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Topics - Blob

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Windows / Mac / Flash / HTML5 / Breezy
« on: October 27, 2017, 07:35:18 pm »
Hello everyone. I've started working on a side project titled 'Breezy' and wanted to keep it publicly playable while it's in development (in contrast to my main project which I made a bad habit of keeping hidden to myself).

Breezy is a platformer where you find different ways of moving and can customize your character with them to move however you like. There are big dandelions laid around that start timed challenges to collect pollen, and some movement setups will make this easier than others.


Right now the game is just a short prototype you can grab on for Windows and Mac. I'll be uploading updates hopefully semi-regularly with a post on the latest changes.

Get the game here:

Stencyl Jam 16: "Spooky" / Wall Trick
« on: October 16, 2016, 03:50:00 am »




(or play on Stencyl Arcade)

Disclaimer: I updated the game an hour after the jam ended because there were inevitable game-breaking bugs. Hopefully that doesn't disqualify me but they were necessary updates. Sorry ,_ ,

Ludum Dare 31 / Autumn Physics
« on: December 07, 2014, 06:52:15 pm »
You are not worthy to play the ultimate physics game



  • As you can see this game is much taller than you are.
  • Jump, Swim, and Slide your way to victory.
  • Do you have what it takes to beat the mummy sisters?
  • The only limit is your imagination.

Chit-Chat / Blob's Art Stream [Good] [Great]
« on: November 29, 2014, 11:49:18 pm »
if u have ever wanted to see a God in action now is ur chance.

  • learn to make art
  • endless replay value
  • the only limit is your imagination

"3-out of- oh... you know. 7?" (3/7)
                                                    - Justin Espedal

Windows / Mac / Flash / HTML5 / Irock's Birthday Adventure
« on: November 13, 2014, 01:54:49 am »
To congratulate Irock on reaching age 22 I have made

Irock's Birthday Adventure!!!!

There is no music so you can play your custom tracks over it.

Ludum Dare 30 / Panel Galaxy
« on: August 25, 2014, 08:02:34 pm »

Panel Galaxy is an RPG or Strategy game or something. Made for Ludum Dare (Jam).

The game may be difficult and obtuse so here are some tips:

- You start off placing panels. Once you've finished you can move from panel to panel.
- After moving 3 spaces you're back to placing panels. If you walk into a dead end panel it's game over.
- Your goal is to defeat the boss by getting stronger. Certain panels help with this and others hurt.
- Checking panel descriptions before placing them is key.
- You can check your garnered stats and items with the buttons on the top right.

Feedback is appreciated. I'm sure the game is chock full of bugs and balancing issues at the moment, everything kind of fell apart right near the deadline.

Blob's Ludum Dare's Best Stream Ever feat. Blob Come Join In

Chit-Chat / Honk This Jam
« on: May 31, 2014, 07:45:43 pm »
Fuck This Jam is based around making a game in a genre you dislike. It runs from May 31st to June 6th.

Anyone planning on participating?

Ludum Dare 29 / Bellhook
« on: April 26, 2014, 11:10:20 am »

« on: April 23, 2014, 12:17:51 pm »

Chit-Chat / A Response: Making successful games on Kongregate and the World
« on: December 31, 2013, 04:27:36 am »
Hello, I'm Blob. Just recently have I read a post entitled "Making successful games on Kongregate and the World", which I'd managed to miss seeing for a long time. The post is a large exuberant list of good-practices when designing flash games. Originally I was going to write a reply in the thread, but my post is in such a scope that it seems more fitting of its own thread. If you haven't read the initial post of that thread already, I advise you do.

I found the content of the heading post to be a perfect compendium of much of what I disdain about the stigmas we've attached to videogames and the flash games the post is focused on. Let it be said that the thread is not misleading and is, in fact, accurately titled, making its contents all the more nauseating. It should also be noted that no ill-will is intended from my response.

Anyway, here is the long list of comments I wanted to make regarding many of the tips given, some sarcastic:

First Impressions
Quote from: Silux
Name [of game] must be short and give a good impression(nouns work better, or smart puns)
Interesting things have relevant names, but are usually just vague enough to pique your interest, they're certainly not concerned with blurting out the concrete form of the work (See: Shakespearian works, popular modern literature, good games (Dark Souls, Mother)). The name should be as long as it needs to be, and in mercy of God, please don't name it after a pun.

Quote from: Silux
Contemporary touch(like a spaceship game named after the name of a recently discovered star)
Yeah gotta make sure you date it so it won't be relevant in a few years.

Quote from: Silux
Take advantage of similar successful games
I don't even know what this means but clearly it's shallow.

Quote from: Silux
Season(releasing "Snow Battle 4" on august is not the best)
Anything that is designed to be only seasonally relevant has an expiration date of months. Don't do it period.

Quote from: Silux
Use some magic words like "unique" "436 different weapons" "12different races" "completely original"...
This is usually a popular subject for satire by more conscious people because they understand that throwing around empty numbers and nonsense phrases like "completely original" mean nothing. You can make a game with 1000 levels which all suck and last seconds each or you can make a game with just one meaningful and substantial level worth your time, the numbers tell you nothing, and what's considered "completely original" is somewhere between entirely subjective and nonexistent.

Quote from: Silux
Funny catchy introduction to the description("Being a zombie isn't easy...", "Those baddies will never learn they don't stand a chance against you!")
I think the only place you could find lines like these are on the boxes of old family-friendly comedy films from now-dead rental store chains, thankfully these are now mutually hated.

Quote from: Silux
  Grow = this game is for upgrade addicted ones!
Explicitly designing an upgrade game to feed people who are addicted to them is to birth a parasite onto the human race.

Quote from: Silux
No excessive worry of losing
What if my game is exploring the theme or associative-emotions of loss?

Quote from: Silux
-give some money/exp even when losing
This is the dumbest shit I've ever heard.

Quote from: Silux
High level cap
Gotta make sure they keep putting more time into the game. More time. Lose more time. More time. More.

Quote from: Silux
Can buy all upgrades
The fact that you keep assuming these games will inherently have upgrades or addictive elements is scary. Anyway, this method makes the choices the player makes entirely pointless because there's ultimately no customization or personality to them, they will always end up with the same results. Even in highly addictive products like MMOs you're kept away from this opportunity because of said reasons.

Quote from: Silux
Not all upgrades are needed to beat the game
How about none are needed.
Quote from: Silux
Point out in the description if it will harder than usual.
I didn't realize we had an established standard for how difficult a video game is by default.

Quote from: Silux
No instant losing
Why not? Plenty great and respected games do this.

Quote from: Silux
Choosing difficulty levels is not useful
Quote from: Silux
Player can instantly adjust difficulty level during the game doing some actions

Quote from: Silux
Some gain when you lose.
You already said this but it's still the dumbest shit ever.

Quote from: Silux
No 'now you have to restart all' game over
R.I.P. Roguelikes & Survival Games

Quote from: Silux
No more than 1 minute of game between a save-point and another
 no tricky jump timing(many players are not skilled...)
No challenge either

Quote from: Silux
I lose sleep at night knowing how this world perceives and treats games.

Quote from: Silux
Medium lenght(min 2hours, max 20 days of story-mode gameplay)
If your game has communicated its gameplay or message perfectly before that, too bad! Better pad it out!

Quote from: Silux
No we already established those were out.

Quote from: Silux
Impossible challanges are not literally impossible
I want you to read what you wrote

Quote from: Silux
Small hints on how to beat challanges
Jump Better. React Faster. Think Harder.

Quote from: Silux
Replay features

Feeling, Setting
Quote from: Silux

Quote from: Silux
This is not an emotion.

Quote from: Silux
This is not an emotion.

Quote from: Silux
This is not an emotion.

Quote from: Silux
This is not an emotion.

Quote from: Silux
This is not an emotion.

Quote from: Silux
  and other more!
Quote from: Silux

  and other more!
Quote from: Silux

  and other more!

Quote from: Silux
Know what emotion your game creates and enchance it!
Emotions can make the player remember the game(just as a bookmark on his brain!)
impressions(the fastest given, the fastest forgiven!)

 Colors and sounds give a fast impression
 Text, jokes and humorous situations give a mid-fast impression
 Story and gameplay(game mechanics) give a slow impression
I venture to say you know nothing about emotions or human psychology. In Color Theory, Music Theory, Comedic Study, and Literary Theory there are no given 'impressions'. Art can be used to deliver any kind of pacing and any kind of mood no matter what medium. There are vibrant, kinetic uses of color and distilled, depressing uses of color. There is slow music and fast music. There is rapid comedy that makes you laugh and black comedy that makes you cry. There is no one speed at which a story must go, or one 'impression' it gives you.

Quote from: Silux
You can convey awe by
 enabling fullscreen mode
 glowing shooting effects
 having a thing player cared shattered and then reconstructed
 weapons have extra effects after 500-1500sec
 colors and sound after a grey world

Brian Moriarty on Awe, The Secret of Psalm 46:

Contemplating these dazzling jewels of wisdom and eloquence gives rise to an extraordinary feeling.

A potent, rare and precious emotion with the potential to completely upset your life.

An emotion powerful enough to make a man abandon his wife and children, forfeit career and reputation, lay down his possessions and follow his heart without questioning.

That sweet, sweet fusion of wonder and fear, irresistible attraction and soul-numbing dread known as awe.

Awe is the Grail of artistic achievement. No other human emotion possesses such raw transformative power, and none is more difficult to evoke.

Few and far between are the works of man that qualify as truly awesome.

Now, please don’t come away from this lecture thinking that the key to awesome game design is the installation of Easter eggs!

Ordinary games, with their contrived Easter eggs and cheat codes, are like the Battery of the Month club.

You have to trudge down to the back of the store to get what you really came for.

If super power is what people really want, why not just give it to them?

Is our imagination so impoverished that we have to resort to marketing gimmicks to keep players interested in our games?

Awesome things don’t hold anything back.

Awesome things are rich and generous.

The treasure is right there.

I hope that quote speaks for itself.

Art and Sound
Quote from: Silux
Realistic art=Realistic gameplay(there is no immortality bonus when you are playing in Call of Duty)
Art has no rules? Does now.

Quote from: Silux
No art paradoxes(like pixel graphics and high-definition landscapes...)
Disregard that there are many famous "art paradoxes" that mesh styles together.

Quote from: Silux
no colors if the game is black and white
Quote from: Silux
You can convey awe by
 colors and sound after a grey world

Tower Defense
Quote from: Silux
If Tower Defense
(many top games share these features)
I'm not quoting this whole thing because it's too long, but it may as well be the template for every tower defense game, and you're advised to follow it as well as you can so you end up with the same thing.

Puzzle Games
Quote from: Silux
 -player knows what can do
Funnily enough I'm working on a puzzle game specifically about the player not knowing the extent of what they can do.

Quote from: Silux
-zombies;enough human resamble real wars, enough evil to don't feel bad at destroying them.
Just gonna quote this.

Quote from: Silux
-unusual funny animals (like squirrels, hedgehogs, giant whales...)
Ah yes, I believe this was a heavy theme used in many of Shakespeare's finest.

Quote from: Silux
-mondial events(7/11, end/begin of a war, maya predictions,olympic games...)
Quote from: Silux
That's a good place to stop.


I say all of this not to condemn but to enlighten. I'd like to end this with some excerpts, hopefully interpreted optimistically by you, that run in contrast to the mass common video game perception:

My favorite videogames are the games I don’t fully understand.  They stay with me after I stop playing.  They ask questions I cannot answer.  They resonate with mystery.
I get little satisfaction from completing a game.  How boring, the feeling of 100%, all content exhausted, all achievements earned, all collectibles collected, all endings ended.  If I see all there is to see and then put the game away, satisfied, then the game has failed me.
I can no longer stomach good game design.  Wherein I am led, step by step, through a litany of features and abilities, all while being made to feel strong or smart or cool.  I am rewarded with unambiguous feedback and steady progression.  I am assured that every puzzle and challenge, every problem, is solvable in the end.
But the most interesting problems aren’t solvable.


The Super Nintendo had wonderful games, but it was a sequel system at heart.  Its core classics were updates, not radical new vessels for mystery.  Super Mario World, A Link to the Past, Super Metroid…they had their share of mystery, sure.  It helped if you were new to each series.  If you played their NES predecessors, then these sequels were mostly just great games.  Rounded, handsome, refined.
They fulfilled their 8-bit promise.  They were fairer, clearer, more rewarding, less jagged, more super.  And less mysterious.  Their auras diminished by excellence.
And mystery is not excellent.

We Are Explorers

Chit-Chat / Merry Christmas!
« on: December 24, 2013, 08:10:48 am »

Ludum Dare 28 / Some Day
« on: December 15, 2013, 06:58:38 pm »

LD Page

Lost in a wasteland, only shining objects let you cling to life. You get one life and one gift a day.

Some day, maybe, you'll get out of this place. Some day, maybe...

Chit-Chat / UN EP
« on: October 11, 2013, 02:41:48 pm »
This is a good game I mean interactive art/movie/toy/synthesizer/computer-rendered display that you control but its not a game

Figuring out how the Verse one was programmed was inspiring.

Ask a Question / Box 2D
« on: June 15, 2013, 05:51:42 am »
how do box operate doesn't belong realistic simulation as the you know to create objects of like incredible?

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