything about GM1, but i find it oddly charming, it’s terrible perspective and total lack of story or theme (You’re kidnapped by bandits and the game ends in leaving on a spaceship having never seen a single bandit.) just makes it like lenny from of mice and men, it probably should die, but i can’t help shooting a game that thought the way to add taste was to remove the words “Fuck off” from a wall.
Rebet:
Rebet’s the first time we see the actual character “Rebut” appear, in some weird tron like backround, i remember wanting to make something that looked like tron, and failing, other than that Rebet remains a total mystery, even to me, andi made the fucking thing, looking at the code, i remember a little bit more about the game, the main gimmick was having a variety of ray guns that could effect peoples emotion, the example in the tutorial was a “calming ray” to prevent a drill seargeant from screaming at you, this didn’t go anywhere.
Wing Wang:
This is literally an empty ags game, there’s nothing in it, i don’t know why i haven’t deleted it.
Ye Men of Valour:
Ye Men of Valour was a weird idea, i’d read a book called “The decline and fall of the British Empire” (Based upon the work, the decline and fall of the roman empire) and decided to make a game based upon a variety of British figures from across time entering into a house they must escape, only to be killed by Aliens, the goal of the game was to get players to reload the game with the knowledge that following the puzzles as they were laid out would kill them, and use a different method to escape, Ye Men of Valour really ended up going nowhere because i was in a pretty dark place and wasn’t motivated, like at all, i’m gonna put this in the “Might come back to it” pile.
Ghostman 2:
Ghostman 2, like Grall and Foegart, had a character switching thing, this ended up breaking the game, so i scrapped it, Ghostman 2 was when the idea of Ghostman being a space adventure comes from, following from Ghostman 1, where you leave on a ufo with an alien, it’s what i thought would happen next, if i remember there was literally no story, just the characters, and switching gimmick.
I.A.C.M
I.A.C.M was a project i worked on with Bobby very breifly, the idea was to make an adventure game set inside a mentally disturbed girls mind, this basically didn’t pan out due to AGS engine limitations, the sprites sent in were too big and ended up looking kind of lame squashed down.
You cannot name this file, insect.:
This wasn’t a game, this was shit poetry at a time in my life where i knew my poetry was godawful, there was no story here, just a Shodan like figure who’d insult me, like personally, i’d write insults about myself into a script and then play it.
Robot Initation:
Adventure game, starring “some random guy named mike”, drew the first character sprites, hated them, didn’t want to improve them, gave up.
Assault and Battery/BatteryMan:
This was a go at 3d platformers made in unity, fell apart because the models i’d made in blender weren’t done properly at all, breaking practically everything.
PirateTextAdventure(ActualTitle):
Sounds exactly like what it is, never got a single line down for this.
Shield Slide:
A rip off of free ski based on the idea of riding a shield i think i saw i a lotr movie? Never got to prototype.
AAAH!
AAAH (Aimless aeronautical adveture, huzzah!) was an experiment i wanted to make, an adventure game that was procedudrely generated, every game would involve a one minute timer, which upon reaching zero, would result in the player dying, the story was the player had just survived a plane colliding with another plane in midair, and had to find a way to live without a parachute just using debris, lessons learned: Random generation is hard, i also ripped off the title from AAAAAAAAAAAAh for the awesome.
Sweet Goodnight:
Sweet goodnight was an rpg i planned to make about dying alone in a spaceship, it never got far beyond idle doodles and some game design docs that i’ve since lost, may go back to this in future.
Spaceman and Woodboy:
A mario and luigi superstar saga ripoff, never got to properly playable state, GM:S is hard.
Quest of Halden:
Shit rpg.
Ghostman: CNC :
Ghostman: CNC (Caverns and creatures) was a weird idea, i wanted to make an Rpg based on my dnd campaign, but for some reason i felt the need to justify it with a weird ghostman shell, may go back to this one.
Legend of Negro:
I don’t know why the fuck this is on my computer, i tried pissing around with a legend of zelda game maker thing.
Generic Units:
Supposed to be an xcom like, fell apart.
Airman/Pacifist run:
Something i still want to do, an fps with non violent weapons and stage hazards that you have to use to defeat enemies, got as far as modeling a single gun.
Sepsis man:
A 3d platformer starring a drinks machine, modeled main character, gave up.
Slime Game (actual title, again.)
Slime game (Or Slime Quest) was going to be an incredibly clever subversive take on the Rpg genre by having the grand villain actually be a low level mook, think cave rats and dungeon bosses, that kind of thing, stopped making it because i thought “Woah, that’s dumb, and lame, and i really don’t like making art for ideas that are dumb and lame!”
Zug’s Glorious road trip for the glory of the party and wealth of the nation:
ZGRTFTGOTPAWOTN for short, this was a text adventure based on wormhole shenanigans and Soviet propaganda films, never really got that far, fun little fact, Zug’s the name of the alien in my twitter profile pic.
Ghostman: The council calamity:
I didn’t quit, i made the game.
THANK GOD FOR THAT.
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curso desenvolvimento de games 3.0 Jogos Profissional e Domine o Unity, Game Maker e outras Engines.
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curso desenvolvimento de games 3.0 Jogos Profissional e Domine o Unity, Game Maker e outras Engines.
Acesse aqui para saber mais http://bit.ly/2Z4ivGw
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