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Make Games Constantly Forever. An Open Game Community focused on Indie Games and Independent Developers. The Most Dangerous Gamer - Magazine. Never mind that they’re now among the most lucrative forms of entertainment in America, video games are juvenile, silly, and intellectually lazy.

The Most Dangerous Gamer - Magazine

At least that’s what Jonathan Blow thinks. But the game industry’s harshest critic is also its most cerebral developer, a maverick bent on changing the way we think about games and storytelling. With his next release, The Witness, Blow may cement his legacy—or end his career. In a multibillion-dollar industry addicted to laser guns and carnivorous aliens, can true art finally flourish? Jake Stangel Like many wealthy people, Jonathan Blow vividly remembers the moment he became rich. Blow’s similarities to the average millionaire end right there, however, because unlike most wealthy people, he seems faintly irritated by his memory of striking it rich.

Which is not to say that Blow has forsaken his wealth. Yet as harsh as Blow can be toward his industry, he applies even stricter standards to his own work. “Hold on,” I objected. Karma High. Auntie pixelante › the scratchware manifesto. With its original home, the home of the underdogs, gone – though rebuilding continues – it’s high time there was another place to read this important document. cly5m hosts it on his site, and i believe wikipedia has a copy. but is that the best we can do?

auntie pixelante › the scratchware manifesto

I encountered the scratchware manifesto and the amazing anger and energy of its anonymous authors almost a decade ago, and it profoundly shaped my attitudes toward the creation, development, and distribution of games. in 2008 i was commisioned to write a piece on the manifesto for notes on game dev. my argument in this piece, which was never published (the site stopped updating immediately after my submission, and the editor has never returned my emails) was that although the document itself is rarely cited, many of the creators on the margins of game development – the hobbyists, the small and free and independent authors, the videogame zinesters – embody the spirit, if not the letter, of the manifesto.

It is time for revolution. 1. Load Game: A Closed World. Where is my Heart? "In the glade, there grew a tree.

Where is my Heart?

Merry, Merry king of the woods was he. Deep in his heart hid he monsters, three. Dark secrets had this family. " In Where is my Heart? You play the story of a family of three monsters. Where is my Heart? - Bernhard Schulenburg: concept / game design / programming - Nils Deneken: art / level design - Kay Küsgen: lead programming - Alessandro Coronas: music / sound - Tim Garbos: programming - Heino Jørgensen: programming - Dajana Dimovska: production Where is my Heart? Bernie's father showed his anxiety and this made him switch to 'bossy mode'. This game is Bernie's clumsy attempt to come to an understanding with himself and his parents as a family. Way - Coco & Co. Jonesy Vision. The Uncanny Devblog. Creo. Solace. PaperPlane - The Game. e7. FRACT beta : Come and Play. FRACT beta : Come and Play Resolutions down to 640×480 and 4:3 aspect ratio are now supported as well as the much requested ability to invert the mouse.

There is possibility for future worlds if there is enough interest so let me know what you think! FRACT is a first person puzzle game – very much in the vein of the classic Myst titles. The player is let loose into an abstract world built on sound and structures inspired by electronic music. It’s up to the player to resurrect and revive the long forgotten machinery of this musical world, in order to unlock its’ inner workings!

Included in the respective downloads are instructions and updated release notes. Enjoy! Share this project All content Copyright Richard E Flanagan, partners & respective clients. Loading. The Weblog Freeware Game Pick: Beacon (Chevy Ray Johnston) Free download Independent Windows Atmospheric Fantasy Singleplayer casual gamers Tiny (< 1 hour) 2d dark pixel art silence heavy symbolic lonely dexterity-driven infinite lives instant death jumping platforms puzzles text narration co. Can one person make a game that is qualitatively better than many triple-A titles? How about if that person has forty-eight hours to do it in? How about if we force them to make this game around a certain theme, and we don’t give them that theme until just before they start work?

And for good measure, let’s say they can’t use a single premade resource: no bringing in code, or graphics, or sounds of any kind. Sound impossible already? Many of you may know about LD , and you see where I’m going with this. As always with a game this short, I’m going to say that you should just go play it. And so your journey through blackness begins: the caverns are alive and vast, with creatures of the night that scurry out of sight as you approach them, leaving you with the merest glimpse of retreating tentacles and wings. Games considered for meaning and significance.