Some have called 2022 the year of "microgames". In the wake of @poncle_vampire a host of ~$2 games were created mostly by solo developers or tiny #IndieDev teams in the span of a few months.
Let's talk game dev experimentalism!
🧵👇 1/9
2/9 The reception, surrounding many of these titles is open, forgiving and appreciative. Turns out if players didn't spend $60 and didn't get hyped up for years of dev time by a faceless corporation, the human side of #GameDev actually shines through sometimes, even on Steam.
3/9 This in turn opens up #GameDesign space. "Bullet heaven" is a result of flipping a genre on its head: YOU are the bullet hell! Of course there's iteration in microgames too, but the possibility to experiment is real (e.g. @caiysware's "What if your bullets are minions?").
4/9 The brilliant @PUNKCAKE_delice have made exactly this experimentation their whole mission as a studio: one game a month, each one mechanically unique. What if Minesweeper, but twin-stick? What if tower-defense, but match-3? What if Pong, but it's actually a #roguelike shmup?
5/9 Of course the "regular game jam" model existed before, most notably in the form of the inexhaustibly creative @sokpopco. In the midst of this new microgame-welcoming atmosphere though, they had a big breakout hit with the unique Stacklands.
6/9 At the same time @panic is rolling out their #Playdate handheld that encourages experimentation by design: It comes with minimal buttons and a seemingly retro 1-bit display, but at the same time features a physical crank, i.e. an entirely new kind of continuous input.
9/9 We see more instances of "games as conceptual art", beautiful small windows into specific creative minds, come to the surface: fischerdesign.medium.com/games-as-conce…
In an industry where the big projects are becoming increasingly anonymous assembly line productions, that's very refreshing.
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One of the core findings is concerned with players not being as much after success as they are after improvement, i.e. reducing failure or "expected error" or, simply, learning. The more of this they get (per time played), the better.
My thinking back then was based on @Qt3's "Chick Parabola". You traverse phases of competence until you're so good at a game that the additional value (i.e. "error reduction") per time stops being worth it.
Roguelikes with one single difficulty have the advantage of the whole community discussing "THE" game. However, they often scare away new players depending on how difficult they start out, and bore veterans by having them repeat sections they already mastered over and over. 2/6
A popular answer to roguelikes frustrating new players is meta progression. This however fights symptoms more than flawed fundamentals, exacerbating the reset problem and introducing new issues of fuzzy feedback and "solvedness", at worst making entire mechanics irrelevant. 3/6
2/9 The core game builds on Downwell's combo system. You chain jumping on enemies, bouncing off walls and collecting fruit. Though in this one you have multiple jumps and time slows down when you aim. Much more accessible and more about thinking on your feet rather than reflexes.
3/9 The combo system is very good at making the most fun and interesting way of playing also the most rewarded one in-game. You fill your "gourmet level" much faster with higher combo chains, so you're always encoured to take a risk and "do cool stuff" instead of playing it safe.
1/10 Been thinking about #GameDesign reasons that make me return to @TeamWoodGames' #SuperAutoPets more than to other (match-based, vaguely roguelike-ish) games. To me it's all about how the game is systemically built to be playable "whenever" and "forever".
Let me explain! 🧵
2/10 With its asynchronous format (at least with its front-and-center "Arena" mode), the game sacrifices elements of counter-play other auto-battlers offer. You can't adapt to a specific opponent, because you don't have one. You just go up against a random sample team each round.
3/10 However, even in other auto-battlers "direct duel" situations are rare and building the best generalist team from the shop draws you get is usually what you want to do anyways. SAP builds all around that (more in Arkuni's great reddit post btw: reddit.com/r/superautopet…)
#GOTY 1/11
Super Auto Pets by @TeamWoodGames is a simple, yet surprisingly deep auto-battler. Its true genius lies in its laid-back asynchronous format. You can play a full run in 10 minutes without ever waiting for anyone, but also take breaks anytime.
#GOTY 2/11
Roguebook (@PlayRoguebook) is the best #roguelike deck-builder of 2021 for me. It didn't really break genre conventions, but did enough to stand on its own (such as heroes switching positions all the time for special effects, or the overworld map exploration part).
#GOTY 3/11
Gem Wizards Tactics is a true @keithburgun game in how it boils down tactical combat to where it's at its most interesting and builds an intricate, massively replayable system of emergent depth on top of that. So many unique situations and creative combos to explore!