<div class="big-logo" style="text-align:center;"><img src="assets/icons/categories/VN.png" width="250px"></div>
/*Vendors*/
<div class="vendor_container">
<a data-passage="game03" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game3.jpg" width="300"></div>/*Name*/<p class="land_name">Scarlet Hollow</p></a>
<a data-passage="game04" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game4.png" width="300"></div>/*Name*/<p class="land_name">Belle Automata</p></a>
</div>
<div class="vendor_container">
<a data-passage="game17" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game17.png" width="300"></div>/*Name*/<p class="land_name">Truer Than You</p></a>
<a data-passage="game46" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game46.png" width="300"></div>/*Name*/<p class="land_name">Peyton's Post-Op Visits</p></a>
</div>
<div class="vendor_container">
<a data-passage="game32" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game32.jpg" width="300"></div>/*Name*/<p class="land_name">Amelie</p></a>
<a data-passage="game40" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game40.png" width="300"></div>/*Name*/<p class="land_name">ValiDate: Struggling Singles In Your Area</p></a>
</div>
<table style="border-color:#ffffff00;">
<td style="border-color:#ffffff00;"><<include AllIcon>></td> <td style="border-color:#ffffff00;"><<include ArcadeIcon>></td> <td style="border-color:#ffffff00;"><<include PuzzleIcon>></td> <td style="border-color:#ffffff00;"><<include NarrativeIcon>></td> <td style="border-color:#ffffff00;"><<include ExpIcon>></td> <td style="border-color:#ffffff00;"><<include 18+Icon>></td>
</table>
<h2>[[Back to Main|Intro]]</h2><div class="big-logo" style="text-align:center;"><img src="assets/icons/categories/18+.png" width="250px"></div>
<b>TRIGGER WARNING!</b> All games in this category deal with sesitive and violent subject matter that can be triggering for some players. This, however, does not take away from their value as art. These games are only to be played by those who are 18 and up.
<a data-passage="game14" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game14.gif" width="300"></div>/*Name*/<p class="land_name">He F***ed The Girl Out Of Me (18+)</p></a>
<a data-passage="game20" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game20.jpg" width="300"></div>/*Name*/<p class="land_name">Kabaret (18+)</p></a>
/*Other Categories*/<table style="border-color:#ffffff00;">
<td style="border-color:#ffffff00;"><<include AllIcon>></td> <td style="border-color:#ffffff00;"><<include ArcadeIcon>></td> <td style="border-color:#ffffff00;"><<include PuzzleIcon>></td> <td style="border-color:#ffffff00;"><<include NarrativeIcon>></td> <td style="border-color:#ffffff00;"><<include VNIcon>></td> <td style="border-color:#ffffff00;"><<include ExpIcon>></td>
</table><div class="big-logo" style="text-align:center;"><img src="assets/icons/categories/Arcade.png" width="250px"></div>
/*Vendors*/
<div class="vendor_container">
<a data-passage="game05" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game5.png" width="300"></div>/*Name*/<p class="land_name">Chiki's Chase</p></a>
<a data-passage="game07" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game7.jpg" width="300"></div>/*Name*/<p class="land_name">Gedda Cake</p></a>
</div>
<div class="vendor_container">
<a data-passage="game22" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game22.jpg" width="300"></div>/*Name*/<p class="land_name">Super Space Club</p></a>
<a data-passage="game19" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game19.jpg" width="300"></div>/*Name*/<p class="land_name">Pushy & Pully In Rock Land</p></a>
</div>
<div class="vendor_container">
<a data-passage="game38" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game38.jpg" width="300"></div>/*Name*/<p class="land_name">Tape To Tape</p></a>
<a data-passage="game23" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game23.jpg" width="300"></div>/*Name*/<p class="land_name">Quetzal</p></a>
</div>
<div class="vendor_container">
<a data-passage="game30" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game30.jpg" width="300"></div>/*Name*/<p class="land_name">Ghostlore</p></a>
<a data-passage="game39" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game39.jpg" width="300"></div>/*Name*/<p class="land_name">Concerto On White</p></a>
</div>
<div class="vendor_container">
<a data-passage="game42" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game42.jpg" width="300"></div>/*Name*/<p class="land_name">Far Away From Home</p></a>
<a data-passage="game48" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game48.jpg" width="300"></div>/*Name*/<p class="land_name">Haiku The Robot</p></a>
</div>
<div class="vendor_container">
<a data-passage="game50" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game50.jpg" width="300"></div>/*Name*/<p class="land_name">The Black Pepper Crew</p></a>
<a data-passage="game55" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game55.jpg" width="300"></div>/*Name*/<p class="land_name">Flying Neko Delivery</p></a>
</div>
<div class="vendor_container">
<a data-passage="game51" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game51.png" width="300"></div>/*Name*/<p class="land_name">Rocket Rumble</p></a>
<a data-passage="game52" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game52.png" width="300"></div>/*Name*/<p class="land_name">Dawn Of The Monsters</p></a>
</div>
<div class="vendor_container">
<a data-passage="game58" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game58.png" width="300"></div>/*Name*/<p class="land_name">Engineered To Purpose</p></a>
</div>
/*Other Categories*/<table style="border-color:#ffffff00;">
<td style="border-color:#ffffff00;"><<include AllIcon>></td> <td style="border-color:#ffffff00;"><<include PuzzleIcon>></td> <td style="border-color:#ffffff00;"><<include NarrativeIcon>></td> <td style="border-color:#ffffff00;"><<include VNIcon>></td> <td style="border-color:#ffffff00;"><<include ExpIcon>></td> <td style="border-color:#ffffff00;"><<include 18+Icon>></td>
</table>
<h2>[[Back to Main|Intro]]</h2>[[All]]
[[Visual Novel]]
[[Arcade]]
[[Puzzle]]
[[Experimental]]
[[Narrative]]
[[18+]]<a data-passage="Games">/*Profile Image*/<div class="land_profile"><img src="assets/icons/categories/All.png" width="150"></div>/*Name*/</a><a data-passage="VisualNovel">/*Profile Image*/<div class="land_profile"><img src="assets/icons/categories/VN.png" width="250"></div>/*Name*/</a><a data-passage="Arcade">/*Profile Image*/<div class="land_profile"><img src="assets/icons/categories/Arcade.png" width="200"></div>/*Name*/</a><a data-passage="Puzzle">/*Profile Image*/<div class="land_profile"><img src="assets/icons/categories/Puzzle.png" width="170"></div>/*Name*/</a><a data-passage="Experimental">/*Profile Image*/<div class="land_profile"><img src="assets/icons/categories/Experimental.png" width="250"></div>/*Name*/</a><a data-passage="Narrative">/*Profile Image*/<div class="land_profile"><img src="assets/icons/categories/Narrative.png" width="220"></div>/*Name*/</a><a data-passage="18+">/*Profile Image*/<div class="land_profile"><img src="assets/icons/categories/18+.png" width="100"></div>/*Name*/</a><div class="category"><img @src=$catImage class="catBanner">
<main class="gallery">
<<set $GameList to Story.lookup("tags", $topic)>>
<<for $i to 0; $i lt $GameList.length; ++$i>>
<<silently>>
<<include $GameList[$i].title>>
/* SIMPLE FORMAT: [img[$me.imageName][$me.passageName]]
<<print "[[" + $me.artistName + "|" + $me.passageName + "]]">>*/
<</silently>>
<div class="category_container">/* vendor_container*/
<a data-passage=$GameList[$i].title class="category-item">/*Profile Image*/<div class="category-image"><div class="land_profile"><img src=$GameList[$i].img ></div></div>
/*Name*/<h1 class="land_name">$GameList[$i].title</h1>
</a></div>
<</for>>
<<unset $GameList, $i>>
</main>
[[<< Back->Start]]
</div>
/*-------------*/
/*EXTRA CODE*/
/*Changes location property on Sidebar*/
<<set $Location to passage()>>
/*-------------*/
/*EXTRA TEMPLATE CODE*/
/*jQuery Code to change the background color/image and font color. Can be adapted to alter more things such as font. Loads all content first and applies layout changes. Color is font color.*/
/*Uncomment below code to use*/
/*Reset back to default background and font colors*/
<<script>>
$(document).one(":passageend", function () {
$("body").css({ "background-color": "#111111", color: "white"});
});
<</script>>
/*Audio killing code if desired*/
/*<<audio :all stop>>*/<div class="big-logo" style="text-align:center;"><img src="assets/icons/categories/Experimental.png" width="250px"></div>
/*Vendors*/
<div class="vendor_container">
<a data-passage="game02" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game2.png" width="300"></div>/*Name*/<p class="land_name">Writing On The Wall</p></a>
<a data-passage="game08" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game8.jpg" width="300"></div>/*Name*/<p class="land_name">Atuel</p></a>
</div>
<div class="vendor_container">
<a data-passage="game10" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game10.png" width="300"></div>/*Name*/<p class="land_name">Dumpling.Love</p></a>
<a data-passage="game12" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game12.jpg" width="300"></div>/*Name*/<p class="land_name">Esophaguys</p></a>
</div>
<div class="vendor_container">
<a data-passage="game13" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game13.png" width="300"></div>/*Name*/<p class="land_name">Teen Teen Bark Machine</p></a>
<a data-passage="game21" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game21.jpg" width="300"></div>/*Name*/<p class="land_name">Birth</p></a>
</div>
<div class="vendor_container">
<a data-passage="game26" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game26.png" width="300"></div>/*Name*/<p class="land_name">Squinky and the Squinkettes present: SECOND PUBERTY</p></a>
<a data-passage="game29" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game29.png" width="300"></div>/*Name*/<p class="land_name">Life at 12:47pm</p></a>
</div>
<div class="vendor_container">
<a data-passage="game41" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game41.jpg" width="300"></div>/*Name*/<p class="land_name">Mini Maker: Make A Thing</p></a>
<a data-passage="game57" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game57.gif" width="300"></div>/*Name*/<p class="land_name">The Monster In The Maze</p></a>
</div>
<div class="vendor_container">
<a data-passage="game56" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game56.png" width="300"></div>/*Name*/<p class="land_name">Distraction Machine</p></a>
</div>
/*Other Categories*/<table style="border-color:#ffffff00;">
<td style="border-color:#ffffff00;"><<include AllIcon>></td> <td style="border-color:#ffffff00;"><<include ArcadeIcon>></td> <td style="border-color:#ffffff00;"><<include PuzzleIcon>></td> <td style="border-color:#ffffff00;"><<include NarrativeIcon>></td> <td style="border-color:#ffffff00;"><<include VNIcon>></td> <td style="border-color:#ffffff00;"><<include 18+Icon>></td>
</table>
<h2>[[Back to Main|Intro]]</h2><div class="big-logo" style="text-align:center;"><img src="assets/icons/categories/Narrative.png" width="250px"></div>
/*Vendors*/
<div class="vendor_container">
<a data-passage="game01" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game1.png" width="300"></div>/*Name*/<p class="land_name">A Day Of Maintenance</p></a>
<a data-passage="game15" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game15.jpg" width="300"></div>/*Name*/<p class="land_name">Hill Agency: Purity/Decay</p></a>
</div>
<div class="vendor_container">
<a data-passage="game16" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game16.jpg" width="300"></div>/*Name*/<p class="land_name">To Hell With The Ugly</p></a>
<a data-passage="game34" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game34.png" width="300"></div>/*Name*/<p class="land_name">Encore</p></a>
</div>
<div class="vendor_container">
<a data-passage="game36" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game36.jpg" width="300"></div>/*Name*/<p class="land_name">Farewell North</p></a>
<a data-passage="game37" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game37.jpg" width="300"></div>/*Name*/<p class="land_name">Nuts</p></a>
</div>
<div class="vendor_container">
<a data-passage="game49" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game49.png" width="300"></div>/*Name*/<p class="land_name">Curses</p></a>
<a data-passage="game18" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game18.jpg" width="300"></div>/*Name*/<p class="land_name">Inua: A Story In Ice And Time</p></a>
</div>
<div class="vendor_container">
<a data-passage="game11" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game11.jpg" width="300"></div>/*Name*/<p class="land_name">Queer Man Peering Into A Rock Pool.jpg</p></a>
<a data-passage="game25" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game25.jpg" width="300"></div>/*Name*/<p class="land_name">I Don't Think I've Walked This Stretch Of Road Before</p></a>
</div>
<div class="vendor_container">
<a data-passage="game54" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game54.png" width="300"></div>/*Name*/<p class="land_name">RollerGirl</p></a>
</div>
/*Other Categories*/<table style="border-color:#ffffff00;">
<td style="border-color:#ffffff00;"><<include AllIcon>></td> <td style="border-color:#ffffff00;"><<include ArcadeIcon>></td> <td style="border-color:#ffffff00;"><<include PuzzleIcon>></td> <td style="border-color:#ffffff00;"><<include VNIcon>></td> <td style="border-color:#ffffff00;"><<include ExpIcon>></td> <td style="border-color:#ffffff00;"><<include 18+Icon>></td>
</table>
<h2>[[Back to Main|Intro]]</h2><div class="big-logo" style="text-align:center;"><img src="assets/icons/categories/Puzzle.png" width="250px"></div>
/*Vendors*/
<div class="vendor_container">
<a data-passage="game06" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game6.jpg" width="300"></div>/*Name*/<p class="land_name">How To Say Goodbye</p></a>
<a data-passage="game24" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game24.jpg" width="300"></div>/*Name*/<p class="land_name">Sokobos</p></a>
</div>
<div class="vendor_container">
<a data-passage="game27" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game27.jpg" width="300"></div>/*Name*/<p class="land_name">Illuminaria</p></a>
<a data-passage="game28" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game28.jpg" width="300"></div>/*Name*/<p class="land_name">Epiphany City</p></a>
</div>
<div class="vendor_container">
<a data-passage="game31" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game31.jpg" width="300"></div>/*Name*/<p class="land_name">Headless Jeff-3</p></a>
<a data-passage="game33" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game33.jpg" width="300"></div>/*Name*/<p class="land_name">Harmony's Odyssey</p></a>
</div>
<div class="vendor_container">
<a data-passage="game35" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game35.jpg" width="300"></div>/*Name*/<p class="land_name">Lost Twins II</p></a>
<a data-passage="game43" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game43.jpg" width="300"></div>/*Name*/<p class="land_name">Discolored 2</p></a>
</div>
<div class="vendor_container">
<a data-passage="game45" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game45.jpg" width="300"></div>/*Name*/<p class="land_name">Doors: Paradox</p></a>
<a data-passage="game47" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game47.jpg" width="300"></div>/*Name*/<p class="land_name">Temple Of Starlight</p></a>
</div>
<div class="vendor_container">
<a data-passage="game09" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game9.jpg" width="300"></div>/*Name*/<p class="land_name">With You</p></a>
<a data-passage="game44" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game44.jpg" width="300"></div>/*Name*/<p class="land_name">Mîkiwâm</p></a>
</div>
/*Other Categories*/<table style="border-color:#ffffff00;">
<td style="border-color:#ffffff00;"><<include AllIcon>></td> <td style="border-color:#ffffff00;"><<include ArcadeIcon>></td> <td style="border-color:#ffffff00;"><<include NarrativeIcon>></td> <td style="border-color:#ffffff00;"><<include VNIcon>></td> <td style="border-color:#ffffff00;"><<include ExpIcon>></td> <td style="border-color:#ffffff00;"><<include 18+Icon>></td>
</table>
<h2>[[Back to Main|Intro]]</h2><div class="Title">''A Day Of Maintenance''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/yCxNJUg3000" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span>
<span class="creators">/*Name*/ Peter Martingell
/*Location*/ London, United Kingdom
</span>/*Artist Links*/<div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://store.steampowered.com/app/1712370/A_Day_of_Maintenance" target="_blank">Steam Game Page</a>
<a href="https://bighandinsky.itch.io/maintenance-day" target="_blank">Buy on Itch.io</a>
<a href="https://bighandinsky.itch.io/maintenance-day-presskit" target="_blank">Press Kit</a>
</div><hr>
/*Description*/A truck-sim / crane puzzle / interactive fiction game, where as you drive between sites you have chats with other robots, and your robotic boyfriend who works in space!<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3>
<span class="Question">Who are you and your team? What is your game about?</span>
I'm Peter Martingell, a generalist game developer (now moving into technical art) who's worked in industry-adjacent companies for like... 7, 8 years now; I've done plenty smaller games years ago, but these past years I've started to discover that I want to make Queer-As-Hell-Games!
The team that made ADoM is made up of myself, writers Freya Campbell (Amazing writer 'n narrative designer!) & Elliot Herriman (amazing writer), musicians Rowan Austin (a real gent) & James Smyth (audio engineer smartypants), with some art contracted out to Mia Cain (brilliant 3D artist!)
Across the board we've all put in a lot of ourselves into this project, but above all else: it's a game with gay love at the heart of it, and I think we explored a lot of adjacent thoughts around ""What if robots could have personalities? (and be gay? (and be in love?) )"" with the justice and careful touch it deserves.
<span class="Question">How long have you been making games?</span>
About 8 years now. I started proper in my uni games development course, but before then I was always thinking and imagining my own games with lego or brio or whatever.
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
For me it's making a story with empathy and not pulling back many punches? I'm still slowly feeling out who/what/how the stories I want to tell are about, but to me I want to continue digging into telling stories or settings with a queer core. Something that explores a raw nerve, or provides a catharsis to some shared pain, or along that spectrum.
<span class="Question">What’s your favourite part of your game?</span>
I gotta say a specific section in Act IV where some string music fades in over an optional dialogue with Orby. I won't spoil it, but that chat was something real emotional for me to write, and I'm really happy it came together the way it did.
<span class="Question">What games inspire you?</span>
If you asked me some 4, 5 years ago? big tentpole games. Stuff that has raw manpower thrown at it y'know, those things are inspirational from a ""here is the absolute limits of how hard we can push these devices""
Now? I look to smaller more personal projects, stuff that is made by one or a few people at most, ones with rough edges that they taped over. Those are where some real beautiful works can be found, as you see people showing their hearts on their sleeves, and if you find the right person, the right game, the right time - you have a really powerful connection.
And honestly I've been looking elsewhere for inspiration - books, plays & so on. I honestly think I've played 'enough' games in my lifetime to have that inspiration sorted, so looking elsewhere at other mediums is fresh to me.
<span class="Question">What makes a game fun to you?</span>
Mechanics or physics that force you to learn - eg Dirt Rally or Dark Souls - and the reward is you learning how to overcome an obstacle.
<span class="Question">What makes a good game designer?</span>
Someone who designs a game that can be added onto in a way that's open to story beats, or one-off mechanics, and so on. Doing all that whilst keeping the game approachable for less-able gamers is a hard skill to learn, but super important.
And if you can manage designing a system that allows for the story to weave it's way into the mechanics (or vice versa), you got some magic brewing.
<span class="Question">How did you first get involved with game design?</span>
Just thinking of game ideas as a kid a lot. Then putting it into practice with making lot's of pretty rubbish games during/post uni, and then you fail/learn/fail/learn/fail/oh hey you got something!
<span class="Question">What have you learned since making your first game?</span>
Too much.
The learning never ends.
<span class="Question">What are you most proud of developing for your game?</span>
"Sticking to my guns of making a truck-sim/visual-novel hybrid. It _does_ work, and is so niche we're basically stuck in the gap between two bricks in a wall, but it does work.
(There were a couple times where I was considering to have an option to support disabling all story and ignoring it, but I'm happy the team talked me out of it.)"
<span class="Question">How much did your game change from the original concept?</span>
In context of the idea of ""you drive around, chatting, then fix buildings, then talk to Orby""? not much
On a slightly more granular level, the game is SO MUCH LARGER than any of us had anticipated:
- minigames
- a dozen other characters
- each Act has a custom ending
- composed music for the finale
- all the bugs
- on foot segments with lot's of detail
- unlockable stories in the main menu
and so on, let alone the actual writing density. It was exhausting, but I think absolutely worth the time and thinking we put into it. Every time we get another lovely review from someone who resonated with the characters? worth it worth it worth it.
<span class="Question">Are there any design principles that you use to make your games?</span>
As I'm a developer as well, I take an approach where I try to make stuff that helps me out in the future with coding new features. With that in mind, I take an approach where any given mechanic or system can work in isolation of one another, then they combine in different contexts or presentations to make new twists.
With that, I also try to make stuff where the gameplay is approachable, whether that's through simplicity or through being able to 'fail forwards' through a puzzle.
Otherwise it's gut instinct really, and watching/taking player feedback carefully according to design/narrative pillars for the game.
<span class="Question">What was the biggest challenge of the development of your game?</span>
Getting all the input bindings working and sensible on a gamepad whilst supporting driving/crane input with a visual-novel dpad input. Painful!
<span class="Question">What surprised you during development?</span>
When me & freya did a full-playthrough test of the game, I was in awe that we had actually _made a functional story_ across 8 hours, and we didn't want to cut anything.
As we got closer to release, that kept hitting me most personally: we've made a story with an arc that works, and has beats across a ton of writing that all leads to a strong ending. This was my first time working on a game with this much complexity of writing and beats, so to have it... work. And see people resonate with those beats? Heart broken (in a good way).
<span class="Question">What led you to choosing the story for your game?</span>
It all really bubbled from a notion of ""I want to make a story about how guys need to really spend time working up to talking about an inner anxiety or fear, as we're conditioned to not ever do so unless it's in jest""
Then, as we made it, in a way this game helped me 'come out to myself' more as a gay fella, and across a few conversations between Freya & I, we ended up making a game about robots with personalities being crushed by a corporation, where a key part of that was you & Orby having a secret gay relationship being a core part of that.
<span class="Question">Where do you think the industry is headed and where does your game fit in?</span>
I think it's headed to AAA-level games becoming subscription or as-a-service based; where below that Indies or smaller studios are going to find it harder and harder to be noticed.
That said, we're seeing tools get democratised that anyone (with effort & good tutorials) can make a game, so the potential for personal stories that resonate with a specific audience (that will then champion it) is higher.
The hard part as always is marketing/discovery, so unless services or storefronts can improve their tooling, we're going to keep seeing failing studios.
<span class="Question">How do you support yourself and your team through development?</span>
Right now I work FT and make personal projects in my free time, where part of my monthly payslip goes towards paying collaborators.
In the future I hope to go FT into my own game studio, but that requires quite a bit of income.
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</script><div class="Title">''dumpling.love''</div><span class="gameContent">
<iframe width="720" height="405" src="https://www.youtube.com/embed/pq4YmDX9Ntg" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ The Parks Staff
/*Location*/ Brooklyn, NY, USA
</span>/*Artist Links*/ <div class="links">
<a href="https://dumpling.love/" target="_blank">Website</a>
</div><hr>
/*Description*/dumpling.love is a browser-based, 2000s-netart take on Myst, created as a way to experiment with non-hierarchical & playful processes.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
We are the parks staff, we're the staff for the website that is a park. We live here, at the websitepark. We have no bosses, seek no overages, & kill no darlings. That's how we made dumpling.love, the park that is a website.
Dumpling.love takes place in an alternate future of web design, one where traffic along the information superhighway never congealed around a dozen blue websites. It's Myst by way of net art, a sprawling webspace full of funny little objects for you to pick up & rotate. A visitor to the websitepark can speak with numerous forest denizens, get cajoled into marrying a computer, grow moss on the webpage, & maybe solve the mystery of the Super Cosmodrome.
<span class="Question">What’s your favourite part of your game?</span>
Very deep in the park, you can meet the game mechanic, who teaches you how to fix any broken game ever.
<span class="Question">What have you learned since making your first game?</span>
Given a certain threshold of bugginess & players' acceptance of it, any bug can be read by a player as intentional-- meaning it can become meaningful. From the players' perspective, this can make "following the fun" or "following the meaning" a challenging & rewarding activity. From the designers' perspective, this changes the usual approach of seeing bugs as primarily undesirable phenomena. Like weeds, bugs are only bugs as long as someone really wants them gone. Otherwise, they can be read as emergent design.
<span class="Question">Are there any design principles that you use to make your games?</span>
Our most core principle is that designing should be as fun & experimental as playing. Branching from that, the park staff has a number of design processes that are essentially just game mechanics & procedures. A couple of our processes included:
- Radical Addition:
Any member of the staff can add anything to the park at any time, & everyone else has to answer the challenge of making it fit.
- Haunting:
Members of the staff may at any point alter each other's work anonymously, hiding additions & subtractions in each other's assets & systems. We went so far as to figure out how to mask our git commits so that we could mess with each other with complete impunity.
- Randomly generated stand-ups:
To structure our weekly meetings, we used a tool which assigned the staff a random order to present their progress, & a random number of words &/or seconds within which to do it.
<span class="Question">What is the biggest success of the development of your game?</span>
<a href="https://dumpling.love/igf/dumpling-dot-love-lead-in-igf-2022-nominations-independent-games-festival?a" target="_blank">When we won all of IGF 2022.</a>
<span class="Question">What surprised you during development?</span>
How deeply we grew to love one another. We were warned numerous times by industry veterans about how hard our process could backfire, but we ended up with a supportive community, ironclad friendships, & an award-winning game.
<span class="Question">Where do you think the industry is headed and where does your game fit in?</span>
The industry is neither in a position nor moving in a direction to hold dumpling.love. We cannot be contained. We have breached the walls of game design & spilled our weird goo all over adjacent fields.
Consequently, we are completely unmonetizable.
<span class="Question">When you think of your ideal studio what do you dream of achieving?</span>
Carte blanche investments from bored rich people who fund our strange games so they can feel something again. If you fit the bill, email me!
<span class="Question">What is something you wish the public knew about game design?</span>
If you ever look at a game & think "that's not special, I could do that," you're probably right & you should do it. Go for it, big guy. I dare you.
<span class="Question">Is there is anything you would like to add about your game?</span>
I love you.<hr>
<h2>[[Back to Games|Games]]</h2>
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</script><div class="Title">''Queer Man Peering Into A Rock Pool.jpg''</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game11.jpg" width="700">
</span><span class="creators">
/*Name*/ Fuzzy Ghost
/*Location*/ Sydney, Australia
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://store.steampowered.com/app/1711420/Queer_Man_Peering_Into_A_Rock_Pooljpg/" target="_blank">Steam Game Page</a>
<a href="" target="_blank">Twitter</a>
</div><hr>
/*Description*/A middle-aged queer man refurnishes his house while exploring an island littered with warped memories, a demanding water feature, and rock pools.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
Fuzzy Ghost is a boyfriend duo that make games about gays and witches that are hopefully thoughtful and joyful.
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
Exhausted by violent and self-serious games that verge on misery-porn, we want to tell stories that are less monotone. You can tell a thoughtful and interesting story without being miserable. Even in the darkest times people have a sense of humour, are clumsy, and find glimpses of light.
<span class="Question">What led you to choosing the story for your game?</span>
We didn't want to pretend that other works don't exist, so we wanted to present our influences plainly. We were really inspired by the messiest ending of Eva (specifically the Human Instrumentality Project in End of Evangelion) and the absurd and low key vision of apocalypse in Tsai Ming-Liang's film, The Hole. You don't get a lot of Taiwanese arthouse cinema references in western games, so between talking literally about that film and then being blatant in presenting Eva imagery - it felt fresh. And to be honest it was relief to not try to veil it all or pretend we write in a vacuum.
<span class="Question">Tell me about the thing you fought most to keep in your game?</span>
The joyful tone. When your premise is a queer man alone on a post-apocalyptic island, things can get melancholy real quick. One thing I fought to keep, but failed, is what we called BigWalk. The game was originally going to have more of a daily-routine-that-ends-in-a-music-video vibe; when you'd collected everything for the day he would break out into this joyful bounce, the chunks would fly around him, and a music track would begin to play. But as the story took shape it became more and more dialog based and these moments of magic no longer had a place. I'm sad about that, but we made the right choice. On the Steam page there's still a gif of him BigWalking.
<span class="Question">Where do you think the industry is headed and where does your game fit in?</span>
I think (hope?) that the gaming world is going to even further diversify. AAA games will have their tropes and trends that need to be as broad and basic as ever, but games will be able to get niche af, queer af, and weird af, and audiences will be there for it. I'm a willing and ready audience member, and I'm sure I'm not that unique.
<span class="Question">When you think of your ideal studio what do you dream of achieving?</span>
The two of us being able make the game we think is right, while being able to afford rent, food, and to pay voice actors and collaborators. Please 🙏
<span class="Question">What is something you wish the public knew about game design?</span>
That every single game release is a miracle. You don't have to like the game, not at all, but please respect that the fact that it exists at all is nothing short of magic.<hr>
<h2>[[Back to Games|Games]]</h2>
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/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
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</script><div class="Title">''Esophaguys''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/ElcEpCSzgwY" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ Esophaguys LLC
/*Location*/ Toronto, ON, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://esophaguys.itch.io/esophaguys" target="_blank">Itch.io Game Page</a>
<a href="https://www.esophaguys.com/" target="_blank">Website</a>
</div><hr>
/*Description*/As the Esophaguys, old folks with elongating necks, you and your friends must swing, stretch, and bite your way around the world!<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
We are Esophaguys LLC, a remote studio across the USA and Canada, working on our debut title, Esophaguys. We began as students at Sheridan College and banded together to turn our dreams into a reality.
<span class="Question">Tell me about your team and what makes them special!</span>
''Peyton Blake'' - Game Designer / Producer / Audio
''Matthew Burchat'' - Level Design / Documentation
''Jeremy Leung'' - Level Design
''Hendrik du Toit'' - Programmer
''Suraj Sirohi'' - Artist
We are making the games we want to play!
<span class="Question">What’s your favourite part of your game?</span>
The necks. It's all about the necks.
<span class="Question">What games inspire you?</span>
Castle Crashers, Oddworld: Munch's Oddysee, Gang Beasts, The Witcher, Destiny, Dota, Nidhogg, Mario, The Day of the Tentacle, Mount Your Friends, Halo, Samorost, Broforce, Conker and many more.
<span class="Question">What makes a game fun to you?</span>
Whenever you are immersed in the experience - whether its in a fit of laughter or in the heat of a battle - when a game pulls you in, it's fun.
<span class="Question">What makes a good game designer?</span>
A good game designer listens to their players, constantly iterates, and never stops designing.
<span class="Question">How much did your game change from the original concept?</span>
Our game changed very little from the initial concept. We began with the idea of having a party game about old folks with long necks and we now we have a party game about old folks with long necks.
<span class="Question">What was the biggest challenge of the development of your game?</span>
Narrowing down our scope and converging our ideas and designs into one comprehensible experience.
<span class="Question">Where do you think the industry is headed and where does your game fit in?</span>
The industry is headed where the money is - free to play multiplayer models with loads of in-game purchases. While this isn't our direction, there will always be room for small, funny, local games like ours.
<span class="Question">What is something you wish the public knew about game design?</span>
Game design is what you make it. There are guidelines and informed recommendations but there are no rules.
<span class="Question">Is there is anything you would like to add about your game?</span>
Thanks a lot for looking into our game! We really hope it makes you laugh as much as we do when playing it. Esophaguys is a labor of love and we hope it shows.<hr>
<h2>[[Back to Games|Games]]</h2>
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</script><div class="Title">''TEEN TEEN BARK MACHINE''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/f21gauOVJeI" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ Gillian Blekkenhorst
/*Location*/ Toronto, ON, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://gblekkenhorst.itch.io/teen-teen-bark-machine" target="_blank">Itch.io Game Page</a>
</div><hr>
/*Description*/Eavesdrop on a fictional teen, as they engage with boredom, heartbreak, and interdimensional.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
gblekkenhorst is a comic book artist and video game designer. They focus on experimental narrative design and weird fiction. They have been creating weird little games and releasing them into the wild for a decade, as well as teaching game design and Unity.
TEEN TEEN BARK MACHINE follows Michelle, a sulky teen mourning the breakup of an intense relationship, and finds herself suddenly trapped in a world she is not prepared for.
<span class="Question">What’s your favourite part of your game?</span>
It's so little, I love all of it. I made it with no intention of ever sharing it so I had no expectations to fail. I'm really proud of the little system I built, I solved a riddle I wanted to solve. I reinvented the wheel - you can just buy bark systems, I only made one because I was being playful, and I had a lot of fun. But I also loved writing Michelle, they're so bitchy. I took an archetype of person I found deeply irritating as a teenager and made them someone I really liked and empathized with.
<span class="Question">What games inspire you?</span>
I am a huge fan of the narrative mechanics of the Outer Wilds, the Return of the Obra Dinn, Oxenfree and Inscryption. I love the worldbuilding and narrative voice of Disco Elysium, What Remains of Edith Finch, and the Blackwell series. As a kid I was very obsessed with the worldbuilding of the Myst franchise - I read all the novels, and I drew my own maps and wrote my own Ages. Other huge influences on my from my childhood were King's Quest, specifically IV: The Perils of Rosella, and Sanitarium.
<span class="Question">What makes a game fun to you?</span>
I'm most attracted to games where the mechanics of the game play are integral to the storytelling. I also love games that are a little scary - I love that adrenaline rush of a good spook. I think fear and beauty in a game create a sense of awe that really sticks with you. I like a story where I need to solve the mystery so I'm always hooked on what's going to happen next.
<span class="Question">What makes a good game designer?</span>
Empathy for the player, and common sense about your own abilities. You need to be able to see the game with fresh eyes and figure out the gaps the player needs you to fill in the story and game play, not just the things you personally find bothersome or desire to work on. I find it easier to be objective in my client work than in my personal work - I throw myself into personal work like a bulldozer and I know I tend to leave some "artsy" loose ends, without really checking if they're intriguing or confusing.
<span class="Question">How did you first get involved with game design?</span>
I started making interactive illustrations in college - basically 'click or hover to reveal the animation/punchline' comics in HTML or Flash. Sometimes it was meant to be esoteric navigation for my websites, and sometimes one-off stories. I didn't really think of it as game design at the time, but now I see it as an early gateway drug. Years later I took an incubator at DMG, which taught me some game theory and helped me learn Game Maker Studio. After that I picked up Unity and got a job teaching it at a summer camp.
<span class="Question">How much did your game change from the original concept?</span>
Originally the game wasn't a game at all! I watched a GDC video called AI-driven Dynamic Dialog through Fuzzy Pattern Matching, where Elan Ruskin explained the theory behind the bark system in Left 4 Dead, and I got obsessed with replicating the system. I called the system Quip, like a gentler version of a bark system. I barreled through a few different methods over a few days, was satisfied it was working, and moved onto another project.
This year, I remembered the project, and thought it might be a nice tool to show off my skills as a technical narrative designer in my portfolio. So I pulled it out and started cleaning it up. I added systems so that the system could be controlled on the front end. The quips I was using before was mostly nonsense about bananas. But as I was adding in quips to test the pattern matching, and cleaning up the databank to get rid of the nonsense, this angsty teen character Michelle started emerging. I had to keep giving her things to do and complain about. I needed ways to totally change her environment to test how combinations of tags would work together. The needs of the mechanics made specific requests of the storytelling, plot character and setting. It's actually an extremely fun and organic way to write a story!
So my little tool evolved into a game as the story unfolded to me, and it still has those front end tools, so the player can add things to Michelle's story.
<span class="Question">What systems do you use to create game concepts and story characters?</span>
The reason I love game design is the constraints that come with working with tools - so for me, frequently I become obsessed with designing or replicating a mechanic I'm excited about, making a puzzle I want to solve. Then I look for a story that fits that framework. That might sound clinical, but for me it's not, at all! It's like writing a poem that has to fit a certain cadence. You make more interesting choices when you have to find something that fits than if you could just settle for the first thing that comes to mind. When I have the luxury of both being the narrative designer and the game designer, both story and mechanics can feed off each other, changing each other in little ways that make both better.
In TEEN TEEN BARK MACHINE I built the system entirely, and the story came from using the system. But usually, I have an idea for the system, and I plan how to make it. Then I entirely switch into storymode, I find the plot and voice that's going to suit it. I sit down and plot and thumbnail and sketch characters and get that really solid - sometimes this might push the mechanics in new directions.
Next I implement a rough draft of the story while I'm designing the system - sometimes that story changes in interesting ways based on the needs of the systems, and I love that.
<span class="Question">What you believe could have made it better if you were to make your game again?</span>
I am working on the game a little to polish it for presentation, expand the world building a little bit and maybe plump out the graphics. I'd like to use the tool again for another game, I think it's a neat little thing.
<span class="Question">Where do you think the industry is headed and where does your game fit in?</span>
I would hope the industry is headed to a place where we make more weird, self-contained experimental games. I hope people are willing to invest money into smaller, more niche stories. So many fantastic ones have come out in the last few years.
I don't know where my game fits. I kind of like to think it doesn't fit anywhere. If it's not its own little unique thing, I hope it helps me find other weird little experiments so I can enjoy them.
<span class="Question">When you think of your ideal studio what do you dream of achieving?</span>
I want to continue making little games-as-zines, little experimental nuggets that occupy a week or a weekend. But I also desperately want to help contribute to something as big and beautiful as the Outer Wilds or Disco Elysium. I hope I can meet people with similar dreams and tastes and we can work together and make each other better - with a four day work week ;)<hr>
<h2>[[Back to Games|Games]]</h2>
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</script><div class="Title">''He Fucked The Girl Out of Me''
(18+)</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game14.gif" width="700">
</span><span class="creators">
/*Name*/Taylor McCue
/*Location*/Florida, USA
</span>/*Artist Links*/ <div class="links">
<a href="https://taylormccue.itch.io/trauma" target="_blank">Itch.io Game Page</a>
</div><hr>
/*Description*/<h3>__''TRIGGER WARNING''__</h3>A game about trauma.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
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</script><div class="Title">''Hill Agency: PURITYdecay''</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game15.jpg" width="700">
</span><span class="creators">
/*Name*/ Achimostawinan Games Inc.
/*Location*/ Hamilton, ON, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://store.steampowered.com/app/1358370/Hill_Agency_PURITYdecay/" target="_blank">Steam Game Page</a>
<a href="" target="_blank">Twitter</a>
</div><hr>
/*Description*/What would our world look like on the brink of freedom from colonial oppression? Find out in this heart-pounding and atmospheric Indigenous cybernoir detective game!<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
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/*EXTRA CODE*/
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</script><div class="Title">''To Hell With the Ugly''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/o-Y6VlOvAcU" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ La Poule Noire / ARTE France
/*Location*/ Issy les moulineaux, France
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/app/1455450/To_Hell_With_The_Ugly/" target="_blank">Steam Game Page</a>
<a href="https://arteexperience-presskit.arte.tv/sheet.php?p=To_Hell_With_the_Ugly" target="_blank">Press Kit</a>
</div><hr>
/*Description*/To Hell With the Ugly is a point & click adventure game adapted from the novel by Boris Vian. Play as Rock Bailey, a gorgeous yet shallow young man, mysteriously kidnapped outside a jazz club. Between turn-based bar fights and thorough investigation, discover the truth behind this horrible scheme.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
<div data-fancybox data-type="iframe"
data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
class="art_button"></div>
`;
}
</script><div class="Title">''Truer than You''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/N93kC9Ff1Jk" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ Transcenders Media
/*Location*/ Tomelilla, Sweden
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/app/2161830/Truer_than_You/" target="_blank">Steam Game Page</a>
<a href="https://transcenders.itch.io/truer-than-you" target="_blank">Itch Game Page</a>
</div><hr>
/*Description*/You’re hired as an actor to play roles in real life situations, and because of your appearance you can play almost any role - but can you separate reality from fiction?<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
In Truer than you, you’re hired as an actor to play roles in real life situations. Because of your appearance you can play almost any role - but can you separate reality from fiction? Truer than you is a choice packed visual novel where you’ll navigate the state of life, love and work in a city on the brink of collapse, where people are doing everything to keep business as usual.
Truer than You is made by me, Bobbi A Sand (game design, story and art), Pixie Johan Anderson (programming), Niklas Ström (sound design) and Douglas Holmquist (music). In 2019 we released Knife Sisters, a visual novel about emotions, power and dependence. Knife Sisters was part of IndieCade Showcase at E3 in 2019, and went on to win the Longest Feature Award at A Maze Festival in 2020.
<span class="Question">Tell me about your team and what makes them special!</span>
This team started working together in 2017, when we got funding from the Swedish Arts Council to make Knife Sisters. Me and Pixie had already been working together on previous projects, and now we teamed up with Douglas and Niklas to get all aspects of the development covered. I design, write and make the graphics and Pixie does programming with a little extra focus on developing tools to support the process. Douglas is a musician whose range in genres and styles encompasses everything from jazz to electronica and noise, and Niklas enjoys recording his own sounds from many different and unexpected sources.
<span class="Question">What games inspire you?</span>
I love narrative games where I can make lots of choices and where there’s room to shape and skew the story in many directions. But well-made narrative games can be great even when there are fewer choices. I get very inspired when story and gameplay is put together in ways that enhance the experience, and I’m especially fond of Supergiant’s games.
<span class="Question">What are you most proud of developing for your game?</span>
The game has got quite a complex story and it took a while before we found a way to make it fit within the scope. At some points it seemed like it would be impossible and that the game would be too big to make. So I’m proud of that!
<span class="Question">What was the biggest challenge of the development of your game?</span>
Finding the right scope and making sure there wouldn’t be too much content in terms of drawings, such as backgrounds and sprites, since those are hand-drawn and then colored digitally. I had to come up with ways to make the coloring process quicker compared to in our last game, since there would be a lot more of those, and I actually think I managed to cut that time in half.
<span class="Question">What surprised you during development?</span>
We cut a part of the game that I from the beginning thought was crucial - sort of an 'emotional compass' that would guide the player when making choices. It sounded like a great idea, but as we experimented with it, it turned out that this compass directed the players’ actions a little too much, and we decided to take it out.
<span class="Question">What led you to choosing the story for your game?</span>
I read an interview which inspired me to start working on the story and concept. I knew almost instantly that it would become a game, but it turned out to be a little more challenging than I first thought to make it into something viable - and we still have a ways to go!<hr>
<h2>[[Back to Games|Games]]</h2>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
<div data-fancybox data-type="iframe"
data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
class="art_button"></div>
`;
}
</script><div class="Title">''Inua: A Story in Ice and Time''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/ilNxWVDvzs4" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ Iko / The Pixel Hunt / ARTE France
/*Location*/ Issy les moulineaux, France
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://store.steampowered.com/app/1479890/Inua__A_Story_in_Ice_and_Time/" target="_blank">Steam Game Page</a>
<a href="https://arteexperience-presskit.arte.tv/sheet.php?p=Inua" target="_blank">Press Kit</a>
</div><hr>
/*Description*/Inua is a narrative adventure game where three protagonists roam the same places in the far North, decades apart. Explore each era, collect ideas, and influence their decisions to change the course of history.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
<div data-fancybox data-type="iframe"
data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
class="art_button"></div>
`;
}
</script><div class="Title">''Pushy and Pully in Blockland''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/pa4xL2ECc_M" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ Resistance Studio
/*Location*/ Madrid, Spain
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://www.pushyandpully.com/" target="_blank">Website</a>
<a href="https://store.steampowered.com/app/1107820/Pushy_and_Pully_in_Blockland/" target="_blank">Steam Game Page</a>
</div><hr>
/*Description*/Pushy and Pully in Blockland is a cooperative arcade game with a retro feeling in which you have to push blocks to defeat the monsters, join blocks of the same colour to get power ups and defeat the bosses to recover the parts of your broken spaceship to escape Blockland!<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
My name is Ester Sanchez and I'm the founder of Resistance Studio. Together with some other veterans of the industry we decided to make a homage of the Japanese 90s Arcades, and that's how Pushy and Pully in Blockland was born. It is a cooperative arcade game where you have to push blocks to defeat the monsters, join 3 blocks of the same colour to get a power up and fight final bosses to recover pieces of your broken spaceship and escape Blockland.
<span class="Question">Tell me about your team and what makes them special!</span>
We are a diverse team from different backgrounds and countries. We have been working remote since 2018, on different sides of the world. Inclusion is vey important for me, so everybody in the team has a voice and equal oportunities.
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
We work based on objectives, we set weekly or bi-weekly (realistic) objectives and work on them. I don't believe we need to work insane hours to ship a game. We all have a life, it's ok to go early to pick up your kid from school, or to go to the shop, or just to have a morning off to rest because yesterday you had bad sleep. Mental health is as important as physical health. I just want everybody to be happy and have fun working in the team.
<span class="Question">What’s your favourite part of your game?</span>
The boss fights! During the world levels different enemies with different mechanics are presented. The boss fight compiles all of them in one enemy. The player needs to use what he or she learned from before to be able to defeat it in time. And who doesn't like to fight a big final boss?
<span class="Question">What games inspire you?</span>
I really like retro games and nowadays indie games. I think they are very very creative with the resources they have. Any game focused on the story or a great gameplay is inspiring for me. I also like to play a variety of games, so I can learn a bit of what makes it fun from different genres and perspectives.
<span class="Question">What have you learned since making your first game?</span>
What I think it is fun and will sell it may not be like that. It's hard to create something to appeal to everybody but it's wise to tell the idea as much as possible as well as create prototypes and let people play and critisice it. In the end we all want to have a fun game, and to appeal to many people we need to be able to listen to those people's opinions and tastes.
I used to take criticism personally, but I have learned to just listen and try to learn from it instead of being hurt. It is hard but in the end this only helps to get a better game (and players are not really attacking you!)
<span class="Question">What are you most proud of developing for your game?</span>
That we managed to ship the game in time without any overtime/crunch. I set the launch date based on my experience shipping big projects and we managed to ship by then.
Lots of different things happened but we still managed to stay on track and deliver when we said without working extra time! It can be done!!!
<span class="Question">How much did your game change from the original concept?</span>
Many many times except for the core gameplay: from the look of the game, to the different power ups, the tutorial, level design...
I have an iterative approach on the development so we created builds as often as possible and tested them with as many players possible on events. I gathered feedback from the players and improved the game based on it to make it as fun as possible.
<span class="Question">What was the biggest challenge of the development of your game?</span>
Releasing on 5 different platforms without any previous experience on them.
<span class="Question">When you think of your ideal studio what do you dream of achieving?</span>
I wish I could have a bit bigger studio where we can create fun games, where everybody is welcome no matter of the gender, nationality, preferences... (no toxic people!) and where we keep working healthy hours to have a good work-life balance. I would like to be able to have a bigger team to be able to make bigger games but keeping our current work approach. And to have fun doing so. You will spend 1/3 of the day working, you better have fun doing so!<hr>
<h2>[[Back to Games|Games]]</h2>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
<div data-fancybox data-type="iframe"
data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
class="art_button"></div>
`;
}
</script><div class="Title">''Writing on the Wall''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/XbaYuqYuYcs" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span>
<span class="creators">/*Name*/ Anzal
/*Location*/ Dundee, Scotland
</span>/*Artist Links*/ <div class="links">
<a href="https://bluntbladed.itch.io/writing-on-the-wall" target="_blank">Itch.io Game Page</a>
<a href="https://anzalfbaig.wixsite.com/website/work" target="_blank">Portfolio</a>
</div><hr>
/*Description*/A game made for the Free Palestine Game Jam about poetry, art and the separation wall in the West Bank.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
I am a lawyer and freelance game designer. I have been working to build games for social impact including working with non-governmental organizations to leverage games for their goals. Most recently I worked on ‘Digital Games for Peace’ with UNESCO MGIEP, an interdisciplinary project to help combat violent extremism using video games.
Writing on the Wall is a solo project I made for the Free Palestine Game Jam. I wanted to make a game in which players could learn about and engage with the separation wall in the West Bank. I wanted to feature Palestinian voices in telling this story and the game is filled with poetry from contemporary Palestinian poets.
<span class="Question">What’s your favourite part of your game?</span>
There was a bug I found while testing the game in the character animations. If you press both A and D on the keyboard at the same time the character starts moonwalking. I decided to leave it in hoping nobody would find it. As part of the jam my game was live streamed by Murex Hyena. He instantly found the bug and started zooming around the game. After watching him play it I'm glad I decided to leave it in!
<span class="Question">How did you first get involved with game design?</span>
While I was in grad school I came across a call for submissions from Lawyers Without Borders. It was for creative submissions to help with their projects around the world. One of the projects related to training prosecutors in Kenya. The call was for a creative project to help with training on objecting to evidence in court. I built a digitally playable prototype for a card game which was selected to be used in their training institute in Kenya. That was my first experience designing and executing a full game.
<span class="Question">What are you most proud of developing for your game?</span>
In terms of the technical development I am very happy with how the parallax background came together. It isn't necessarily important to the game but the sky looks nice!
<span class="Question">What is the biggest success of the development of your game?</span>
The poetry extracts in the game are from "A Bird is Not a Stone: An Anthology of Contemporary Palestinian Poetry." It is a beautiful collaboration between Scottish and Palestinian creators. I wanted to bring (some of) their words to a new audience which possibly would not have encountered them otherwise. I've had people tell me they loved reading the extracts and because of it would pick up the full anthology. That's the biggest success of developing this game for me.<hr>
<h2>[[Back to Games|Games]]</h2>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
<div data-fancybox data-type="iframe"
data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
class="art_button"></div>
`;
}
</script><div class="Title">''Kabaret''
(18+)</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game20.jpg" width="700">
</span><span class="creators">
/*Name*/ Persona Theory Games
/*Location*/ Malaysia
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href=" https://store.steampowered.com/app/1525580/Kabaret/" target="_blank">Steam Game Page</a>
</div><hr>
<h3>__''TRIGGER WARNING''__</h3>In a realm where monsters drink tea and eat humans, a cursed young man is forced to confront his monstrous nature.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
I'm Saqina Latif, the co-founder and managing director of Persona Theory Games. I also act as the team's producer. Kabaret is about a boy who gets cursed into a monster and gets thrown into another realm where monsters from Southeast Asian myths dwell. There he will find that his own humanity is questioned and will learn what it truly means to be a monster.
<span class="Question">Tell me about your team and what makes them special!</span>
Persona Theory Games is an indie narrative games studio based in Malaysia. Our mission is to tell compelling Southeast Asian stories through interactive experiences to a world wide audience.
We’re made out of a diverse group of people with experiences from different creative fields like, advertising, comics, films and documentaries. In July 2020, amidst a global pandemic, we successfully released our first studio game, Fires at Midnight.
<span class="Question">How long have you been making games?</span>
5 years
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
Script is king! We try to be responsible in our narrative and tell a deep and meaningful story. We also heavily focus on Southeast Asian themes.
<span class="Question">What’s your favourite part of your game?</span>
The characters and the art.
<span class="Question">What games inspire you?</span>
Story heavy games with difficult or complex themes and characters like Silent Hill, God of War, NieR and the Persona series.
<span class="Question">What makes a game fun to you?</span>
Subjective depending on who you ask in the team, but how different developers use game mechanics and narrative together.
<span class="Question">What makes a good game designer?</span>
Someone that knows and is curious about all types of art, books, philosophy, history and culture.
<span class="Question">How did you first get involved with game design?</span>
The co-founders created the content of Sara is Missing, a found footage phone game. We use our experience as film makers to create the content of the game, and the more people interacted with it, the more excited we became at the prospect of telling stories through games.
<span class="Question">What have you learned since making your first game?</span>
The game industry is very unforgiving, especially when you first start out. Over time, we did find the people who would root for us.
<span class="Question">What are you most proud of developing for your game?</span>
Being a small, indie narrative games based in Malaysia, with little local support, and suddenly with the help of WINGS, we're now on ID@Xbox! Our work has now been featured and seen by people all over the world, and they're gonna see some Southeast Asian monsters in Kabaret!
<span class="Question">How much did your game change from the original concept?</span>
Huge changes. We removed 50% of our story, but increased the scope and details in the game by about 150%.
<span class="Question">Are there any design principles that you use to make your games?</span>
Story first, find game mechanics to tell the story. Deep cultural roots and never forgetting our history.
<span class="Question">What is the biggest success of the development of your game?</span>
We were the first game studio in our country to be signed under Xbox ID and showcased during ID@Xbox during XBox Showcase this year.
<span class="Question">What was the biggest challenge of the development of your game?</span>
Overambitions, having to balance client work and creating our own IP.
<span class="Question">What systems do you use to create game concepts and story characters?</span>
We love Google Docs and Drive haha
<span class="Question">What you believe could have made it better if you were to make your game again?</span>
Planned for a longer runaway, perhaps a larger and more focused community-building effort. Would definitely spend more time in development than production.
<span class="Question">What surprised you during development?</span>
How much the game changed as time goes along. A lot of things kept getting added to the game, for better or worse.
<span class="Question">What led you to choosing the story for your game?</span>
Many of our own demons - many times we had to question what it means to be human, and a monster.
<span class="Question">Tell me about the thing you fought most to keep in your game?</span>
Nothing, this game is a product of a full compromise.
<span class="Question">Where do you think the industry is headed and where does your game fit in?</span>
Narrative heavy games are definitely more accepted now, and we will give players some Southeast Asian flavors and stories, which hasn't really been explored in the gaming industry.
<span class="Question">When you think of your ideal studio what do you dream of achieving?</span>
Long sustainable business model, tight relation with staff and community, and having the ability to give back to our cultural communities, also building a playground office for all the cats.
<span class="Question">How has your studio worked to be a more inclusive work environment?</span>
We hire all sorts of people, without regards to gender or race. We train interns and hire based on hard work ethics, skill, and most importantly tenacity and creativity.
<span class="Question">How do you support yourself and your team through development?</span>
Through raised funds and client work which creates the issue of delaying our IP work, it's sad really.
<span class="Question">How are your design choices informed by you, your experiences, or your team’s experiences?</span>
We tell stories from our personal experiences, and put in a lot of our own stories and history into the game.
<span class="Question">What is something you wish the public knew about game design?</span>
The creators are people too.
<span class="Question">Is there is anything you would like to add about your game?</span>
It's a real labor of love, we almost gave up on it at one point, but it somehow came back from the dead after a year, and the monsters screamed and demanded to be made. Well, here it is.<hr>
<h2>[[Back to Games|Games]]</h2>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
<div data-fancybox data-type="iframe"
data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
class="art_button"></div>
`;
}
</script><div class="Title">''Birth''</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game21.jpg" width="700">
</span><span class="creators">
/*Name*/ Madison Karrh
/*Location*/ Chicago, IL, USA
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://store.steampowered.com/app/1889040/Birth/" target="_blank">Steam Game Page</a>
</div><hr>
/*Description*/Birth is an adventure puzzle game about constructing a creature from spare bones & organs found around the city in order to quell your loneliness.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
I am a solo developer who cares about making personal games full of heart. I am inspired by bugs, rotting things & old textbooks.
I am making a game called Birth - it is a puzzle game about living alone in a large city. In order to quell your loneliness, you decide to build a partner for yourself out of spare bones & organs you find hidden throughout the city.
<span class="Question">Tell me about your team and what makes them special!</span>
I am one woman making games about my own experiences. I am inspired by my small, short existence on this planet & want to make as many Good Things as possible while I am here.
<span class="Question">What have you learned since making your first game?</span>
I have become much more honest & raw with my creative work. I think people connect more with work that is vulnerable & honest.
<span class="Question">Are there any design principles that you use to make your games?</span>
As a developer, I am asking other humans to trust me with their limited time on this planet. I want to make dense experiences from the heart that are worth peoples' time.
<span class="Question">What led you to choosing the story for your game?</span>
I moved to a city at the beginning of the pandemic & lived in a tiny studio by myself. I am inspired by the heady cocktail of excitement & loneliness that comes from moving to a new city by yourself.<hr>
<h2>[[Back to Games|Games]]</h2>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
<div data-fancybox data-type="iframe"
data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
class="art_button"></div>
`;
}
</script><div class="Title">''Super Space Club''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/Kjcgs48LX0E" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ GrahamOfLegend
/*Location*/ Kingston, Jamaica / Brooklyn, NY, USA
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="http://superspaceclub.com" target="_blank">Website</a>
<a href="http://youtube.com/grahamoflegend" target="_blank">Youtube</a>
</div><hr>
/*Description*/Super Space Club is an arcade styled endless gunner featuring epic space dog fights and lo-fi quirky beats.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
GrahamOfLegend is a one-man game development studio run by Jamaican born-and-raised Graham Reid. Coming from an arts and design background, Graham prioritizes visuals in his work, striving to create games that visually stand out in the industry and feel like an evolution of what’s come before his time as a developer. His goal is to create stunning and memorable visual experiences for people to enjoy and immerse themselves in. As a direct result of this goal, Super Space Club is a top-down, minimal, endless gunner set in space where you dogfight to chill, quirky beats, while utilizing dozens of combinations of characters, ships, and weapons to complete several objectives and defend the galaxy!
<span class="Question">How long have you been making games?</span>
I have been making games as both as a hobby and professionally for the past decade, starting with mobile games and now with my latest game Super Space Club, moving into the PC and console space.
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
Simply put, I try to make what feels right to me in that time of my life. I never want to work on anything that I don’t agree with or align with, so if my spirit doesn’t take to something, I won't make it. I try to stay authentic to myself and my tastes; I try to make games that I enjoy making vs just trying to follow trends or doing cash grabs.
Also, creating games with solid art direction is important to me. A guiding principle for the studio is to always ensure that anything I put out into the world hits a certain level of visual quality. Nothing will ever be perfect, of course, but there has to be something to strive towards.
<span class="Question">What games inspire you?</span>
There are too many games to count that inspire me! My number one answer would be INDIE GAMES! Every indie I play makes me want to dive into a new project and figure out how I can tackle the presented ideas in my own way. Some of them are so simple and so brilliant that it leaves me in awe, wondering why I never thought of it. Outside of the bulk of indies, I truly love games that allow me to explore in my own pace and direction such as The Legend of Zelda: Breath of the Wild, and No Man’s Sky. I love games that allow me to express my creativity like Animal Crossing and Minecraft, and games where I can immerse myself into the world for hours on end, like Red Dead Redemption 2 and The Witcher 3. Of course, I'll never make games of this scope and scale on my own, but I'm always inspired to think about how I can make the indie version of those experiences.
<span class="Question">How did you first get involved with game design?</span>
Towards the end of my senior year of college in 2012, a Jamaican friend of mine approached me asking if I wanted to partake in the Global Game Jam that year. He, I, and two other friends back home made our first game together and we quickly realized that making games wasn't out of our reach. The rest is history.
<span class="Question">What have you learned since making your first game?</span>
I honestly don’t think that I can fit all of my lessons learned into a short answer. Every day brings a new lesson. Visuals matter. Gamers can be fickle. For every successful game, there are hundreds that never made the cut. There are a plethora of differences between what works on mobile vs on PC. Things that made a game successful ten years ago simply just won't work today.
I suppose one of the biggest lessons I’ve learned is a popular one that's been true for decades - to start small. Start even smaller than what you perceive small to be. Start small, and ship your game. It’s a chicken and the egg situation, but you’re only going to get good at shipping games by doing just that - shipping games. Take a month, make something small, ship it, and then make something bigger. Rinse repeat.
<span class="Question">Are there any design principles that you use to make your games?</span>
I think that no matter what type of game I’m making, the main action that the player does has to feel immaculate whether it's the first time they're doing it or the thousandth time. Just as how Mario’s jump always feels superb, even decades later, I aimed to make flight and drifting around in space extremely satisfying in Super Space Club.
<span class="Question">What was the biggest challenge of the development of your game?</span>
Doing everything myself has been the biggest challenge while developing Super Space Club. My background is in visual design, and (I think) I am a sound game designer, but coding the entire game myself has been easily the biggest challenge. So far, it’s been a successful venture, and my continuous journey learning Unity has been rewarding. However, as programming is not my area of expertise, nor do I want it to be, the game has taken a lot longer to make than if I had help working on it. Not to mention the additional tasks on top of making the game itself, such as marketing, running all social accounts, and making content for my YouTube channel (youtube.com/grahamoflegend). It honestly has felt like 10 full-time jobs in one.
<span class="Question">What systems do you use to create game concepts and story characters?</span>
<span class="Question">What surprised you during development?</span>
It’s truly surprising how long even the smallest of games can take to be made, especially if you allow yourself to get lost in the sauce. Fine tuning a single weapon in a game for example can take a day, or it can take a month. You never really know.
<span class="Question">Tell me about the thing you fought most to keep in your game?</span>
I wouldn’t necessarily say that I had to ‘fight’ to keep this feature in the game because people immediately understood how it worked, but the way energy works is different from the majority of games I’ve played. It was the one thing I worked on and fine-tuned from the very beginning to ensure that it felt right and fun to play. Essentially, your energy acts as both your ammunition and your health, so you really have to be strategic about when to attack and when to flee, creating an interesting back and forth with the combat.
<span class="Question">When you think of your ideal studio what do you dream of achieving?</span>
Thinking of my ideal studio, I dream of a sustainable one. My goal is to be able to make small to medium sized games without crunching and without taking several years to ship them. I also dream of having at least one recognizable IP that’s not just in the form of games but spans across different forms of media. Ultimately, my ideal means that I am a good role model for future generations of black and Jamaican game developers. I’d love it if someone saw my work, my journey, and how I operate, and thought, “Hey, that could be me, too!”
<span class="Question">What is something you wish the public knew about game design?</span>
I wish the public knew just how much thought goes into making games. At every level, even the simplest of games are more complex than the average gamer could ever imagine. Please, give game developers some grace.
<span class="Question">Is there is anything you would like to add about your game?</span>
Super Space Club will be coming to Xbox consoles and Steam, soon™. Please go ahead and wishlist it on Steam today!<hr>
<h2>[[Back to Games|Games]]</h2>
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</script><div class="Title">''Quetzal''</div><span class="gameContent">
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</span><span class="creators">
/*Name*/ Tissue Inu
/*Location*/ Amsterdam, Netherlands
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://www.tissueinu.com/quetzal" target="_blank">Website</a>
<a href="https://store.steampowered.com/app/1953670/Quetzal/" target="_blank">Steam Game Page</a>
<a href="https://twitter.com/TissueInu" target="_blank">Twitter</a>
</div><hr>
/*Description*/Embrace the behaviour of the dangers ahead of you to forge your path in this Mesoamerican inspired fast-paced platformer.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
We are Tissue Inu, an indie game studio formed by Milo and Giulia, a married team. We are currently developing Quetzal, a precision platformer, and Her Name Was Fire, a twin stick roguelike. Our game Quetzal is a difficult precision platformer where you use obstacles to your advantage. Each area of the game grants you a new power up which you have to embrace to overcome obstacles and defeat bosses.
<span class="Question">How long have you been making games?</span>
We have been making games since 2018.
<span class="Question">What’s your favourite part of your game?</span>
Our favourite part of Quetzal are the tight controls. We have played many platformers over the years and we knew we wanted to make a platformer with very responsive controls, as we feel some platformers can feel a bit stiff. We believe we have achieved this as when playing, it feels like you're flying. So we're very proud about it!
<span class="Question">What games inspire you?</span>
Our game inspiration changes all the time, but the main games that are always in our mind when developing our own games are the ones that we played when we were younger, such as Ratchet and Clank, World of Warcraft, Shadow of the Colossus, Pokémon and Crash Bandicoot.
<span class="Question">What have you learned since making your first game?</span>
That player feedback is extremely important. We have to follow our vision for our games, but at the same time listen to what players have to say about the mechanics and game feel. In the end the games are made for them, and we have received very valuable input that has shaped what Quetzal is today.
<span class="Question">What is the biggest success of the development of your game?</span>
Everyone defines success differently, but with Quetzal we had a very important experience. We got to exhibit at a gaming event for the first time, and therefore saw players play the game for the first time. The players were very excited about the game, and left with a huge smile on their face. They asked us lots of questions and thanked us for making such a fun game. For us, that was a big success as it was the first sign of our dream of having an indie game studio becoming a reality. Seeing how the work we had done was actually impacting people.
<span class="Question">What surprised you during development?</span>
What has surprised us the most is seeing how people play our game. We designed it to be played a certain way, but after seeing other people play, we realised everyone plays differently. We really liked seeing this as it opened up new ways of doing level design to suit different styles of play in one same level.<hr>
<h2>[[Back to Games|Games]]</h2>
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</script><div class="Title">''Sokobos''</div><span class="gameContent">
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</span><span class="creators">
/*Name*/ Daisy Games
/*Location*/ Czech Republic
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/app/1655890/Sokobos/" target="_blank">Steam Game Page</a>
<a href="https://daisygames.github.io/Presskits/Sokobos.html" target="_blank">Press Kit</a>
</div><hr>
/*Description*/Sokobos is a minimalistic & challenging puzzle game that expands on the classic block-pushing formula.<hr>
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<h2>[[Back to Games|Games]]</h2><hr>
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</script><div class="Title">''I don't think I've walked this stretch of road before''</div><span class="gameContent">
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</span><span class="creators">
/*Name*/ -hexcavator-
/*Location*/ Toronto, ON, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://ottomaddox.itch.io/dontthinkive" target="_blank">Itch.io Game Page</a>
</div><hr>
/*Description*/A moody midnight ramble about piecing together a truth you can live with.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
I'm bryan, AKA *hexcavator*. I'm a queer punk game developer and artist based in Tkaronto/Toronto.
''I don't think I've walked this stretch of road before'' is a short, moody walking simulator about exploring a surreal space of private trauma in search of deeper acceptance.
The project is a mashup of homespun 3D design, pulsating electronic sounds, and my desire to tell humanizing, hopeful stories about how we make sense of pain. It was built haltingly over a year and a half using some tools I know well & others I barely understand.
I was inspired throughout by the small but resilient community of people doing 3D development in Gamemaker: Studio. I hope this game can be a small but interesting contribution to the scene.
<span class="Question">How long have you been making games?</span>
I've been making small experimental and narrative games for about nine years.
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
I don't operate a studio per se, but I try to work and collaborate in direct, proactive opposition to the economic destruction of capitalism. For me, this is less about the specific content of my games (though the projects themselves are a medium through which to explore many of the same ideas!) and more about the HOW of making them: sustainable, equitably compensated labor; open dialogue about the power dynamics that shape the development, sale, and distribution of games; using the small amount of public exposure I have to speak frankly and accountably about my own privilege and nourish survivable alternatives to the status quo.
<span class="Question">What games inspire you?</span>
I grew up on 80s/90s text-parser and point-and-click adventure games, so I often return to the design sorcery of that era. Not because I'm a genre purist -- that's a bunch of bullshit as far as I'm concerned -- but I think the technical and aesthetic sleight of hand of older games is super inspiring, and I love trying to understand how they pulled things off on (by today's standards) very limited hardware.
<span class="Question">What makes a game fun to you?</span>
"Fun" isn't really the main draw for me as a game player. I appreciate nostalgia and escapism and distraction, but I'm more likely to try and enjoy something new if the story or design or technical constraints strike me as really interesting and intentional. I'm also maybe a bad person to ask, because I rarely finish games that take longer than an hour or two to play.
<span class="Question">What makes a good game designer?</span>
Relentless curiosity, a willingness to embrace and internalize constructive criticism, and resistance to market-driven design.
<span class="Question">What have you learned since making your first game?</span>
Making games, especially as an independent artist, is inevitably a labor of love. It's a tremendously complex mixture of disciplines and mediums, and it takes a very long time to bring an idea to fruition. This isn't to say that game devs don't deserve fair compensation for our work -- we absolutely do! But the dominant economic structures aren't set up to support meaningfully diverse projects and creators, and I think I didn't fully grasp that at the outset. These days I try to be more generous and practical with myself about my capacity to churn out work versus taking time and space away from keyboards and screens.
<span class="Question">What are you most proud of developing for your game?</span>
This was my first 3D game, and I really didn't want to build it in Unity. I respect that it's the dominant framework these days (though thankfully maybe not for much longer given the turn to blockchain), but I like the constraints Gamemaker imposes and the comparatively low-level challenges of building features and functionality. Even with all the help and advice I received, I'm still amazed that I managed to get anywhere with the project, let alone to a commercial release. Of course, that pride is incredibly subjective, but I'm pretty hyped about it!
<span class="Question">Are there any design principles that you use to make your games?</span>
I spend a lot of time asking myself if a given idea actually belongs in my game. It's easy to get dangerously additive, especially early in development or when an existing mechanic feels like it's not packing adequate punch. I try to be really blunt with myself or my collaborators about sticking to the core design and not letting scope creep water things down. Obviously, this doesn't apply in every case, but I'm generally of the mind that simpler (and more accessible) is better.
<span class="Question">Where do you think the industry is headed and where does your game fit in?</span>
This project is an interesting test case for me. In some ways, it's the most commercially accessible game I've released. At the same time, I've struggled to get it noticed in the endless flood of content out there. I think this boils down to me not being plugged into the media and economic channels where games get sold, and the reality that *getting* plugged into those channels involves some uneasy political compromises. When I started doing game dev, I assumed there would be a robust anti-capitalist/DIY market running outside of the mainstream, but instead I've mostly watched "indie" get co-opted into a minor league clone of AAA. I think that's slowly shifting as more explicitly anti-corporate and collectively run studios pop up, but it's a precarious slog, and publishing is still dominated by folks who are bound to the whims of capital. Until that changes, I'll probably just keep doing my thing in relative obscurity. Which is OK!
<span class="Question">When you think of your ideal studio what do you dream of achieving?</span>
I love working on games -- by myself and on small teams. I also feel extremely icky about video game culture at large. I want to know what making and playing games feels like outside the death trap of capitalism. I'm lucky to get glimpses of this in some of my creative relationships, but I've never been a part of a more sustainable structure at scale. Recently I've been collaborating with a small group of folks to grow a community that materially challenges the economic and aesthetic status quo. It's early days, but I'm hopeful we can model something that proves out the value of divesting from the industry as it currently exists.
<span class="Question">What is something you wish the public knew about game design?</span>
Game design is much less about the challenge of implementing an idea and much more about coming up with a manageable idea to begin with. It's so easy when you start out to have a cool story or premise in your head and to believe the game will flow naturally from that spark. In my experience, the harder task by far is constraining that narrative or mechanical or aesthetic vision into a meaningful interaction with players.<hr>
<h2>[[Back to Games|Games]]</h2>
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</script><div class="Title">''Squinky and the Squinkettes present: SECOND PUBERTY''</div><span class="gameContent">
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</span><span class="creators">
/*Name*/ D. Squinkifer
/*Location*/ Montreal, QC, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://squinky.itch.io/second-puberty" target="_blank">Itch.io</a>
<a href="" target="_blank">Twitter</a>
</div><hr>
/*Description*/An album/collection of seven short games about various feelings.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
I'm D. Squinkifer, a queer game designer who is one of the three cofounders of Soft Chaos. SECOND PUBERTY is an album of short videogames I created as a solo project between 2019-2021, while processing emotions related to medically transitioning and surviving a pandemic.
<span class="Question">How long have you been making games?</span>
I've been making games for over 20 years. I started making indie point-and-click adventure games for fun when I was a teenager, worked in the game industry as a gameplay programmer and narrative designer, spent some time in grad school creating experimental art installations and interactive performances, and am now attempting to co-run a worker-owned cooperative studio with two of my very good friends.
<span class="Question">What are you most proud of developing for your game?</span>
When I started working on SECOND PUBERTY, I decided I was going to make seven short games around a particular theme, but I deliberately didn't make any decisions in advance about what each game was going to be. This allowed me to design in response to whatever emotions I was feeling about whatever events were going on at the time, while also giving myself a structure to work from. In the end, it felt a lot like writing a collection of songs or poems.
<span class="Question">What surprised you during development?</span>
The biggest surprise was definitely COVID. As I started this project in 2019, there was no way I could possibly know that was going to happen, yet because I had given myself so much flexibility, I was able to incorporate my feelings about current events into the project itself. If I had been creating something more "traditional", it would have been a lot harder to continue as planned while feeling preoccupied by something so life-changing.
<span class="Question">When you think of your ideal studio what do you dream of achieving?</span>
I cofounded Soft Chaos because I wanted to work with people I trust and respect, on creative projects we care about, in a setting where we have control over our working conditions. My dreams are way less grandiose than they used to be when I was younger: instead of becoming huge and world famous, I'd rather prioritize sustainability. One day, I'd love for us to get to a point where we're able to make a comfortable living wage while continuing to work on projects that excite us, including occasional solo artistic projects like SECOND PUBERTY.
<span class="Question">What is something you wish the public knew about game design?</span>
Games are not just about winning or losing, scoring points, acquiring objects, or defeating enemies: many games in the public consciousness, especially videogames, exhibit these characteristics because they reflect the capitalist, consumerist working conditions they were created in, but there are so many more ways of being that can be enacted through play.<hr>
<h2>[[Back to Games|Games]]</h2>
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</script><div class="Title">''Illuminaria''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/QdrXZWTmErw" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ Selva Interactive
/*Location*/ Guatemala City, Guatemala
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://illuminariagame.com" target="_blank">Website</a>
<a href="http://store.steampowered.com/app/1719240/" target="_blank">Steam Game Page</a>
<a href="https://illuminariagame.com/presskit" target="_blank">Press Kit</a>
</div><hr>
/*Description*/Illuminaria is a welcoming resource management game where you command a swarm of intelligent robots in their quest to save the world.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
Selva Interactive is a tiny game development team from Guatemala. We're working on a new base-building game called Illuminaria, where you command a swarm of intelligent robots in a quest to save the world. You will mine resources, build bases, manage, defend, fight in auto battles and create your army to bring back light to the world.
<span class="Question">Tell me about your team and what makes them special!</span>
We're a 3-person team from Guatemala, co-founded by a couple. The game development scene here is still in its infancy. We're co-founders of our local game development community, GameDevGT.
<span class="Question">How long have you been making games?</span>
10 years. 6 years as Selva Interactive.
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
Making games approachable and understandable. We started the studio with the idea of making simplified versions of interesting games that sometimes feel overwhelming to new players. It is important to us because we believe games should be for everyone.
<span class="Question">What’s your favourite part of your game?</span>
The original mechanics, the combination of multiple genres, and also that robots do cute little dances :)
<span class="Question">What games inspire you?</span>
Journey by That Game Company is a masterpiece with beautiful art and music. Portal, is very clever and has funny jokes. Frostpunk, moral choices are interesting and gameplay is engaging.
For Illuminaria we took inspiration in popular resource management games, such as Oxygen Not Included, Frostpunk and Rimworld. We wanted to make a game in such style but with a friendlier learning curve and with defined goals and constraints to make it welcoming and accessible.
<span class="Question">What makes a game fun to you?</span>
That it gives me interesting choices, that I think matter.
<span class="Question">What makes a good game designer?</span>
Iterate a lot. Bein able to understand different perspectives.
<span class="Question">How did you first get involved with game design?</span>
We started our first game as a graduation project for college. We wanted to create an educational MMO, it was an interesting and really ambitious idea. After learning more about what it takes to make games, we decided on smaller but engaging experiences.
<span class="Question">What have you learned since making your first game?</span>
To dream big, but set realistic expectations. That game development is hard. That is not enough only to make a good game, but you need to learn how to market it and communicate with your players.
<span class="Question">What are you most proud of developing for your game?</span>
Is the first time we work full time with another person. And also the first time we collaborate with international contractors and partners. So we're proud of being able to finish this game, learning all about making business with people from all around the world.
<span class="Question">How much did your game change from the original concept?</span>
It had an enormous change in the graphical aspect and in the theme of the game. It started as a minimalist sci-fi game and ended up being a combination of fantasy and technology.
<span class="Question">Are there any design principles that you use to make your games?</span>
We value functionality over beauty. We start by creating the mechanics of the game first and then based on that create the art, music, and story.
<span class="Question">What is the biggest success of the development of your game?</span>
Being able to get funding from a third party to make this project possible. We're grateful for the Wings fund, that allowed us to create this game :)
<span class="Question">What was the biggest challenge of the development of your game?</span>
Marketing. Every genre has its challenges regarding marketing. We're still figuring out how to market a game in the strategy genre, where you don't have an avatar and there are many things happening on screen at the same time. Making marketing material that is appealing is a challenge.
<span class="Question">What systems do you use to create game concepts and story characters?</span>
For the mechanics, we start with a paper prototype, and then after playing it and if we believe the concept is interesting, we move to a digital prototype and keep iterating.
For stories and characters, we get inspiration from other media, such as movies, tv, and other games.
<span class="Question">What you believe could have made it better if you were to make your game again?</span>
There were some assets that we created separately and maybe do not work as well together in the end. For example, we have some images that represent the story of the game. They're a bit dark in tone, but our characters in the game are friendly and sometimes thought of as being for children. So in the end it feels like an inconsistency with that.
Next time we would like to have a demo ready for the project announcement, and time it with an event where it could have more visibility.
<span class="Question">What surprised you during development?</span>
How the different mechanics and game elements integrated well at the end. There was some time when the project felt like it was a jigsaw puzzle. It was gratifying assembling it all together and seeing how it worked at the end.
<span class="Question">What led you to choosing the story for your game?</span>
We wanted the story to be about saving the world from a catastrophic event. We wanted this event to be caused by the world's inhabitants, not with bad intentions, but while thinking they were doing good. That’s the initial premise of the game.
<span class="Question">Tell me about the thing you fought most to keep in your game?</span>
The expedition part of the game was not resonating well with some players, but we believed it gives a change in pacing and adds variety to the gameplay.
<span class="Question">Where do you think the industry is headed and where does your game fit in?</span>
I think that the quality of indie games has been rising a lot during the past few years. Each time is more difficult for small teams to compete with indie studios with bigger budgets. But I hope in the future there will still be opportunities for experimental gameplay and innovative ideas.
<span class="Question">When you think of your ideal studio what do you dream of achieving?</span>
Creating games that transcend time, that can be played in a decade and still be enjoyed. Creating games while having a good workplace environment. Giving opportunities to more people in our country.
<span class="Question">How has your studio worked to be a more inclusive work environment?</span>
When trying to hire or collaborate with somebody else, try to be inclusive in the way we post job/collaboration offers. While working with teammates or business partners, we try to be respectful and considerate. We've supported and joined events and groups that foster inclusiveness.
<span class="Question">How do you support yourself and your team through development?</span>
For financial support, we had the help of the Wings Fund, which allowed us to pay salaries for our team and also paid for the contractor's work.
<span class="Question">What is something you wish the public knew about game design?</span>
Sometimes it is not that easy to change something inside a game. Players sometimes think that developers are lazy and do not want to implement a change, but sometimes there are several systems interconnected, that could be affected by the change, and some other times there are other reasons such as budget/time related that do not allow developers to implement or change something.
<span class="Question">Is there is anything you would like to add about your game?</span>
Invite everyone to try the demo and add it to your wishlist :)<hr>
<h2>[[Back to Games|Games]]</h2>
/*-----------------*/
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<<set $Sidebar to 1>>
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</script><div class="Title">''Epiphany City''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/jDtIyHiOuFQ" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ David Elliot
/*Location*/ Cypress, CA, USA
</span>/*Artist Links*/ <div class="links">
<a href="https://www.epiphanycity.com/" target="_blank">Website</a>
<a href="https://store.steampowered.com/app/1508530/Epiphany_City/" target="_blank">Steam Game Page</a>
</div><hr>
/*Description*/Story Rich, Adventure Puzzle game where you use magical picture frames to manipulate, alter, and re-contextualize the world around you in the cutest way possible.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
We are 3 former professional gamers and 4 talented artists who are trying to make our video game dreams come true.
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
We wanted to make games that anyone could enjoy, even people who don't have tons of experience playing games. This is because we were always hurt by people who looked down on games, thinking they were a waste of time while they binge-watched reality TV shows (although there's nothing inherently wrong with that). However I know from experience that fighting back is not the answer, it doesn't change people's minds. Instead, we wanted to create an experience that would help even non-gamers understand the beauty of video games and why they are so special. So we ended up making Epiphany City. Of course even veteran gamers appreciate the game, but it is approachable for anybody, regardless of gaming experience.
<span class="Question">What’s your favourite part of your game?</span>
The ending! Without revealing too much, the way that both the gameplay and the story came together and created such an awesome moment of ludonarrative harmony just makes me so proud.The ending! Without revealing too much, the way that both the gameplay and the story came together and created such an awesome moment of ludonarrative harmony just makes me so proud.
<span class="Question">What games inspire you?</span>
Every game inspires me, but for this specific project we were heavily inspired by Paper Mario, Undertale, and The Witness.
<span class="Question">What makes a good game designer?</span>
There are many aspects to a good game designer, and some designers have different strengths than others. However, if I had to choose, I would pick EMPATHY. Empathy helps you understand the player, think of things through their perspectives, and even work together with other designers and animators more effectively.
<span class="Question">Are there any design principles that you use to make your games?</span>
First, always think of the player experience! Even if something seems to be ""better design"" or more ""eloquent"" design, if the players aren't resonating with it, change it!
Secondly, don't be afraid to be personal and show who you are through the game. Players seem to appreciate honesty and candidness in games.
<span class="Question">What you believe could have made it better if you were to make your game again?</span>
With 4 extra years of experience on our belt, we could make a game 10x better. We believe the core gameplay systems and story for Epiphany City are already spot on, so we would just make every puzzle even more delightful and surprising, every story beat even more engaging and emotional, and all the art and music even more moving =)
<span class="Question">What led you to choosing the story for your game?</span>
Many times people think they can only dig themselves out of a hole if they work really hard, try their best, and rise up to become better. There is nothing wrong with that, but sometimes if you fail to pull yourself up by your own bootstraps, it puts you further into the hole. This may only be true for a very small percentage of people, but sometimes you just wish for a miracle, even if you think you don't deserve it. So for better or for worse, that's what we gave Lily.<hr>
<h2>[[Back to Games|Games]]</h2>
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<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
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</script><div class="Title">''Life at 12:47PM''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/66AYEFr2Tfc" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/Duncan Corrigan
/*Location*/ Melbourne, Australia
</span>/*Artist Links*/ <div class="links">
<a href="https://duncan74.itch.io/life-at-1247pm" target="_blank">Itch.io Game Page</a>
<a href="" target="_blank">Twitter</a>
</div><hr>
/*Description*/Wander around freely, listen to your community and grow inspired (literally!)<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
Duncan is a game designer with an interest in creating expressive games that inspire playfulness. Life at 12:47PM is a experimental game where you wander around listening in on your community and growing inspired (literally).
<span class="Question">Tell me about your team and what makes them special!</span>
I am really driven by this idea of inspiring those around me - my community and friends - to play. The scope of play of course extends way beyond video games but that's just where my interests and skill sets lie. I feel I have a pretty traditional background in game design and a lot of my process is leveraging those sensibilities within more experimental forms.
<span class="Question">How long have you been making games?</span>
About 8 years, through study and some industry jobs
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
Inspiring playfulness. I think the more opportunities we have to practice being playful the easier it becomes to engage and respond playfully. Playfulness promotes creativity, empathy and autonomy because it is not interested in the most direct route. It revels in finding something new, exploring new perspectives and finding new solutions.
<span class="Question">What’s your favourite part of your game?</span>
Human voice and how it evolves over time. Soft spoken voice is very evocative and I was hoping to explore how it could be used to engage an audience. I am pretty happy with how it turned out.
<span class="Question">What games inspire you?</span>
Despelote, I AM NOT WHAT REMAINS, Untitled Goose Game, KIDS, BOUND, Cibele, The Longing
<span class="Question">What makes a game fun to you?</span>
Strong and consistent style/vision. Doesn't stress about me playing it or not (like isn't overly concerned about player progress). Very generous and engaged in how it responds/communicates with it's players. Allows me to roleplay or express myself even if in just some small way.
<span class="Question">What makes a good game designer?</span>
Depends the context, teams versus solo but generally speaking - strong artistic vision and acute sensibilities for all that entails to bring that vision into reality. Speaking personally, I design in a way that plays to my strengths. I envision things I KNOW I can make and just follow through. There are some designers I think that succeed in biting off more than they can chew but then overcoming that. I wouldn't have any idea how to do that.
<span class="Question">How did you first get involved with game design?</span>
I player video games but then started to become more interested in the company Nintendo in my teen years. I started reading developer interviews and was just blown away by the thoughtfulness and infinite intricacies that going into making games. I eventually did my undergrad in game design.
<span class="Question">What have you learned since making your first game?</span>
A LOT.
<span class="Question">What are you most proud of developing for your game?</span>
This is the first game I've programmed from scratch myself so I'm proud to have made a game at all.
<span class="Question">How much did your game change from the original concept?</span>
Not really much at all. It had been stewing in my head for a while. It's maybe more simple that I had envisioned. I wanted it to have a greater sense of place and physicality but my skill set wouldn't allow it.
<span class="Question">Are there any design principles that you use to make your games?</span>
Charm and novelty. Opportunities for self-expression/role play. Striking and evocative audio/visual design. Make sure the moment to moment is interesting. Do not design in a way that priorities pushing players to make progress.<hr>
<h2>[[Back to Games|Games]]</h2>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
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</script><div class="Title">''Scarlet Hollow''</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game3.jpg" width="700">
</span><span class="creators">
/*Name*/ Black Tabby Games
/*Location*/ Toronto, ON, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/app/1609230/Scarlet_Hollow/" target="_blank">Steam Page</a>
<a href="https://www.blacktabbygames.com/press" target="_blank">Press Kit</a>
</div><hr>
/*Description*/Scarlet Hollow is an immersive horror-mystery with sharp writing, impactful choices, and meticulously hand-drawn art.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
Black Tabby Games is an indie studio founded by Real Married Adults Abby Howard and Tony Howard-Arias. Their games are narrative first, focusing on delivering unparalleled player agency and depicting nuanced character relationships.
In addition to her work in video games, Abby is an Ignatz-winning graphic novelist responsible works like The Last Halloween, The Crossroads at Midnight, Junior Scientist Power Hour, The Earth Before Us, and many more.
Prior to co-founding Black Tabby Games, Tony helped launch several media startups, including running audience development for STAT, the Boston Globe's life science arm.
Their ongoing project, Scarlet Hollow, is an episodic horror game set in coal-country North Carolina.
//Coal mines sealed off after a deadly collapse. Strange creatures preying on livestock. Houses infested with vengeful spirits. The sleepy town of Scarlet Hollow has suddenly come alive with horrors, just in time for your arrival. This was supposed to be a quiet getaway in the rural mountains of North Carolina. All you had to do was finally meet your long-lost cousin and comfort her through her mother’s funeral. But now, each new day welcomes new nightmares.
You only have to survive a week. But you may not make it to the end in one piece.//
<span class="Question">Tell me about your team and what makes them special!</span>
On top of our core team, we work with a handful of incredible contractors! Brandon Boone is a wildly talented composer, and Phil Michalski does amazing sound work. And if you've seen our trailers or any of the game's cinematics, you can see how amazing Lucia Retamales is at bringing Abby's art to life in 3D animations.
<span class="Question">How long have you been making games?</span>
Scarlet Hollow is our first game — we started work on it in March of 2020. Before that, Abby had been professionally making comics for about 8 years, and Tony worked in the Boston tech/media startup space.
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
Narrative underpins everything we do. Every decision we make—from what art we draw, what dialogue we write, what mechanics we design, and even how we approach marketing—all comes down to a single question: what makes for a better story?
Story often feels like an afterthought for a lot of games, or like something that's redesigned to fit a bunch of other pieces that are already in place. By making storytelling our centerpiece, we're able to craft more memorable experiences that keep our players coming back for more.
<span class="Question">What’s your favourite part of your game?</span>
Our relationship system! Instead of a single +heart/-heart axis, we've modeled major characters in the story with a system of 10 variables spread across 5 different axes, which means they're able to have much richer and more organic reactions to the player in dialogue. For more details on this system, feel free to check out our <a href="https://blacktabbygames.medium.com/creating-a-dynamic-relationship-system-in-scarlet-hollow-eb175aa899a8" target="_blank">Devlog</a>!
<span class="Question">What games inspire you?</span>
Disco Elysium, Night in the Woods, 2000's era Bioware, What Remains of Edith Finch, The Stanley Parable, Return of the Obra Dinn, Papers Please, Before Your Eyes, Life is Strange, Telltale
<span class="Question">How much did your game change from the original concept?</span>
Quite a bit! Scarlet Hollow was originally a dating sim parody where dates would suddenly become horror stories — we wound up pivoting very early on to an anthology game with a strong overarching plot/throughline.
<span class="Question">Are there any design principles that you use to make your games?</span>
We constantly ask ourselves if a given scene or decision is //fun//, and if it isn't, we're not afraid to scrap something.
We also care a lot about designing our game so there aren't ""right"" or ""meta"" answers for how to play. The game is reasonably upfront about the impact of major decisions, and there aren't choices that lead to death/early game over screens, because we want our players to be immersed in our narrative.
<span class="Question">What is the biggest success of the development of your game?</span>
Seeing a community spring up around it! We have an incredibly active Discord server with 1500 members, and its population has roughly doubled with each new episode we release!
<span class="Question">What systems do you use to create game concepts and story characters?</span>
We go on a lot of long walks by the lake and talk through all of our character and plot ideas until we're both happy with our shared vision. Both of us have pretty good memories and attention to detail, and we wind up relying on that more than any specific systems.
<span class="Question">What you believe could have made it better if you were to make your game again?</span>
I think questions like this trap developers in a perpetual cycle of never releasing their games. I'm sure there's quite a few ways we would have handled Episode 1 differently in particular learning what we've learned now, but the final product is still quite solid and continues to sell people on the full release! :D
<span class="Question">What is something you wish the public knew about game design?</span>
When players offer suggestions on how they'd prefer a story-beat to go, they often are looking only at the context of the specific scene they'd like to see changed.
To use an example we've seen quite a bit, some of our players wish there were an option to not go into the woods in Episode 1, and suggest we add that because in their eyes, it wouldn't take a lot of effort to do so. Skipping content like that, though, especially early on, and especially when it leads to several character introductions and story beats, would have a cascading effect on the rest of the story, and would make it exponentially more difficult to finish from a writing perspective — a shared reality needs to be re-established, characters need to be met, etc.
While we go to extreme lengths to make sure there's lots of meaningful branching in Scarlet Hollow, development time is a finite resource, and if a given path isn't fun (and turning down narrative hooks rarely is) AND would be played by a relatively slim number of players (almost everyone goes to the woods in E1 without hesitation), it's hard to justify spending that time.<hr>
<h2>[[Back to Games|Games]]</h2>
/*-----------------*/
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<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
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</script><div class="Title">''Ghostlore''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/94672n9FNro" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ AT-AT Games
/*Location*/ Singapore
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="http://ghostlore.sg/" target="_blank">Website</a>
<a href="https://store.steampowered.com/app/1783280/Ghostlore" target="_blank">Steam Game Page</a>
<a href="http://ghostlore.sg/presskit" target="_blank">Press Kit</a>
</div><hr>
/*Description*/Ghostlore is a Diablo inspired ARPG that celebrates Southeast Asian culture.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
Ghostlore is an 'Eastpunk' Action-RPG where you fight monsters from Southeast-Asian folklore.
<span class="Question">What games inspire you?</span>
We are inspired by timeless classic ARPG's such as Diablo 2 and Titan Quest. Aesthetics wise, we are inspired by games from the early PS1 era.
<span class="Question">What led you to choosing the story for your game?</span>
Southeast Asia is rich in culture and mythology but is sadly underrepresented. We hope to change that.
<span class="Question">How has your studio worked to be a more inclusive work environment?</span>
We have LGBT people working on the game.<hr>
<h2>[[Back to Games|Games]]</h2>
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<<set $Location to "Games">>
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function iFrameLoad() {
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</script><div class="Title">''Headless JEFF-3''</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game31.jpg" width="700">
</span><span class="creators">
/*Name*/ Insanity CORR
/*Location*/ Whitby, Ontario, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://store.steampowered.com/app/1721820/Headless_JEFF3/" target="_blank">Steam Game Page</a>
</div><hr>
/*Description*/Headless JEFF-3 is a game in which you embark on a chaotic adventure through dangerous gauntlets and complex puzzles, all from the perspective of your detached head! Overcome head-twisting obstacles as you stumble along in your quest to escape the abandoned Industrial Megacenter in this action-packed 2nd-person puzzle adventure!<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
I am Serena Boldy, graduate, avid game developer, CEO, and technical director of Insanity CORR! Insanity CORR is a studio founded by graduates from Ontario Tech University and Fanshawe College. We create games that combine and expand upon well-known genres, mechanics, and tropes with new and exciting ideas.
<span class="Question">What makes a good game designer?</span>
In my mind, the best designers not only have the ability to view the game from the perspective of its current state as opposed to the desired final product but the ability to grasp the ripple effects of their design decisions. Having both of these skills allows the designer to make iterations and compromises during development that will not fundamentally break any of the game’s systems while ensuring balance in all stages of development.
<span class="Question">What have you learned since making your first game?</span>
The one lesson that any developer will learn quite quickly is to manage their game’s scope effectively. We have all had one of those overzealous projects that turn into an insurmountable task for a team of your size and budget. Focus on polishing your key gameplay elements to make them shine and stand out. Once you’ve perfected the core of your game, there is room for nice-to-have features.
<span class="Question">How much did your game change from the original concept?</span>
The original concept for Headless JEFF-3 was conceived during Global Game Jam 2021. It consisted of five single-room levels, questionable graphics, and minimal mechanics. We revisited this concept the following year with the intent to develop it fully. Since then, we have entirely overhauled the graphics in Unity High Definition Render Pipeline, Expanded the game to include narrative elements and a more linear-progression style akin to Portal instead of standalone challenge levels, vastly expanded the number of puzzle mechanics, and entirely overhauled the original featureset. One thing has remained core through all iterations however: the Second-person perspective.
<span class="Question">What is the biggest success of the development of your game?</span>
Our most significant success so far with Headless JEFF-3 has to have been placing among the top four at Ubisoft Indie Series 2022. It was an honor to be showcased alongside our fellow competitors at a relatively high-profile event!
<span class="Question">What was the biggest challenge of the development of your game?</span>
Although JEFF-3 is full of technical challenges due to the very nature of the game featuring procedural animations and procedural mesh generation, the greatest challenge we’ve faced thus far is funding. Publishers and funding programs are rarely willing to support teams without 3+ years of experience and a couple of games in the market behind their back. All of that is understandable, but nonetheless, it makes the development of the first game a bit more of a challenge.
<span class="Question">How has your studio worked to be a more inclusive work environment?</span>
Insanity CORR prides itself on being a welcoming workplace for students and recent graduates. We understand first-hand the hardships experienced by those who do not conform to traditional gender roles and firmly believe self-expression should not be a barrier to success.<hr>
<h2>[[Back to Games|Games]]</h2>
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<<set $Location to "Games">>
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function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
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</script><div class="Title">''Amelie''</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game32.jpg" width="700">
</span><span class="creators">
/*Name*/ Two and a Half Studios
/*Location*/ Hobart, Australia
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://www.twoandahalfstudios.com/amelie" target="_blank">Website</a>
<a href="https://store.steampowered.com/app/1835810/Amelie/" target="_blank">Steam Game Page</a>
<a href="https://twoandahalfstudios.itch.io/amelie" target="_blank">Itch.io Game Page</a>
</div><hr>
/*Description*/A psychological mystery LGBT visual novel about a girl named Amelie, who is forbidden from leaving the house and awaits the arrival of her penpal, Sofia.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
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div.innerHTML = `
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</script><div class="Title">''Harmony's Odyssey''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/mihiilgCx1w" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ MythicOwl
/*Location*/ Warsaw, Poland
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://store.steampowered.com/app/1531490/Harmonys_Odyssey/" target="_blank">Steam Game Page</a>
<a href="https://www.youtube.com/c/Steambytes" target="_blank">Youtube</a>
</div><hr>
/*Description*/A wholesome 3D adventure puzzler with tile-based gameplay, interactive riddles and engaging mini games filled with fabled creatures.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
<div data-fancybox data-type="iframe"
data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
class="art_button"></div>
`;
}
</script><div class="Title">''Encore''</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game33.jpg" width="700">
</span><span class="creators">
/*Name*/ Savvy Community
/*Location*/ Lyon, France
</span>/*Artist Links*/ <div class="links">
<a href="Savvy-community.itch.io/encore" target="_blank">Itch.io Game Page</a>
</div><hr>
/*Description*/Encore is a game about endings: you play a stage technician supposed to handle things after tonight's show and you don't know when all this endings will end.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
<div data-fancybox data-type="iframe"
data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
class="art_button"></div>
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}
</script><div class="Title">''Lost Twins 2''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/EZybO4F5WqY" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ Playdew
/*Location*/ Pakistan
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://store.steampowered.com/app/1752540/Lost_Twins_2/" target="_blank">Steam Game Page</a>
</div><hr>
/*Description*/Lost Twins 2 is a mix of sliding and interactive puzzle elements to create a one-of-a-kind gaming experience. It is an immersive puzzle platformer about the journey of lost twins Abi & Ben, they must move across platforms, engage in challenging puzzles, swap tiles to create a path for each other, overcome obstacles and reach the portal to reunite and find their way back home while helping and interacting with friendly strangers along the way.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
We are an indie game studio based in Pakistan. We are making the game "Lost twins 2". Its a puzzle platformer game that follows the journey of twins siblings - Abi & Ben as they traverse through an unknown magical world.
<span class="Question">Tell me about your team and what makes them special!</span>
We are from the lesser known part of the world for games development. We are working hard to bring some recognition to the region and showcase some local talent.
<span class="Question">How long have you been making games?</span>
More than 10 years.
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
Follow your passion. We want our developers to work on the projects that they are personally interested in.
<span class="Question">What’s your favourite part of your game?</span>
The tile sliding mechanics is the unique and fun part of this game. The players can slide the rooms across the screen and make new paths to solve the puzzles.
<span class="Question">What games inspire you?</span>
We love puzzle games and Studio Ghibli.
<span class="Question">What have you learned since making your first game?</span>
Don't get discouraged and keep making games
<span class="Question">How much did your game change from the original concept?</span>
Not a lot. Since its a sequel to lost twins, we were pretty much clear on what we were aiming for.
<span class="Question">What is something you wish the public knew about game design?</span>
It's not as easy to change a simple thing as it seems. Each little thing requires a lot of time to be perfect.<hr>
<h2>[[Back to Games|Games]]</h2>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
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data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
class="art_button"></div>
`;
}
</script><div class="Title">''Farewell North''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/UC1f9q_Y7wo" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ Blank Keys
/*Location*/ Toronto, ON, Canada / Edinburgh, Scotland
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="h https://farewell-north.com/" target="_blank">Website</a>
<a href="https://store.steampowered.com/app/1432850/Farewell_North/" target="_blank">Steam Game Page</a>
<a href="https://farewell-north.com/presskit" target="_blank">Press Kit</a>
</div><hr>
/*Description*/Farewell North is an atmospheric adventure about a woman and her dog on a journey to restore colour to the world.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
Farewell North is about a girl and her dog on a journey to restore color to the world, and you actually play as the dog in this duo! The game is set in the Scottish highlands and was inspired by my own move from Toronto to Edinburgh. My wife and I sold our house and everything we owned, and moved to Scotland with a couple backpacks and our two dogs, arriving just in time for the first COVID lockdowns. With so many plans to explore Scotland and the UK, all of that ambition was instead channelled into what would become Farewell North.
Farewell North will be my first commercial release, and I'm so excited to get it into the hands of players who enjoy more casual, atmospheric and emotional experiences.
<span class="Question">How long have you been making games?</span>
I've been developing games for about 8 years now, perhaps a few years longer if you include little terminal games. Pretty much as soon as I learned how to write code, I was determined to use that skill to make games! It's been a long journey to learn all the other skills involved in making games, and I'm still learning every day, but it's such a rewarding hobby that the years have really flown by.
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
I've always wanted to develop games that explore heavy themes, but from a unique perspective that we may not have seen before, and always in a way where the game can leave the player with something to think about. I try to focus on games that are uplifting and perhaps give a sense of leaving the world better than we found it, even while dealing with difficult subjects. Games are such a unique medium in their active participation, compared to more passive mediums such as books and movies, which really opens the door to explore deep subjects in a way that I think we're just starting to scratch the surface of.
<span class="Question">What’s your favourite part of your game?</span>
I have to admit that the color restoration mechanic, and the way it ties into the themes of loss and mental health, really connects with me and I hope it will for players as well. I love the visual aspect of coloring the world, but it's really the underlying themes beneath the surface that give it purpose to me. There's also this unique perspective in playing as the dog that I feel is special. While the human character is really the main character of the story, your vantage point as her dog really allows Farewell North to explore that human/pet relationship in a unique way as you bring color back to her world.
<span class="Question">How much did your game change from the original concept?</span>
Back in 2014 I was working on a game that would eventually become Farewell North some 6 years later. Voiden was a 2D platformer about restoring color to the world, and it was intended to be a mobile game. I actually finished the game, but I was never really proud of the final product so I chickened out on releasing it! It had a much more literal direction for the color restoration mechanic, with a story about monsters literally removing color from the world... I loved the idea, but the execution wasn't right so I shelved it. When I started working on Farewell North and the story about a girl and her dog exploring the Scottish highlands, the coloring mechanic from Voiden just seemed like a perfect fit to convey the emotional themes of the game so I brought it back (in a greatly improved way), and it really became the central hook of the game.
<span class="Question">Tell me about the thing you fought most to keep in your game?</span>
Definitely the two characters, the human and her dog! This has been more of a personal "fight" rather than something influenced by any external factors, but having the fully AI human character has probably been the most expensive decision in terms of time (and perhaps money) around the game. We all know those tedious companion levels from games where the AI isn't up to par with the designers ambition, and how a stuck companion or bad AI can really ruin the experience... well, I decided to make an entire game around that! For every situation it means that I need to give both characters something to do, some emotional stakes, and of course implement the animations, models, and AI to handle the situation. It's a lot to take on, perhaps more so than I initially appreciated when I made the decision, but it's been a tremendous learning opportunity and is so central to the narrative that it's been well worth the effort to keep that component in the game.
<span class="Question">What is something you wish the public knew about game design?</span>
That every seemingly obvious or small decision, can have a cascade of effects that aren't always clear from the outside (or to be honest, even from inside the development team). Everyone's familiar with the "butterfly effect", but I don't know that it's always clear how much this takes hold in game design. There's nothing wrong with wishing games had certain features or changes, but I would just say it's important to understand that the designers of the game may very well want those things as well, but there are so many factors to consider and often changes we as the designer want are just not feasible.<hr>
<h2>[[Back to Games|Games]]</h2>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
<div data-fancybox data-type="iframe"
data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
class="art_button"></div>
`;
}
</script><div class="Title">''NUTS''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/KAM6EttrrWw" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ Joon, Pol, Muuutsch, Char & Torfi
/*Location*/ Reykjavik
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://nuts.game" target="_blank">Website</a>
<a href="https://store.steampowered.com/app/768450/NUTS/" target="_blank">Steam Game Page</a>
<a href="https://noodlecake.itch.io/nuts" target="_blank">Itch.io Game Page</a>
</div><hr>
/*Description*/An award winning single-player surveillance mystery set in a remote forest. Record the squirrels, report your findings… and uncover the secret that the curious creatures are hiding.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
NUTS is made by Joon, Pol, Muuutsch, Char & Torfi. We are a small, remote team of experienced indies. The code is made in Reykjavik, the trees are planted in Montreal, the books are written in Copenhagen and the foley is recorded in Berlin.
<span class="Question">Tell me about your team and what makes them special!</span>
NUTS is made by a core team of 5 people. After getting the project greenlit, Joon started to approach artists from the European indie scene, and got them on board. The team rejected the idea of being a company, and tried to create a low-stress collaboration where each of the artists was able to make creative decisions about their own work. Inspired by cooperatives, but not having the capacity to do the legal gymnastics to set that up, the team settled on a revenue share system mostly based on the workload each individual had throughout the entire project.
Joon is an award winning game designer and has shipped multiple titles. His most recent solo-project Don’t Trip was Indie Game of the Month on Google Play and is regularly featured on the App Store. His games with Glitchnap were awarded multiple grants from the Danish Film Institute and Nordic Game program and were selected for multiple award shows and collections. He is also a summit advisor for GDC.
Pol has received 3 IGF nominations, won the Developer’s Choice award at IndieCade, has been artist in residency at TAG in Montreal and has had his work shown in galleries.
Char was awarded Best Game Writing from the Writer’s Guild of Ireland for her work on Divinity Original Sin 2 (PC Gamer’s #1 PC Game) and was working on Baldur’s Gate 3 for 2 years before joining the NUTS team.
Almut has worked on big titles Anno 1800 (audio designer) and Dead island 2 (sound editor), as well as popular indie titles like Curious Expedition (sound design) and Through The Darkest of Times (composer).
Torfi is a game designer from Iceland. He founded Tasty Rook, which released Out of the Loop and Triple Agent. He also made A Firm Handshake and is an excellent level designer.
<span class="Question">How long have you been making games?</span>
''Joon:'' I started making games as soon as I figured out how to program. I took a youth course in Visual Basic at a local computer club my dad attended, around age 12, and started making some games. Not many other kids around me were interested in this stuff, so it often felt pretty lonely, and I stopped doing it after a few years. I did work my way into a computer science degree, but burned out on that pretty quickly and started doing odd man-with-a-van jobs and bartending, until at age 24 in 2010 I discovered I qualified for a Masters program in Game Design.
I got in, and immediately fell in love with the community. LAZA KNITEZ!!, my first actually released game, was our first semester student project. We started a company, Mads and Jonas and I, called Glitchnap, while we were still in school. We managed to get it signed by OUYA and kept learning, growing, failing and trying harder* until we went our separate ways in 2017. I did some contracting, teaching, and released 2 commercial games since then, working on the third.
(*) we did actually make a game called Try Harder)
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
Nobody’s time is worth more than double that of someone else. If someone is working at their capacity, is not adversarial to the work, and is able to communicate and learn what they need, I strongly believe they are entitled to as much pay as the leadership. You can argue that risk or responsibility should be represented in compensation, and sure, how about the maximum should be 2x, that’s a pretty good deal right?
In my current and previous project, I have made deals with everyone on the team (who works more than 1 month) receives profit-share proportional to their time commitment to the project. There is a multiplier, between 1 and 2, for everyone, where I can nudge the numbers up or down if I feel it’s needed. But I can never, contractually, even as a CEO, pay myself 3 or 4 or 10 times the amount that the other workers get. I am constantly re-evaluating the implementation of this “guiding principle”, but at least at the moment it is my strong belief that everyone’s time is equally valuable, and that salaries of executives should not be arbitrarily inflated beyond reason.
<span class="Question">What’s your favourite part of your game?</span>
NUTS is an aesthetic exploration of the feeling of powerlessness while trying to survive the relentless onslaught of capitalism.
It sounds kind of ridiculous or too philosophical, but it’s the best I can come up with now that the game is out and set in stone, so to speak. You are powerless, isolated, and most of what is happening in the story is out of your control, which is how a lot of us have been feeling for the last year. We aren’t really offering any solutions or answers, but wanted to make the game feel like we all currently do: exhausted by the current economic and political climate, trying to find a way out, or a way through, while reminding ourselves to celebrate the small victories we do occasionally find.
<span class="Question">What games inspire you?</span>
We have a long list of games we are inspired by: Firewatch, Portal, Gone Home, The Return of the Obra Dinn, Quadrilateral Cowboy... A lot of these games tell a really interesting story that is about the length of a long movie, and give you an interesting way to navigate through them. We really wanted to make a game like that, where the story gives you an extra reason to care about the gameplay, instead of earning points or something.
I was very inspired by a little game-jam game that Lucas Pope made, called The Sea Has No Claim, where you need to search for and rescue shipwreck survivors. You need to commit a bunch of equipment that works in various ways to a map, and then you get to see the results play out. Our day/night cycle was hugely influenced by this, and suddenly everything clicked into place. For the core game mechanic at least
Aesthetically, a big inspiration for me was the music of Boards of Canada. I thought a lot about how to make an ""ambient"" game without it feeling too calm or quiet.
<span class="Question">What was the biggest challenge of the development of your game?</span>
''Joon:'' After the NUTS prototype in 2018, I realized I had come up with something that could keep people’s attention and excite them for around 30 minutes. The core loop of placing cameras and reviewing the footage really worked, better than any other game I had ever made. The biggest challenge to figuring out how to extend that into a full game was definitely working with narrative design, and its implementation. In my experience making games, I’ve never had to implement a narrative with so many moving parts as with NUTS. When designing and planning with our excellent writer and narrative designer Char, the design would feel rock solid to me, but then when implementing it, it would raise all these questions. “What if the player calls Nina at night? Then her response doesn’t make sense.” “What if the player doesn’t see that we put an extra camera there? Then they’ll be stuck”.
We figured most of it out in the end through iterating and testing, but it was a lot more work than I had planned for.
<span class="Question">How do you support yourself and your team through development?</span>
Almost every game I’ve ever worked on has been funded by a publisher in advance. Publishers have a bad reputation, and I think for many of them it is justified. It’s quite easy for a publisher to exploit developers, and it can be difficult to tell when you are negotiating if you are walking into that kind of a situation. I’ve learned a lot about that process, by having been through it 5 or 6 times already, and I’ve been fortunate enough to get deals signed and to not feel like I’ve been exploited.<hr>
<h2>[[Back to Games|Games]]</h2>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
<div data-fancybox data-type="iframe"
data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
class="art_button"></div>
`;
}
</script><div class="Title">''Tape to Tape''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/3nR7xM80tys" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ Excellent Rectangle Studio
/*Location*/ Quebec City, QC, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://www.tapetotapegame.com" target="_blank">Website</a>
<a href="https://store.steampowered.com/app/1566200/Tape_to_Tape/" target="_blank">Steam Game Page</a>
</div><hr>
/*Description*/Tape to Tape is a roguelite hockey game focused on creating a deep and addicting single-player campaign with gameplay inspired by both old-school and modern games.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
<div data-fancybox data-type="iframe"
data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
class="art_button"></div>
`;
}
</script><div class="Title">''Concerto on White''</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game39.jpg" width="700">
</span><span class="creators">
/*Name*/ C11 Games
/*Location*/ Hangzhou, China
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://store.steampowered.com/app/1734130/Concerto_on_White/" target="_blank">Steam Game Page</a>
</div><hr>
/*Description*/Concerto on White is a musician simulation game featuring classical music. Unlike any typical rhythm games, players are required to actually play the main melody.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
I am Senk Cheng, a game developer that started working in the industry since 2014. Two years later I quitted my job at a local VR game company and started the project of Concerto on White, along with my friend Carrie. She is responsible for UI art and general art direction, while I am the guy doing everything else.
Concerto on White is a musician simulation game featuring classical music. Unlike any typical rhythm games, players are required to actually play the main melody.
<span class="Question">Tell me about your team and what makes them special!</span>
Well, not sure if it counts as “special”, but I do have a pretty rare skill set comparing to other indie developers. I have a master degree in music composition and a bachelor degree in game design. This makes me a game designer with expertise in music and sound, along with mediocre programming skills and even less art skills. This is why we make rhythm game with unique mechanic.
<span class="Question">How long have you been making games?</span>
More than 12 years since my first summer project as a freshman. 6 years working on the current project (Concerto on White).
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
We make rhythm games that simulate experience of certain music aspects. In Concerto on White, it is the playing experience with focus on both pitches and rhythms.
The important thing is that our games can make people pay attention to elements other than rhythms, because at the end of day, music is more than just rhythms.
<span class="Question">What’s your favourite part of your game?</span>
1. Musician simulation
2. Classical music
<span class="Question">What games inspire you?</span>
Not just games, here is brief list:
1. Gameplay UI was inspired by Taiko no Tatsujin (Taiko: Drum Master).
2. Game mechanic took references from 3 types of musical instruments (violin, flute, harp).
3. Story was inspired by A Certain Magical Index / Scientific Railgun, as well as From the New World.
<span class="Question">What was the biggest challenge of the development of your game?</span>
Designing the mechanic. I have to preserve all flavors of playing music like a musician while make it as easy as possible to learn. In other words, I was designing a new type of digital music instrument that is extremely easy to learn. This was very difficult and I ended up taking references from 3 types of musical instruments (violin, flute, harp).
<span class="Question">What you believe could have made it better if you were to make your game again?</span>
Probably the narrative. I chose to tell the story by using visual novel because I thought it is easy. But no… Too much work…
<span class="Question">Tell me about the thing you fought most to keep in your game?</span>
Nah there was no fight, I keep anything I want 😉
I am only making the game in my vision, not in other’s.
<span class="Question">Is there is anything you would like to add about your game?</span>
If you are a musician, you will enjoy Concerto on White. If you are not, you will become one and enjoy the game.<hr>
<h2>[[Back to Games|Games]]</h2>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
<div data-fancybox data-type="iframe"
data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
class="art_button"></div>
`;
}
</script><div class="Title">''Belle Automata''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/ihFiwiS0T3Q" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ Jellyfish Parade
/*Location*/ Philadelphia, PA, USA
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a
<a href="https://store.steampowered.com/app/1814230/Belle_Automata/" target="_blank">Steam Game Page</a>
<a href="https://chouette.itch.io/belle-automata" target="_blank">Itch.io Game Page</a>
</div><hr>
/*Description*/A sci-fi fantasy visual novel following Aureve, an android that must find her place among a host of fellow sentient androids in her new home and answer the question once and for all: can an android truly feel?<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
''ABOUT THE GAME''
Aureve [renameable] is content with making tapestries alongside her master--but when he dies, his family sells her off to a reclusive buyer. Thrown into a world of other sentient droids, she must find her place and above all, answer the question: can an android truly feel?
''ABOUT JELLYFISH PARADE.''
owl., aka Jessinia, is the founder and lead developer at her game studio Jellyfish Parade. She writes and hires all of the freelancers needed to complete the studio's project.
Qadira is the Product Manager on the Belle Automata dev team. She handles a majority of the business development, player-facing communication, and social media strategy. An avid visual novel fan, she loves to cozy up with her laptop or Nintendo Switch to play a good otome game in her free time.
Together, they, along with some very talented freelancers, make up Jellyfish Parade!"
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
Yes! Established in 2016, Jellyfish Parade's mission is to create ethnically diverse games that'll turn your heart to jelly.
<span class="Question">What games inspire you?</span>
Rune Factory 4 and the Harvest Moon franchise are one of my main influences! There are so many characters that are all so loveable and I strive to make characters that feel just as real. I'm also inspired by fellow indie visual novel makers such as Nusantara and Hermes & Gry: A Crooked Plan. Anything with characters that you can love and hate... I really love those types of games.
<span class="Question">What is the biggest success of the development of your game?</span>
The biggest success I can think of is that it's getting done! Watching the word count go up steadily, adding the VA and animations to the various scenes--it's incredible to watch things happen in a positive direction.
<span class="Question">What was the biggest challenge of the development of your game?</span>
Combatting burn out has to be the worst. You're working in the dark on this project.
<span class="Question">What you believe could have made it better if you were to make your game again?</span>
If I could make my game again, I'd go for even more animations! Live 2D looks beautiful and one of my general dev influences is the Hatsune Miku: Colorful Stage! rhythm game. It's got beautiful animations and I'd love to implement a game of mine like that one day.
<span class="Question">How are your design choices informed by you, your experiences, or your team’s experiences?</span>
I love black girls, I am a black girl and having a main character that looked black and carried elements of my culture was and is very important to me. I especially wanted a cast of black and brown characters who didn't need a reason to be black and brown--they just are, and in their existence, they hopefully can help to further normalize black and brown characters of various backgrounds in scifi and fantasy spaces.<hr>
<h2>[[Back to Games|Games]]</h2>
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</script><div class="Title">''ValiDate: Struggling Singles in your Area''</div><span class="gameContent">
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</span><span class="creators">
/*Name*/ Veritable Joy Studios
/*Location*/ Chicago, USA
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://validategame.com/" target="_blank">Website</a>
<a href="https://store.steampowered.com/app/1319850/ValiDate_Struggling_Singles_in_your_Area_a_Visual_Novel/" target="_blank">Steam Game Page</a>
<a href="https://validategame.itch.io/vdate-demo" target="_blank">Itch.io Game Page</a>
</div><hr>
/*Description*/ValiDate is a romantic visual novel about 13 adults in Jercy City navigating new relationships and the harsh realities that come alongside them.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
Veritable Joy Studios is a team full of wonderful queer POC who are working on their first project, ValiDate: Struggling Singles in your Area
<span class="Question">Tell me about your team and what makes them special!</span>
We are all queer POC and most of us are working on our first title together.
<span class="Question">How long have you been making games?</span>
2020
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
Having a safe and fun environment and working on a game we all believe in.
<span class="Question">What’s your favourite part of your game?</span>
How queer and POC-friendly it is! We wanted to make a game that reflects our stories and the things we are dealing with in our dating lives.
<span class="Question">What games inspire you?</span>
Ace Attorney, Undertale, Dangonronpa, Persona 5
<span class="Question">What makes a game fun to you?</span>
Feeling rewarded after playing. Fun characters, good dialogue and music.
<span class="Question">What makes a good game designer?</span>
<span class="Question">How did you first get involved with game design?</span>
We began making fangames and smaller gamejams and transitioned into making ValiDate!
<span class="Question">What are you most proud of developing for your game?</span>
Creating a very cool group of fans who love our game.
<span class="Question">How much did your game change from the original concept?</span>
We changed the artstyle drastically, as well as cut down the game into thirds.
<span class="Question">What is the biggest success of the development of your game?</span>
How popular our game has gotten, we never expected to become this beloved by so many people.
<span class="Question">What was the biggest challenge of the development of your game?</span>
Finding funding.
<span class="Question">What you believe could have made it better if you were to make your game again?</span>
If we had a million dollars this game would be game of the century.
<span class="Question">What surprised you during development?</span>
How long things take.
<span class="Question">What led you to choosing the story for your game?</span>
There is such an importance to telling stories with people of color in romantic and friendship situations in games. We rarely have our stories told, and usually when our stories are told, they are not by us.
<span class="Question">Tell me about the thing you fought most to keep in your game?</span>
Milfs.
<span class="Question">Where do you think the industry is headed and where does your game fit in?</span>
We are making more and more games that reflect the real world and that is incredibly exciting.
<span class="Question">What is something you wish the public knew about game design?</span>
It takes too damn long.
<span class="Question">Is there is anything you would like to add about your game?</span>
Stan ValiDate!<hr>
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</script><div class="Title">''Mini Maker: Make A Thing''</div><span class="gameContent">
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</span><span class="creators">
/*Name*/ Casa Rara Studio
/*Location*/ Montreal, QC, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://minimakergame.com" target="_blank">Website</a>
<a href="https://store.steampowered.com/app/1315410/Mini_Maker_Make_A_Thing/" target="_blank">Steam Game Page</a>
<a href="https://www.tiktok.com/@minimakergame" target="_blank">TikTok</a>
</div><hr>
/*Description*/A hero thing, a monster thing, a robo thing… in Mini Maker, you can make any ‘thing’!<hr>
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<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
Casa Rara Studio is a small, but diverse studio made of industry veterans and fresh-faced game developers. All recovering perfectionists, Casa Rara makes weird, wonderful and wacky games that aspire to let you bring out your inner child.
Our game, Mini Maker: Make A Thing allows everyone--no matter their creative skills--to have fun making things without fear of judgement or embarrassment. Mini Maker provides you with an arsenal of pieces, impossible tools, and cool accessories to make what no other game dares to allow you to make.
<span class="Question">What’s your favourite part of your game?</span>
Discovering new ways of using pieces and effects together. It's endless! That, and the absolutely sick soundtrack.
<span class="Question">What games inspire you?</span>
Our studio's taste is incredibly varied. Some of our favourites include Katamari Damacy, Animal Crossing, Earthbound, Klonoa, Dragon Age series, Nier Automata, and FF7.
<span class="Question">What are you most proud of developing for your game?</span>
Niche building and creation games like Planet Coaster, Ultimate Horse Chicken, Mario Maker 2, Dreams, or more notably Minecraft, all bring forth evidence of our love to make.
Mini Maker: Make A Thing sets itself apart from these games by removing the undo button, and streamlining the ""creation"" element into the ""play"". While some games may insist upon the notion of creating, then playing within/with the creation, we shine a limelight on the importance and joy of the creation process. The middle ground between creative tool and game is where Mini Maker shines.
<span class="Question">How much did your game change from the original concept?</span>
Mini Maker started as. Mini Paint! It was focused on figurine painting. Our original prototype was ''how messed up can you make this Pikachu look''. We've come a long way, but kept the same silly spirit!
<span class="Question">What led you to choosing the story for your game?</span>
Our team was inspired by hobbyists who share themselves building or painting online. Whether it be customizing Hot Wheels or modifying game consoles, these videos often inspire viewers to attempt it themselves. However, the truth of the matter is, that making can be very messy and very difficult. More often than not, when we try something new, it's a harsh reminder of how clumsy and unskilled we are.
Mini Maker: Make A Thing captures this disconnection between our creative expectations and results. It brings a playful approach to the growing pains of mastering an art form, and strays from making anything ""pretty"". This was something our team is deeply familiar with, as we're all creatives (not just developers, but artists, musicians, modders, painters, and poets in our own time).
Our studio knows from trial and error that when we free ourselves from expectations, perfectionism, or even pleasing others, we can engage in the act of creating fully. Finding joy in the simple act of making is unprecedented and incredibly healing in our world today.
<span class="Question">What is something you wish the public knew about game design?</span>
Sometimes, you have an idea or a hunch for a feature and it works almost seamlessly. Once initiated, it's just about improving it. However, most of the time, your idea may look great on paper, but it turns out incredibly rough. If you're fortunate you can make it work, but other times it can be a very long process, and you have to be ready to kill your darlings. It's a tough process! <hr>
<h2>[[Back to Games|Games]]</h2>
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</script><div class="Title">''Far Away From Home''</div><span class="gameContent">
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</span><span class="creators">
/*Name*/ Matthew Wong
/*Location*/ Vancouver, BC, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://store.steampowered.com/app/1874260/Far_Away_From_Home/" target="_blank">Steam Game Page</a>
<a href="https://fafh.itch.io/" target="_blank">Itch.io Game Page</a>
<a href="" target="_blank">Twitter</a>
</div><hr>
/*Description*/Far Away From Home is a story-driven tactical RPG where you are lost in another world.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
I'm Matt and I'm a solo dev who has been working on Far Away From Home for the past six years.
Far Away From Home is a story-driven tactical RPG inspired by Final Fantasy Tactics and Tactics Ogre.
After a mysterious turn of events during a scientific unveiling gone awry, Simon and his allies initially think themselves lost. However, after a hostile encounter with strange creatures, they soon learn that their predicament is much more dire.
<span class="Question">What games inspire you?</span>
My main inspirations were Final Fantasy Tactics and Tactics Ogre. FFT was the original, I loved it so much and I don't think there has ever been a game quite like it since. The story I think especially holds up well compared to games of the current generation.
I also took quite a bit of inspiration from MOBAs like DOTA 2 for how I designed a lot of my gameplay elements.
In DOTA, your strategy can change tremendously depending on your team composition, and I wanted it to feel a similar way based on how you build your team in Far Away From Home. Same with how you itemize your units, buying a specific piece of gear can drastically change how your units behave and push your strategy up to the next level.
Lastly, the idea of team attacks from Chrono Trigger was always something I loved, but probably not something that you would be able to easily implement in something like a tactical RPG. Instead, when designing the skills of my units, I looked at ways to make them synergize together. For instance, one skill on one unit may trigger a powerful secondary ability if another unit uses a specific skill on your target beforehand.
<span class="Question">What are you most proud of developing for your game?</span>
I really liked how unit progression turned out. I really enjoyed the Class system that FFT uses and I wanted to do something similar to it while also not just ripping it off. At the same time, I also felt like it wouldn't really make sense to have that exact kind of system in game from a story perspective.
That being said, while you do not switch classes throughout the game, how you build your characters will alter how they function in battle. How you build your character will determine what ""class"" they ultimately end up being. Whether you built your unit into a tank or dps or support unit would all depend on what skills you take and what gear you equip.
<span class="Question">How much did your game change from the original concept?</span>
Massively. It was still going to be a tactical RPG, but it was going to be more Roguelike in nature than its current story-driven state. The characters were going to be a bit more generic as just ""class"" units and it was going to have permadeath. Character recruitment was also going to be more like how Darkest Dungeon approached it.
There was also going to be no actual dialogue. This was my very first game, and I have never written a story ever before, so I was actually worried whether or not poorly written dialogue would be worse than no dialogue at all, haha.
Eventually I scrapped all that of course. The idea of needing to be able to randomly generate an ""interesting"" tactical rpg stage was a little too daunting. So, handcrafted stages it is with a story to go on top.
<span class="Question">What was the biggest challenge of the development of your game?</span>
The uncertainty in almost nearly every facet going into it haha. I'm a solo dev who has never made a game before, the only thing I had going into it was my programming experience. I did take some design courses before and have messed around a lot with Photoshop and GIMP, but I was never hired for any professional graphic work.
I was confident I could learn whatever IDE I went with as well as design whatever UI elements were required.
I wasn't confident in character designs, sprite work, sound, music, writing, etc... And don't even get me started on marketing. That is a whole other separate job from game design that is still also very necessary to have your game succeed.
The very biggest challenge I would say is probably character design, because, my first attempt at doing character art was so terrible, it almost made me straight up quit my game. It was really that bad haha. I was able to get some tips on where to start and fortunately, was eventually able to get over that hill. I eventually ended up getting a professional to redo all of my portrait work but that is another story.
<span class="Question">What surprised you during development?</span>
How freakishly long it can take to get something simple just right. Stuff like just getting a menu to open up on screen smoothly and look good can take you way longer than you might expect it to. Syncing how fast your sprites animate with how fast they move to make it feel natural was also very finnicky.
Small additions that by itself don't mean much, but altogether, are required to have your game actually feel like a game. Things like UI fade ins / outs, button press sound effects, dialogue noises, screen shake, etc... A million different UI things.
It took me probably years before my game actually ""felt"" like an actual game to me, there are just so many small components that fit together before it feels ""right"".<hr>
<h2>[[Back to Games|Games]]</h2>
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</script><div class="Title">''Discolored 2''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/wlRqAQHvOt4" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ Godbey Games
/*Location*/ San Diego, California, USA
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://store.steampowered.com/app/1859720/Discolored__Episode_2/" target="_blank">Steam Game Page</a>
<a href="https://www.jasongodbey.com/discolored2-presskit/" target="_blank">Press Kit</a>
</div><hr>
/*Description*/Discolored 2 is a first person puzzle adventure where all the colors are being stolen by a sinister organization and its up to you to stop them and restore the world back to its full spectrum of color.<hr>
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<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
My name is Jason Godbey and I am the founder of Godbey Games. I started working in the AAA game industry in 2006 as a 3D artist, but my ventures into the indie game scene didn't start until 2017 when I shipped my first game The Search. In 2019 I shipped the first episode of Discolored and am now working on the sequel, Discolored 2.
Discolored 2 is a first-person puzzle-adventure with a touch of horror. In the world of Discolored all the colors have been stolen by a sinister organization and it's up to you to stop them and restore the world back to its full spectrum of color. Solve mind-bending puzzles and avoid getting caught as you explore the surreal world of Discolored.
<span class="Question">What games inspire you?</span>
One of my earliest inspirations was Myst. The puzzles were really interesting but to me the thing that stood out the most was the feeling of exploring a different world. At the time no other game had done it as well as Myst. Other games would focus more on people as characters, but in Myst the environments, the different Ages, were designed in such a way that the world became a character. There was a personality to each world and I never saw that before in a game. That's what ultimately drew me into becoming an artist.
<span class="Question">What have you learned since making your first game?</span>
Since my background is in art that's how I approached making games at first. There was a lot of emphasis on the art, almost too much. Since I mainly work as a solo developer it's important to give yourself constraints otherwise the game will take forever to make. With the first game, when I was focusing so much on the details of the environments that left less time to focus on game design. I've worked with other artists in the AAA industry and in those circles it's easy to be critical about how the art in other games fall short, but the truth is, beyond a certain level of quality most players don't care. If your game design is lacking then people won't want to play the game no matter how good your art is. With the art, I've learned to shift my focus more on the fundamentals like composition, proportion of shapes in relation to each other, and how well those shapes read on the screen rather than getting lost in the small details.
<span class="Question">How much did your game change from the original concept?</span>
You could say that my very first game, The Search, was the original concept for Discolored 2. The first episode of Discolored borrowed certain mechanics from The Search, like combining colors together to make new items you can use in the world. With the first episode of Discolored I didn't want to use any characters because of the extra effort it would take to make them, but I've done exactly that for Discolored 2 and added characters the player will interact with. I like to build on top of ideas I've had before since it's easier than starting from scratch and it's fun to see how my games can evolve into something I never could have imagined before.
<span class="Question">What led you to choosing the story for your game?</span>
A lot of inspiration for the story of Discolored 2 comes from dystopian novels like Ray Bradbury's Fahrenheit 451 and George Orwell's 1984. I've always been interested in themes that speaks to the individual searching for some kind of freedom from restrictive institutions or power structures that tries to control and manipulate everything. I also feel like the themes in those books are more relevant now than ever and a lot of people are feeling the weight of those ideas.
<span class="Question">How do you support yourself and your team through development?</span>
Shipping earlier games like The Search and the first episode of Discolored helps some financially, but mostly I work another job as a 3D artist to support development. I'm lucky to have a job with a good work/life balance so I'm able to have time to explore my own ideas outside of my day job. I'm not in a hurry to make the leap to doing this full-time because I know it's easy for money to start driving all the decisions you make and things can stop being fun if your next game has to be a hit in order for you to survive. I'd rather take whatever time I need to make my games the best they can be and keep the process fun. If I do make the transition to doing this full-time I'd want to be in a comfortable place where I'd know I wouldn't have to rush to crank out games on a really strict timeline.<hr>
<h2>[[Back to Games|Games]]</h2>
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</script><div class="Title">''Mîkiwâm''</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game44.jpg" width="700">
</span><span class="creators">
/*Name*/ Studio Ekosi
/*Location*/ Edmonton, AB, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://studioekosi.itch.io/" target="_blank">Itch.io</a>
<a href="https://twitter.com/studioekosi" target="_blank">Twitter</a>
</div><hr>
/*Description*/Play as Awâsis, the community healer’s apprentice, and blend magic elemental teas. Influence the lives of a colourful cast of characters using the plants you gather. Connect with your estranged home, discover your gifts, and solve mysteries.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
Studio Ekosi is a queer Nehiyaw independent media studio. Through interactive stories and animation, we strive to create moments of joy, characters you can identify with, and worlds that spark wonder. Mîkiwâm is an Indigenous fantasy narrative about plants, community, and magic.
<span class="Question">Tell me about your team and what makes them special!</span>
The Ekosi Studio team is currently made up of two Plains Cree (Nehiyaw) artists: sisters Keara Lightning and Caeleigh Lightning. Our goal as a team is to create moments of joy, characters that make people feel seen, and worlds that spark wonder. We create stories out of our own experiences, exploring themes around community and colonization through fantasy settings.
<span class="Question">How long have you been making games?</span>
We have been making games for 3 years.
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
Our mission is to develop fun, Indigenous-led narrative media representing decolonized futures, where players explore relationships to people, land and community.
<span class="Question">What makes a game fun to you?</span>
It's so fun when small details are added into a game, enhancing the experience for those who replay and search for those details but not taking anything away from those who don't.
<span class="Question">How did you first get involved with game design?</span>
We've always loved playing video games together, so seeing the community of Indigenous game developers and being welcomed so warmly into that community gave us the inspiration to begin creating our own games.
<span class="Question">How are your design choices informed by you, your experiences, or your team’s experiences?</span>
We use tropes from our favourite animations and video games to explore our own experiences as Cree people living in urban settings. Our stories show Indigenous peoples and cultures surviving long into the future and in fantastical worlds while exploring the complexities of community and colonization.<hr>
<h2>[[Back to Games|Games]]</h2>
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</script><div class="Title">''Doors: Paradox''</div><span class="gameContent">
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</span><span class="creators">
/*Name*/ Big Loop Studios
/*Location*/ Sofia, Bulgaria
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://store.steampowered.com/app/1622770/Doors_Paradox/" target="_blank">Steam Game Page</a>
</div><hr>
/*Description*/A relaxing puzzle escape game.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
We are a small team dedicated to creating immersive gaming experiences. The Doors: Paradox lets you explore hand-crafted 3D dioramas, look for useful objects, find hidden clues, solve puzzles and more!
<span class="Question">Tell me about your team and what makes them special!</span>
We’re a very small team, but our personalities definitely take up a lot of space in the office. We keep the team small because it helps us organize a democratic approach to decision-making about gameplay and design choices.
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
Naturally, yes. We are very demanding when it comes to idea generation and design choices. The whole team (all 9 of us!) is included in the process of brainstorming, whether it be for new projects or new game levels. We value every team member’s opinion, because it always provides an important part of game design - diversity. Everyone can have a great idea, the challenge comes when you have to prove it.
<span class="Question">What have you learned since making your first game?</span>
The first game we made was called Escape from 26. It was followed up by a sequel set in the same world - Dreamcage Escape, which incorporated and evolved the initial concept of Escape from 26 - each level represented a dream trapped in a cage.
The games were major successes in the flash (and later mobile) games community, which taught us a lot about listening to your players, managing your resources wisely and most importantly, never compromising quality.
<span class="Question">What was the biggest challenge of the development of your game?</span>
All the games we created before Doors were your classic “Escape Room” games - for the uninitiated, the genre was primarily flash games, which consisted of 2D areas that the player could explore by simply clicking on stuff and solving puzzles.
Doors was not your typical Escape Room. Well, not just because it’s a door! The concept behind Doors is that you have a single diorama on which all the puzzles, mechanics, items and interactions would be. This proved a huge challenge, because it confined us to work in a limited space, whereas our previous projects consisted of multiple items and puzzles spanning across different areas. It all worked out in the end thanks to well-defined guidelines and a fresh mindset to a classic game genre.
<span class="Question">What led you to choosing the story for your game?</span>
We wanted to change the stereotype of Escape Room games telling their whole premise in the title and completely skipping the story.
Our goal was to provide players with questions, while the answers lied in the endings they chose. It only made sense to go the existential route and let the players unfold their own story and reach their own conclusions in a world, where our storyteller Zula the cat is showing you around.<hr>
<h2>[[Back to Games|Games]]</h2>
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</script><div class="Title">''Peyton's Post-Op Visits''</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game46.png" width="700">
</span><span class="creators">
/*Name*/ littlerat
/*Location*/ Toronto, ON, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://littlerat.itch.io/peytons-post-op-visits" target="_blank">Itch.io Game Page</a>
</div><hr>
/*Description*/Peyton's Post-Op Visits is a visual novel. Join Peyton as he visits his old roommate Marcus after his top surgery, and learns the ways their lives have converged and diverged in the years since they last met.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
Hi, I’m littlerat! I like to make games about people figuring themselves out.
My game Peyton’s Post-Op Visits is about Peyton, a trans-masculine person who came out to his roommates in university, and Marcus, his old roommate who he learns is also trans-masculine and has just had top surgery. They meet up for the first time after three years apart and discover the ways their lives have converged and diverged over the years, learning more about themselves in the process.
<span class="Question">What’s your favourite part of your game?</span>
In preparing for HES SuperFESTival I got to replay the game for the first time in a while, and I was pleasantly surprised by little details in the story I’d entirely forgotten. I’m especially pleased with the section where Peyton and Marcus chat about their binders. Much of the story is more serious about trans-masculine issues, and so something about the lightheartedness of “Hey cool binder,” “Thanks!!” was really charming to me. That little bit of appreciation for joyful self-expression in a game generally more focused on practical issues and social struggles made me happy.
<span class="Question">What have you learned since making your first game?</span>
Simply that I am capable. Night Shift was the first game I finished, but it was far from the first game I ever started work on. Finishing that game set me on the right track to get away from the cycle of over-ambition, doubt, and abandonment that had plagued me for years. A finished project is a wonderful thing!
<span class="Question">What was the biggest challenge of the development of your game?</span>
I began the development of Peyton’s Post-Op Visits with a lot of raw and intense frustrations that I wanted to put down somewhere, in some way, but also a deep fear of saying the wrong thing and hurting others or turning them against me. I wanted the game to be informed by my own experiences as a trans-masculine person without being autobiographical. I wanted it to show frustrations and difficulties which were genuine without being simply a bitter rant about my own insecurities.
With transgender experiences being such a charged topic, I couldn’t simply ask other people to tell me what was “balanced” or “fair” (leaving aside whether a game has to be “balanced” and “fair” on all issues to be worth making). I couldn’t rely on doing what felt comfortable to me, either, as creating a game about transness was inherently uncomfortable to me. So all I could really do was keep going, keep re-reading and tweaking, and use the pressure of the jam deadline to force me to get the game finished one way or another. I’m grateful I got it out there!
<span class="Question">What surprised you during development?</span>
From the beginning, I wanted this to be a game about two trans-masculine roommates meeting each other again after a long absence. Erin, their third, cis female roommate, was added as a bit of an afterthought, but her presence ended up being more critical than I expected.
She isn’t a stalwart ally who can be there for Marcus at a moment’s notice, nor is she a secret enemy who starts rumours behind his back. She’s just a friend. She might be too busy to visit, but she’s happy to hang out when she has the time. With all the intensity that transition can bring, it’s easy to remember the people who were especially kind to you and the ones who were especially cruel, and it’s easy to forget everyone else. Reminding myself that Erin was there helped me to ground the story in a world that was a little more down to earth, even if things were tough at the moment.
<span class="Question">What is something you wish the public knew about game design?</span>
Gamedevs are people, and game design is work. It’s understandable to want a game to be less buggy or more interesting or more inclusive, but be courteous if you inform a gamedev of what you wish was different about their work, especially (but not exclusively) if their games are free. Even minor changes to a game take time and energy to make!
On the flip side, if you find a game online that you really enjoy, remember that a person (or multiple people) made it – in the case of a small indie game, potentially a person who’s had very little feedback that shows if people enjoyed their work or not. If you take the time to leave a rating or a comment, it could make someone very happy.
<span class="Question">Is there is anything you would like to add about your game?</span>
There's a standalone prequel to Peyton's Post-Op Visits: Marcus Comes Out Online! Join Marcus for a day as he figures out his transition for the first time: coming out on social media, figuring out paperwork, and exploring the city.
Check out Marcus Comes Out Online at: <a href="https://littlerat.itch.io/marcus-comes-out-online">littlerat.itch.io/marcus-comes-out-online</a>
<hr><h2>[[Back to Games|Games]]</h2>
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</script><div class="Title">''Temple of Starlight''</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game47.png" width="700"></span>
<span class="creators">
/*Name*/ Enlit Games
/*Location*/ Copenhagen, Denmark
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://store.steampowered.com/app/1970050/Temple_of_Starlight/" target="_blank">Steam Game Page</a>
</div><hr>
/*Description*/Temple of Starlight is an abstract first person puzzle game with a unique retro visual style.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
We are Enlit Games, a Copenhagen-based indie game developer comprised of 5 students who have spent years working together as a part of our university studies. Our game, Temple of Starlight, is an abstract first-person puzzle game where you use lights and colors to progress through the levels. The game follows a story of an ancient civilization that encountered a natural disaster, and you, as a player, need to lead the people through the crisis.
<span class="Question">Tell me about your team and what makes them special!</span>
We are a group of 5 students from Lithuania, Iceland, Poland, and Denmark. We have spent years working together as a part of our studies and have developed a strong bond. We're looking forward to releasing our first game as a company in Q1 2023
<span class="Question">How long have you been making games?</span>
We have worked on smaller game prototypes and game jams for more than 6 years now, but Temple of Starlight will be our first bigger title to be published.
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
We strive to develop games with meaning. We want the player to get more out of the game than entertainment. Making games that force players to stop and think, motivates us to design better games.
<span class="Question">What’s your favourite part of your game?</span>
<span class="Question">What games inspire you?</span>
<span class="Question">What makes a game fun to you?</span>
For a game to be fun, it needs to create a space where the player has to make interesting choices. Choice is what separates games from other media and allows for new ways of artistic expression through game mechanics and non-linear story.
<span class="Question">What makes a good game designer?</span>
We believe that the ability to listen and take constructive criticism is key. Everyone can generate ideas, but being able to discard the bad ones and iterate following user feedback is what makes a good designer.
<span class="Question">How much did your game change from the original concept?</span>
Our game started as an educational game meant to teach about mixing colors of light. We continued to build upon it without deviating too far from the original idea. The game has since expanded into an hour-long narrative journey about the fall of civilization with unique puzzle levels and mechanics, with additive color mixing remaining the central piece.
<span class="Question">Where do you think the industry is headed and where does your game fit in?</span>
We believe that as the tools available to developers become better, the possibilities of what a small team can make will grow. This will lead to bigger and better games that are made for artistic expression. We already see this today, but we think this trend will continue far into the future.<hr>
<h2>[[Back to Games|Games]]</h2>
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</script><div class="Title">''Haiku the Robot''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/j2DWMQ_USxg" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ Mister Morris Games
/*Location*/ Tallinn, Estonia
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://mistermorris.games" target="_blank">Website</a>
<a href="https://store.steampowered.com/app/1231880/Haiku_the_Robot/" target="_blank">Steam Game Page</a>
</div><hr>
/*Description*/Haiku the Robot is a cute adventure-exploration game set in a vast interconnected world full of corrupt robots and machinery. Explore the dying land of Arcadia; fight fierce machines; befriend quirky robots, and seek answers to the mysteries of the world around you.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
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</script><div class="Title">''CURSES''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/sHDziMZufmM" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ Killjoy Games
/*Location*/ Brantford, ON, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://www.killjoygames.fun/curses" target="_blank">Website</a>
<a href="https://store.steampowered.com/app/1721100/CURSES/" target="_blank">Steam Game Page</a>
</div><hr>
/*Description*/If Wednesday Addams had an interactive 90s MTV cartoon it would be CURSES.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
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<<set $Location to "Games">>
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</script><div class="Title">''Chiki's Chase''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/5v56QB_ew-8" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ David Fu
/*Location*/ Toronto, ON, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://chikischase.com" target="_blank">Website</a>
<a href="https://www.chikischase.com/#press" target="_blank">Press Kit</a>
</div><hr>
/*Description*/A pocket-sized, 2-button take on tricky action platformers!<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
Chiki's Chase is a game where you're a chicken that loves running and can squawk to take down obstacles in the way. It's a cute, challenging runner, and you can be a frog in a cowboy hat. It's inspired by early endless mobile arcade classics like Jetpack Joyride, fused with modern takes on randomized upgrades like Nuclear Throne.
I'm David (@dvdfu) - I made Chiki's Chase as a student project game back in 2018 and then decided to release it as a commercial game in 2022! s9menine handles sound design, NPC artwork was done by Yoyoleif and Mellodillo, the music is all done by Sean ""CosmicGem"" Bialo, and additional translation work has been done by Anabel Morales and KyleHeren.
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
No deadlines! I'm the only person working full time on the game and I work with the rest of the team on an adhoc basis. I'm very lucky to not have to rely on publishers or crowdfunding. That means there's always enough time to make stuff without external pressures. It doesn't mean the work simple or easy, but there's one less thing to worry about.
As much as everyone loves a good video game, they're still just entertainment products, and made by real people. Since video games are years-long projects, having a sustainable process for making one matters very much to me.
<span class="Question">What’s your favourite part of your game?</span>
The first unlockable character is a brown tabby cat named Ronnie. This is my partner's cat!!
<span class="Question">What have you learned since making your first game?</span>
To not take advice (especially for game development) so seriously on the internet! People give advice based on what's important to them, and what opportunities they had. Those are usually very different for everyone.
<span class="Question">What was the biggest challenge of the development of your game?</span>
Unity. I feel like the engine is always trying to fight me!
Oh also, taxes. They're confusing and scary.
<span class="Question">Tell me about the thing you fought most to keep in your game?</span>
There's a cosmetic item in the game called "Blindfold". If you equip it, your whole screen turns black as a joke. People sent reviews and emails, either confusing it for a glitch, or angry and demanding I remove the joke. I'm not budging! It's hilarious whenever someone writes in about the blindfold.
<span class="Question">Where do you think the industry is headed and where does your game fit in?</span>
Some of the most successful mobile games are also the most notorious. There are games that crave play time and become ad playgrounds, games where thousands of dollars can be spent, games with mechanics designed to tap into dangerous addictive habits. Games should feel fun, but many industry trends are quite hostile to consumers.
Chiki's Chase is a very traditional video game in a way - there's no sign-ups, data collection, or reminders to come back tomorrow. It's just there for people to play if they have a few minutes to pass on a bus or something, like handheld gaming once was. It doesn't sound very significant, but in the landscape of modern mobile gaming, it's increasingly rare! It's important to me that people getting into mobile games today have more ""offline"" game options like Chiki's Chase.
<span class="Question">What is something you wish the public knew about game design?</span>
Game design is magic. Like, it's actually magic, you draw sigils and chant spells and then POOF colours fly everywhere. That's how you conjure a game mechanic. I know it sounds ridiculous. I was shocked when I first found out too!<hr>
<h2>[[Back to Games|Games]]</h2>
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<<set $Location to "Games">>
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<script>
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</script><div class="Title">''The Black Pepper Crew''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/Rmdw6bqypXM" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ Erick Quijivix
/*Location*/ Rocha, Uruguay
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://store.steampowered.com/app/1605520/The_Black_Pepper_Crew/" target="_blank">Steam Game Page</a>
<a href="https://twitter.com/QuijiPixel" target="_blank">Twitter</a>
</div><hr>
/*Description*/Hunt bounties around the city on this jazzy tactical turn-based roguelite. Hire crew members, gear them up, strategize around their unique abilities and cash that juicy bounty!<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
I'm solo developer Erick Quijivix (Quijipixel) and I have been making small games for a while now. The Black Pepper Crew is going to be my first commercial game, a game that came out of a small game I made for a game jam.
The Black Pepper Crew is a turn based tactics roguelite that focuses in position/abilities instead of levels/skill trees, thus providing a different take on the classic tactics fantasy game.
<span class="Question">Tell me about your team and what makes them special!</span>
I'm the whole team! for now... hopefully, this game will provide the resources to actually have a team on my next game. So for now, its just me, a jazz musician/web developer who is passionate about videogames.
<span class="Question">How long have you been making games?</span>
I made my first games when I was 17 (a pokemon clone on javascript, and a megaman local co-op), but I took the game development thing more seriously 5 years ago.
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
For now I don't have one, but as I'm a solo dev, a lot of my personal believes kind of generate this "guiding principle". I could argue that for now, I'm focusing on experimenting with existing mechanics/systems and attempting to discover new ideas in the process.
<span class="Question">What’s your favourite part of your game?</span>
Probably the unplanned synergies that were generated. By experimenting with basic game mechanics (taken from checkers, chess and games like into the breach) and limiting the characters stats (there are no levels, so character can die very quickly!) the experience is more akin to a puzzle game than a strategy one.
<span class="Question">What games inspire you?</span>
Too many, this question is tough! Perhaps I can say that for The Black Pepper Crew I have more precise sources. The game takes inspiration from chess, checkers, into the breach and lair of the clockwork god.
<span class="Question">What makes a game fun to you?</span>
I love games that bring interesting stories! It can be a game with intense narrative, or a small game that without big narrative elements, conveys a interesting story from its game design/art direction.
<span class="Question">What makes a good game designer?</span>
I wish I knew!
<span class="Question">How did you first get involved with game design?</span>
Making a, sort of, battle clone of pokemon.
<span class="Question">What have you learned since making your first game?</span>
A lot actually, and perhaps one of the most valuable things I learned is to be patient. The learning process is slow and requires making a lot of mistakes, and there is where patience helps to keep things afloat.
<span class="Question">What are you most proud of developing for your game?</span>
To finally have several systems making sense. Game design has been one of the top challenges as a solo developer, and having a game that makes sense in that regard has been a huge victory.
<span class="Question">How much did your game change from the original concept?</span>
A lot, it started as a top down stealth action thief game and evolved into so many things, but finally ended being something much more interesting.
<span class="Question">Are there any design principles that you use to make your games?</span>
Not yet, I'm still learning a lot.
<span class="Question">What is the biggest success of the development of your game?</span>
Winning a competition perhaps. The game won the "Best debug game" in a Uruguayan games competition.
<span class="Question">What was the biggest challenge of the development of your game?</span>
Taking a small core loop that works and expanding without braking what works. I'm still struggling with that, but its slowly coming along.
<span class="Question">What systems do you use to create game concepts and story characters?</span>
Game jams are probably the closest I have to a system to do that. It really helps to direct the thought process, and after deciding what game mechanics to work on, the story and game concepts start to reveal themselves. Although to have a ""successful"" idea I first have to go through a lot of failed game attempts.
And sometimes, this failed attempts get resurrected and cool ideas are born from them.
<span class="Question">What you believe could have made it better if you were to make your game again?</span>
Probably having figured out the full game loop by prototyping. Having pieces of design that work without the full game loop figured out (by having a successful fun prototype of the whole loop) complicates development so much down the line.
<span class="Question">What surprised you during development?</span>
I haven't ditched this game after 2 years and a half.
<span class="Question">What led you to choosing the story for your game?</span>
A game jam that sparked the concept of a "heist game" that involved characters specialized in specific tasks. The game evolved into a bounty hunting game with different mechanics, but the concept of the setting and story came from there.
<span class="Question">Tell me about the thing you fought most to keep in your game?</span>
The game doesn't have a level up/skill tree system. I fought hard to keep it this way and I believe that this is one thing that makes the game different to the other turn based tactics games out there.
<span class="Question">Where do you think the industry is headed and where does your game fit in?</span>
Oh boy, I have no idea
<span class="Question">When you think of your ideal studio what do you dream of achieving?</span>
A family of powerful creative minds.
<span class="Question">How has your studio worked to be a more inclusive work environment?</span>
Well, I'm the only one.
<span class="Question">How do you support yourself and your team through development?</span>
I have a day job.
<span class="Question">How are your design choices informed by you, your experiences, or your team’s experiences?</span>
Whenever I have to walk to do any kind of chore, I have an "internal discussion" about things. Big design choices are made on this walks.
<span class="Question">What is something you wish the public knew about game design?</span>
Every game is not for everybody. That doesn't make a game inherently bad, sometimes this "bad" designs are made for a specific kind of player.
<span class="Question">Is there is anything you would like to add about your game?</span>
Only that I hope that people will find it fun. If fighting tugs and capturing bounties with anthropomorphic animals with special abilities and lots of items is your jam, perhaps you should give The Black Pepper Crew a chance ;)<hr>
<h2>[[Back to Games|Games]]</h2>
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data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
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</script><div class="Title">''Rocket Rumble''</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game51.png" width="700">
</span><span class="creators">
/*Name*/ PixelNAUTS Games
/*Location*/ Niagara Falls, ON, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://www.rocketrumblegame.com/" target="_blank">Website</a>
</div><hr>
/*Description*/Rocket Rumble is a party racing brawler for up to 4 players! Join a charming cast of animals in rocket suits as they smash, bash, and race their way through procedurally generated obstacle courses!<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
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</script><div class="Title">''Dawn Of The Monsters''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/RgFDJj5rbW4" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ 13AM Games
/*Location*/ Toronto, ON, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://www.13amgames.com/" target="_blank">Website</a>
<a href="https://store.steampowered.com/app/1642170/Dawn_of_the_Monsters/" target="_blank">Steam Page</a>
<a href="http://twitter.com/13amgames" target="_blank">Twitter</a>
</div><hr>
/*Description*/Dawn of the Monsters is a co-operative kaiju beat ‘em up. Take control of four awe-inspiring playable behemoths in order to take on the evil Nephilim—a horde of creatures that are hellbent on destroying the planet. Liberate four major metropolitan areas, from Toronto to Tokyo, in this epic action game. Featuring beautiful 2.5D graphics inspired by the works of Mike Mignola, bone-crunching combat with the depth of a fighter, RPG upgrades, and fully destructible environments. Couch co-op is bigger and badder than ever before.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
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</script><div class="Title">''RollerGirl''</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game54.png" width="700">
</span><span class="creators">
/*Name*/ Indigo Doyle
/*Location*/ Mississauga, ON, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://indigodoyle.itch.io/rollergirl" target="_blank">Itch Game Page</a>
<a href="https://twitter.com/RollergirlGame" target="_blank">Twitter</a>
<a href="https://indigodoyle.com/rollergirl-game-dev-blog" target="_blank">Dev Blog</a>
</div><hr>
/*Description*/RollerGirl is a 3D Adventure-Narrative game about Naomi, a Black teenage girl rollerblading around a quaint Ontario town. Her MP3 playlists alter the visuals of the game and tie the mood of the world to the music. Listen to immersive songs, talk to your neighbours, and explore!<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
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</script><div class="Title">''Flying Neko Delivery''</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game55.jpg" width="700">
</span><span class="creators">
/*Name*/ Fractal Phase
/*Location*/ Rocesvalles, ON, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/app/410740/Flying_Neko_Delivery/" target="_blank">Steam Game Page</a>
</div><hr>
/*Description*/Take on the role of Onigiri, a feline witch who lives in a cottage and delivers packages flying on a broomstick. Customize your cottage, explore new worlds, forage plants and fungi, and meet quirky villagers along the way, while enjoying music by Mark Sparling, the composer for A Short Hike.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
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class="art_button"></div>
`;
}
</script><div class="Title">''Distraction Machine''</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game56.png" width="700">
</span><span class="creators">
/*Name*/ Miscellaneum Studios
/*Location*/ Indianapolis, Montreal, and Toronto
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/app/2123770/Distraction_Machine/?beta=1" target="_blank">Steam Game Page</a>
</div><hr>
/*Description*/Distraction Machine is a music composition puzzle game set during a Feeder/zombie apocalypse! You are The Distractor, a warrior bard with the power to comfort the living and control the undead. Will you use your powers to save your people or bring them to ruin?<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
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}
</script><div class="Title">''The Monster In The Maze''</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game57.gif" width="700">
</span><span class="creators">
/*Name*/ Onion
/*Location*/ Vaughan, ON, Canada
</span>/*Artist Links*/ <div class="links">
<a href="ttps://le-onionboi.itch.io/the-monster-in-the-maze" target="_blank">Itch.io Game Page</a>
</div><hr>
/*Description*/You must go kill the monster in the maze....
Would you believe me if I told you this game was actually.. a gentle slice of life?
This game is my answer to wondering how else an encounter may go and what kind of life can happen after an adventure. Is a monster a monster just because that's what they are or is that something projected and imposed upon them? Does it have to be that way?<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
<div data-fancybox data-type="iframe"
data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
class="art_button"></div>
`;
}
</script><div class="Title">''Engineered To Purpose''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/qTIgEfpCALc" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ Pudding Games
/*Location*/ Toronto, ON, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://engineeredtopurpose.com/" target="_blank">Website</a>
</div><hr>
/*Description*/Engineered To Purpose is a narratively-driven sci-fi tower defense game which allows players to design their own towers, customizing their attacks, targeting, and more. As pressure mounts, how you design your towers will prove just as crucial to success as how you use them in the field.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
<div data-fancybox data-type="iframe"
data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
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`;
}
</script><div class="Title">''How to Say Goodbye''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/yjTUYMqWebw" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ Olivier Bruno
/*Location*/ Paris, France
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/app/1709700/How_to_Say_Goodbye/" target="_blank">Steam Game Page</a>
<a href="https://arteexperience-presskit.arte.tv/sheet.php?p=How_to_say_goodbye" target="_blank">Press Kit</a>
</div><hr>
/*Description*/How To Say Goodbye is a narrative puzzle game inspired by illustrated books. Move the elements of decor and manipulate reality to help a group of ghosts wandering between two worlds reach the "other side". But beware of the evil spirits that will try to keep you prisoner…<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
<div data-fancybox data-type="iframe"
data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
class="art_button"></div>
`;
}
</script><div class="Title">''Gedda Cake''</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game7.jpg" width="700">
</span><span class="creators">
/*Name*/ Flannel Bear Games
/*Location*/ Toronto, ON, Canada
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://store.steampowered.com/app/1785630/Gedda_Cake/" target="_blank">Steam Game Page</a>
<a href="https://twitter.com/GeddaCake" target="_blank">Twitter</a>
</div><hr>
/*Description*/Gedda Cake is a 2D action-platformer about Dragons and Cakes, where you play as 6 characters with unique skills and play-styles to explore the world of Sugria.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
We are Flannel Bear Games, an indie studio founded by a married developer couple addicted to video games and pixel art. Our mission is to inspire and evoke the same feelings on others that we had growing up playing video games. Gedda Cake is a 2D action adventure about Dragons and Cakes. Play as 6 characters with unique skills and play-styles, swap between them on the fly, battle dangerous foes and explore the vast sugar-coated lands of Sugria.
<span class="Question">Tell me about your team and what makes them special!</span>
We are a married gay couple, an artist and a programmer, that loves creating cute, wacky and colourful worlds. We've been playing video games since we were very little, and we created a lot of warm memories from our experiences with gaming along the years. We always wanted to develop our own games even before we got together, so we ended up making the best team.
<span class="Question">How long have you been making games?</span>
We've been developing games for 5 years, through game jams, college projects, freelance jobs and passion projects. Around 2 years ago we decided to create our first commercial game, Gedda Cake.
<span class="Question">What’s your favourite part of your game?</span>
The over-the-top characters, with crazy personalities and unique designs.
<span class="Question">What games inspire you?</span>
Monster Hunter, Paper Mario, Monster Boy and the Cursed Kingdom, Hollow Knight, The Tales of Series franchise, Wargroove.
<span class="Question">What makes a game fun to you?</span>
Different characters, worlds and abilities that you can discover in a game always makes them more attractive and fun to us, even more when the game has an interesting storytelling.
<span class="Question">How much did your game change from the original concept?</span>
The original concept of this game was created in 2009 by the artist in university, but it was shelved 2 months after beginning. It was a platformer game divided in levels where the only objective was to get the cake and move to the next level. The character selection had 6 dragons as well, but they only changed in colour, not mechanics. Around 2 years ago we decided to revive this concept and turn the game into a Metroidvania, making the characters more unique, with their different mechanics, designs and play styles.
<span class="Question">What was the biggest challenge of the development of your game?</span>
Marketing is the biggest challenge in game development. Reaching out to the public and your player base is not a straight forward process and requires a lot of time and money, and often some luck.
<span class="Question">What surprised you during development?</span>
We were very surprise at how supportive the indie dev community is with each other. We met a great group of developers of the same game genre and we have a group that support each other online, from all places around the world, the Marvelous Metroidvanias.
<span class="Question">What led you to choosing the story for your game?</span>
We always preferred non-human characters in games, which brought more fantasy to the experience. We chose dragons as our main creatures because of the huge variety of draconic forms we could create to differentiate between them. Considering how dragons love treasures, we wanted to create a spin around that idea and chose a Cake as the main source of power, since the cake can be considered a treasure when you think about desserts.
<span class="Question">Tell me about the thing you fought most to keep in your game?</span>
The weighty combat mechanic, which is less common on this genre. The metroidvania genre is filled with games with fast attacks and no combos, so we decided to design a mechanic involving a more deliberate combat with windups and recovery frames so players need to think about their positioning and timings, before committing to an action.
<span class="Question">What is something you wish the public knew about game design?</span>
People usually underestimate how difficult and time consuming the design decisions and development of a game are. Every time you create an idea, they must have a harmony with the whole design of the game and keep it consistent, which is not an easy feat.<hr>
<h2>[[Back to Games|Games]]</h2>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
<div data-fancybox data-type="iframe"
data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
class="art_button"></div>
`;
}
</script><div class="Title">''Atuel''</div><span class="gameContent">
/*Image or Link*/<img src="assets/games/game8.jpg" width="700">
</span><span class="creators">
/*Name*/ Matajuegos
/*Location*/ Buenos Aires, Argentina
</span>/*Artist Links*/ <div class="links">
<a href="https://matajuegos.itch.io/atuel" target="_blank">Itch Game Page</a>
<a href="https://drive.google.com/drive/folders/1kLq34Z7z3Kxhy_DPxmnfoAsZdHN88Ov_?usp=sharing" target="_blank">Press Kit</a>
</div><hr>
/*Description*/Atuel is a shapeshifting, surrealist documentary game about climate change in western Argentina.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
Matajuegos is an Argentine indie game co-op dedicated to creating Latin American games with strong social, political, and artistic perspectives.
Atuel is a surrealist documentary game in which you traverse beautiful oneiric landscapes, shapeshift into different forms, and explore the past, present, and future of the Atuel River Valley in Argentina. The game was developed in collaboration with an international team of conservationists and researchers.
<span class="Question">Tell me about your team and what makes them special!</span>
Matajuegos is a game dev co-op based out of Argentina! We've been making small games together and creating Spanish-language game criticism since 2016.
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
Matajuegos works very hard to create games with social, political, and cultural perspectives that are informed by our Latin American identities and real-life contexts. We want to make games that demonstrate the importance we place in collectivism as a value that is horizontal to work, life, art, and culture.
<span class="Question">What’s your favourite part of your game?</span>
We loved being able to combine real-world interviews with a surrealist, dream-like art and gameplay. Rather than taking away from the importance of the issues discussed in the interviews, the surrealist elements emphasize the emotional impact of what is being said. They feel like echoes, demonstrating the scale and depth of the subject-matter.
<span class="Question">What are you most proud of developing for your game?</span>
The beginning of Atuel, where the player controls the river intuitively, without necessarily understanding exactly what they're doing at first or how the controls work, is something that's received a lot of positive feedback from players and which we're very happy with. Likewise, we believe the selection, cutting, and editing of the interviews and narration you hear throughout the game seem to work pretty well.
<span class="Question">How much did your game change from the original concept?</span>
Not much! We planned out and prototyped the scope of the game with a two-dimensional audio map to make sure all the interviews, music, and sfx fit well together and that nothing clashed. This audio-first approach to pre-production then allowed us to be fairly confident going into full production that we knew what we were getting into. Having said that, there were a few small changes, a couple of interviews that swapped places, one that was cut, an extra one that was added... but all in all, the total package is very close to what we had envisioned.<hr>
<h2>[[Back to Games|Games]]</h2>
/*-----------------*/
/*EXTRA CODE*/
<<set $Location to "Games">>
<<set $Sidebar to 1>>
<<audio ":all" stop>>
<script>
function iFrameLoad() {
const div = document.createElement('div');
div.innerHTML = `
<div data-fancybox data-type="iframe"
data-src="https://aggie.io/ulbk_39_4m" href="javascript:;"
class="art_button"></div>
`;
}
</script><div class="Title">''With You''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/R4G5BL7yejk" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span><span class="creators">
/*Name*/ Carol Mertz
/*Location*/ St. Louis, MO, USA
</span>/*Artist Links*/ <div class="links">
<a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSale.png" style="width:150px"></a>
<a href="https://store.steampowered.com/app/1860570/With_You/" target="_blank">Steam Game Page</a>
<a href="http://carolmertz.com/game/with-you/" target="_blank">Website</a>
</div><hr>
/*Description*/With You is a cooperative two-player puzzle-playground designed as a collaborative, playful space for couples.<hr>
/*Direct URL*/<<set $localURL to $baseURL + "?passage="+ passage()>> <a @href=$localURL>Link This Page</a>
<h2>[[Back to Games|Games]]</h2><hr>
<h3>Exhibitor Interview</h3><span class="Question">Who are you and your team? What is your game about?</span>
I'm Carol Mertz — a game designer and founder of indie studio Insatiable Cycle. Having worked for over 15 years in interactive arts and media, my portfolio centers around creating and supporting multidisciplinary projects that expand our perspective, help us learn about ourselves and each other, and challenge the typical boundaries of play.
With You is a cooperative two-player puzzle-playground designed as a collaborative, playful space for couples. The game is intended to be approachable and interesting for both new and seasoned players, and is made to evoke a sense of intimacy and communication between the two. While created with romantic couples in mind, it’s a game that aims to encourage healthier collaborative habits within any relationship.
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
I believe that great games can be so much more than just fun—they’re an art form for self-expression, discovery, and connection. My goal with all the projects that I release through Insatiable Cycle is to bring people closer together, teach them about themselves and each other, and inspire new ways to think, communicate, and play.
<span class="Question">What’s your favourite part of your game?</span>
I really like the ending — I don't want to spoil anything, so you'll have to play to see it, but there is a moment that subverts player expectation that I think is really important to the narrative and conversation between the players.
<span class="Question">What games inspire you?</span>
I'm very inspired by games that use gameplay mechanics and player input to elicit feelings and emotions. A lot of games tend to harness the game writing to do that, but I think it's really amazing when a designer can use the gameplay itself to weave a narrative and evoke an emotional response. I think alternative controller games tend to do this remarkably well, and Florence and Unpacking are good examples of this in the fully-digital space.
<span class="Question">What have you learned since making your first game?</span>
Games can be powerful tools for self-expression, and games don't need to aim for commercial success in order to be valid and meaningful.
<span class="Question">What are you most proud of developing for your game?</span>
I'm proud to see feedback from couples who enjoyed playing together, and found it a good opportunity for conversation and connection. I designed With You to be approachable by people who don't often play games — it's peaceful and short, has simple controls, and has gentle puzzles so that people can introduce it to partners who don't necessarily have a strong literacy in games. My hope was that people could use it as an introduction to how games and collaborative play can be fun for people who don't generally think games are for them. Hearing testimonials from players that they were able to share their hobby with a partner who doesn't normally enjoy games is something that makes me feel really good.
<span class="Question">Are there any design principles that you use to make your games?</span>
I start most of my designs with an emotional goal, and often design toward the emotional experience rather than a specific mechanic or narrative. I aim to ensure that everything that goes into a game is there to support the experience I want to offer my players.
I also don't assume that the people playing my games are ""gamers."" I think less is more in most cases, and gentle introductions to gameplay and controls are a great way to keep new players from feeling overwhelmed or alienated.
<span class="Question">What is the biggest success of the development of your game?</span>
"The sheer number of people who have played and enjoyed ""With You"" feels like a massive success to me. As of now, it's had over 200,000 installations on Steam alone (with very positive reviews!), far surpassing any hopes I could have had about how many people might be able to experience it.
I made With You as a solo developer in just a few months in 2019 as an MFA thesis project. I was a grad student juggling work, classes, organizing a game festival, and preparing for graduation. I had hoped, after recovering from burnout, to spend time expanding it and making a full release, but we all know that 2020 was not a year for burnout recovery. I eventually decided to just release it as-is as a snapshot of the work of an exhausted MFA student — since its release in February 2022, its visibility and player response has been more than I could have imagined."
<span class="Question">What was the biggest challenge of the development of your game?</span>
Making a game for couples as a solo developer was really tough — I ran into a lot of emotional, creative, and technical roadblocks throughout the process. "With You" wouldn't be the same without the incredible support of my friends, colleagues, teachers, and advisors.
<span class="Question">What led you to choosing the story for your game?</span>
My goal in creating With You was to expand a sub-genre of cooperative games that I affectionately refer to as “date games” — nonviolent cooperative games for multiple players, which facilitate communication and collaboration. These kinds of games have been a way for me to establish and strengthen relationships, trust, and communication among friends, family, and romantic partners. Because games have made such a huge impact on my own relationships, it was really important to me to explore how cooperative games do this, who they appeal to, and how we might consciously embrace and encourage prosocial behaviors through game design. With the story, I really leaned into the romantic aspect of this, and harnessed the level design and gameplay to capture the essence of forming and maintaining an intimate relationship.
<span class="Question">Where do you think the industry is headed and where does your game fit in?</span>
I think there's been a remarkable amount of studio acquisitions and mergers recently that is blurring the line between high-budget ""indie"" and AAA games, and is at the same time increasing the very wide chasm between those well-funded titles and small, experimental indie games like ""With You."" Discoverability and sustainability have always been difficult challenges for small studios and solo creators, but as players have become more accustomed to associating the term ""indie"" with multi-million-dollar titles, it's harder to be taken seriously as someone who doesn't want (or have the capacity) to produce high-budget games. This begs the question: how do small studios and solo developers create something that can make its own impact and find the right audiences?
I decided to release With You for free for a lot of reasons, not the least of which being that I didn't want to fight the battle to prove its value to traditional ""gamer"" audiences—I simply want players to have the opportunity to experience it. I'm confident that the only reason it's had so many players so far is because it's available for free, and yet being able to release a game at no cost is in itself a privilege. I have a full-time job and don't rely on my indie projects to keep me financially stable, so I can make those choices — many experimental indies cannot. It's heartbreaking to imagine all the amazing projects we'll never see because of that.<hr>
<h2>[[Back to Games|Games]]</h2>
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At Super FESTival, we celebrate the perserverence of Game Developers that have created exciting new things in these trying times and continue to hone their craft as creators. Below you'll find over 50 games from around the world that embody that tenacious game dev spirit that transports you to fascinating new worlds. Whether you're a huge gamer or play casually, there's something unique here for everyone!
You can also find some, but not all, of the Exhibited Games on sale as part of the <a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328">Super FESTival Steam Sale</a>.
<div style="text-align:center;"><a href="https://store.steampowered.com/news/group/27654940/view/3385038258983660328" target="_blank"><img src="assets/ui/SteamSaleBanner.png" style="width:500px; padding-top: 40px;"></a></div>
<div class="vendor_container"><table style="border-color:#ffffff00;">
<tr><td style="border-color:#ffffff00;text-align:center;padding:15px;"><<include ArcadeIcon>></td><td style="border-color:#ffffff00;text-align:center;padding:15px;"><<include PuzzleIcon>></td><td style="border-color:#ffffff00;text-align:center;padding:15px;"><<include NarrativeIcon>></td></tr>
<tr><td style="border-color:#ffffff00;text-align:center;padding:15px;"><<include VNIcon>></td><td style="border-color:#ffffff00;text-align:center;padding:15px;"><<include ExpIcon>></td><td style="border-color:#ffffff00;text-align:center;padding:15px;"><<include 18+Icon>></td></tr></table></div>
/*Vendors*/<div class="vendor_container">
<a data-passage="game01" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game1.png" width="300"></div>/*Name*/<p class="land_name">A Day Of Maintenance</p></a>
<a data-passage="game02" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game2.png" width="300"></div>/*Name*/<p class="land_name">Writing On The Wall</p></a>
</div>
<div class="vendor_container">
<a data-passage="game03" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game3.jpg" width="300"></div>/*Name*/<p class="land_name">Scarlet Hollow</p></a>
<a data-passage="game04" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game4.png" width="300"></div>/*Name*/<p class="land_name">Belle Automata</p></a>
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<div class="vendor_container">
<a data-passage="game05" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game5.png" width="300"></div>/*Name*/<p class="land_name">Chiki's Chase</p></a>
<a data-passage="game06" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game6.jpg" width="300"></div>/*Name*/<p class="land_name">How To Say Goodbye</p></a>
</div>
<div class="vendor_container">
<a data-passage="game07" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game7.jpg" width="300"></div>/*Name*/<p class="land_name">Gedda Cake</p></a>
<a data-passage="game08" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game8.jpg" width="300"></div>/*Name*/<p class="land_name">Atuel</p></a>
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<div class="vendor_container">
<a data-passage="game09" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game9.jpg" width="300"></div>/*Name*/<p class="land_name">With You</p></a>
<a data-passage="game10" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game10.png" width="300"></div>/*Name*/<p class="land_name">dumpling.love</p></a>
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<div class="vendor_container">
<a data-passage="game11" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game11.jpg" width="300"></div>/*Name*/<p class="land_name">Queer Man Peering Into A Rock Pool.jpg</p></a>
<a data-passage="game12" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game12.jpg" width="300"></div>/*Name*/<p class="land_name">Esophaguys</p></a>
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<div class="vendor_container">
<a data-passage="game13" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game13.png" width="300"></div>/*Name*/<p class="land_name">Teen Teen Bark Machine</p></a>
<a data-passage="game14" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game14.gif" width="300"></div>/*Name*/<p class="land_name">He F***ed The Girl Out Of Me (18+)</p></a>
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<div class="vendor_container">
<a data-passage="game15" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game15.jpg" width="300"></div>/*Name*/<p class="land_name">Hill Agency: Purity/Decay</p></a>
<a data-passage="game16" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game16.jpg" width="300"></div>/*Name*/<p class="land_name">To Hell With The Ugly</p></a>
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<div class="vendor_container">
<a data-passage="game17" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game17.png" width="300"></div>/*Name*/<p class="land_name">Truer Than You</p></a>
<a data-passage="game18" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game18.jpg" width="300"></div>/*Name*/<p class="land_name">Inua: A Story In Ice And Time</p></a>
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<div class="vendor_container">
<a data-passage="game19" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game19.jpg" width="300"></div>/*Name*/<p class="land_name">Pushy & Pully In Rock Land</p></a>
<a data-passage="game20" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game20.jpg" width="300"></div>/*Name*/<p class="land_name">Kabaret (18+)</p></a>
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<div class="vendor_container">
<a data-passage="game21" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game21.jpg" width="300"></div>/*Name*/<p class="land_name">Birth</p></a>
<a data-passage="game22" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game22.jpg" width="300"></div>/*Name*/<p class="land_name">Super Space Club</p></a>
</div>
<div class="vendor_container">
<a data-passage="game23" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game23.jpg" width="300"></div>/*Name*/<p class="land_name">Quetzal</p></a>
<a data-passage="game24" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game24.jpg" width="300"></div>/*Name*/<p class="land_name">Sokobos</p></a>
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<div class="vendor_container">
<a data-passage="game25" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game25.jpg" width="300"></div>/*Name*/<p class="land_name">I Don't Think I've Walked This Stretch Of Road Before</p></a>
<a data-passage="game26" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game26.png" width="300"></div>/*Name*/<p class="land_name">Squinky and the Squinkettes present: SECOND PUBERTY</p></a>
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<div class="vendor_container">
<a data-passage="game27" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game27.jpg" width="300"></div>/*Name*/<p class="land_name">Illuminaria</p></a>
<a data-passage="game28" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game28.jpg" width="300"></div>/*Name*/<p class="land_name">Epiphany City</p></a>
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<a data-passage="game29" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game29.png" width="300"></div>/*Name*/<p class="land_name">Life at 12:47pm</p></a>
<a data-passage="game30" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game30.jpg" width="300"></div>/*Name*/<p class="land_name">Ghostlore</p></a>
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<div class="vendor_container">
<a data-passage="game31" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game31.jpg" width="300"></div>/*Name*/<p class="land_name">Headless Jeff-3</p></a>
<a data-passage="game32" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game32.jpg" width="300"></div>/*Name*/<p class="land_name">Amelie</p></a>
</div>
<div class="vendor_container">
<a data-passage="game33" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game33.jpg" width="300"></div>/*Name*/<p class="land_name">Harmony's Odyssey</p></a>
<a data-passage="game34" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game34.png" width="300"></div>/*Name*/<p class="land_name">Encore</p></a>
</div>
<div class="vendor_container">
<a data-passage="game35" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game35.jpg" width="300"></div>/*Name*/<p class="land_name">Lost Twins II</p></a>
<a data-passage="game36" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game36.jpg" width="300"></div>/*Name*/<p class="land_name">Farewell North</p></a>
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<div class="vendor_container">
<a data-passage="game37" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game37.jpg" width="300"></div>/*Name*/<p class="land_name">NUTS</p></a>
<a data-passage="game38" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game38.jpg" width="300"></div>/*Name*/<p class="land_name">Tape To Tape</p></a>
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<div class="vendor_container">
<a data-passage="game39" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game39.jpg" width="300"></div>/*Name*/<p class="land_name">Concerto On White</p></a>
<a data-passage="game40" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game40.png" width="300"></div>/*Name*/<p class="land_name">ValiDate: Struggling Singles In Your Area</p></a>
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<div class="vendor_container">
<a data-passage="game41" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game41.jpg" width="300"></div>/*Name*/<p class="land_name">Mini Maker: Make A Thing</p></a>
<a data-passage="game42" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game42.jpg" width="300"></div>/*Name*/<p class="land_name">Far Away From Home</p></a>
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<div class="vendor_container">
<a data-passage="game43" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game43.jpg" width="300"></div>/*Name*/<p class="land_name">Discolored 2</p></a>
<a data-passage="game44" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game44.jpg" width="300"></div>/*Name*/<p class="land_name">Mîkiwâm</p></a>
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<div class="vendor_container">
<a data-passage="game45" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game45.jpg" width="300"></div>/*Name*/<p class="land_name">Doors: Paradox</p></a>
<a data-passage="game46" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game46.png" width="300"></div>/*Name*/<p class="land_name">Peyton's Post-Op Visits</p></a>
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<div class="vendor_container">
<a data-passage="game47" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game47.jpg" width="300"></div>/*Name*/<p class="land_name">Temple Of Starlight</p></a>
<a data-passage="game48" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game48.jpg" width="300"></div>/*Name*/<p class="land_name">Haiku The Robot</p></a>
</div>
<div class="vendor_container">
<a data-passage="game49" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game49.png" width="300"></div>/*Name*/<p class="land_name">Curses</p></a>
<a data-passage="game50" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game50.jpg" width="300"></div>/*Name*/<p class="land_name">The Black Pepper Crew</p></a>
</div>
<div class="vendor_container">
<a data-passage="game51" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game51.png" width="300"></div>/*Name*/<p class="land_name">Rocket Rumble</p></a>
<a data-passage="game52" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game52.png" width="300"></div>/*Name*/<p class="land_name">Dawn Of The Monsters</p></a>
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<div class="vendor_container">
<a data-passage="game54" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game54.png" width="300"></div>/*Name*/<p class="land_name">RollerGirl</p></a>
<a data-passage="game55" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game55.jpg" width="300"></div>/*Name*/<p class="land_name">Flying Neko Delivery</p></a>
</div>
<div class="vendor_container">
<a data-passage="game56" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game56.png" width="300"></div>/*Name*/<p class="land_name">Distraction Machine</p></a>
<a data-passage="game57" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game57.gif" width="300"></div>/*Name*/<p class="land_name">The Monster In The Maze</p></a>
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<div class="vendor_container">
<a data-passage="game58" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/games/game58.png" width="300"></div>/*Name*/<p class="land_name">Engineered To Purpose</p></a>
</div>
<h2>[[Back to Main|Intro]]</h2>
/*<a data-passage="game53" class="land_info_container">/*Profile Image*//*<div class="land_profile"><img src="assets/games/game53.jpg" width="300"></div>/*Name*//*<p class="land_name">Q1: Void</p></a>*//*Game Name*/
<div class="Title">''''</div>
<span class="gameContent">
/*Image or Link*/<img src="" width="700">
</span>
/*Name*/ NAME
/*Location*/ LOCATION
/*Description*/
DESCRIPTION
/*Artist Links*/ <div class="links">
<a href="" target="_blank">Steam Game Page</a>
<a href="" target="_blank">Twitter</a>
</div>
----
<h2>[[Back to Games|Games]]</h2>
----
<strong>Exhibitor Interview</strong>
<span class="Question">Who are you and your team? What is your game about?</span>
<span class="Question">Tell me about your team and what makes them special!</span>
<span class="Question">How long have you been making games?</span>
<span class="Question">Is there a guiding principle for your studio? Why is it important to you?</span>
<span class="Question">What’s your favourite part of your game?</span>
<span class="Question">What games inspire you?</span>
<span class="Question">What makes a game fun to you?</span>
<span class="Question">What makes a good game designer?</span>
<span class="Question">How did you first get involved with game design?</span>
<span class="Question">What have you learned since making your first game?</span>
<span class="Question">What are you most proud of developing for your game?</span>
<span class="Question">How much did your game change from the original concept?</span>
<span class="Question">Are there any design principles that you use to make your games?</span>
<span class="Question">What is the biggest success of the development of your game?</span>
<span class="Question">What was the biggest challenge of the development of your game?</span>
<span class="Question">What systems do you use to create game concepts and story characters?</span>
<span class="Question">What you believe could have made it better if you were to make your game again?</span>
<span class="Question">What surprised you during development?</span>
<span class="Question">What led you to choosing the story for your game?</span>
<span class="Question">Tell me about the thing you fought most to keep in your game?</span>
<span class="Question">Where do you think the industry is headed and where does your game fit in?</span>
<span class="Question">When you think of your ideal studio what do you dream of achieving?</span>
<span class="Question">How has your studio worked to be a more inclusive work environment?</span>
<span class="Question">How do you support yourself and your team through development?</span>
<span class="Question">How are your design choices informed by you, your experiences, or your team’s experiences?</span>
<span class="Question">What is something you wish the public knew about game design?</span>
<span class="Question">Is there is anything you would like to add about your game?</span>
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</script><div class="Title">''Angles Does Some SICK Band Jams''</div><span class="gameContent">
/*Image or Link*/<img src="assets/jamgames/AnglesBandJams.png" width="700">
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<a href="https://le-onionboi.itch.io/angles-sick-band-jams" target="_blank" style="text-align: center;"><h1>Play Here</h1></a>/*Game Description*/Oh no! Angles' bandmates are sick and yet the concert must go on. Help Angles find temporary bandmates for the party tonight... Walk around and talk to friends as you convince them to join your band.<hr>
/*Jammer Info*/<table>
<tr>/*JAMMER1*/<td style="border-color:#ffffff00;vertical-align:top;"><span class="creators">Killian Ng</span>
/*Location*/ Mississauga, Ontario
/*ProfilePic*/<span class="gameContent">
<img src="assets/jamgames/jammer/killiantinyportrait1-Killian-Ng.png" width="300">
</span><div class="links">
<a href="https://twitter.com/KLLiiNNG" target="_blank">Twitter</a>
<a href="https://instagram.com/collarpoints" target="_blank">Instagram</a>
</div>
/*Bio Description*/Killian is a layout and background artist who has worked in animation, comics, and games. They currently work in the Toronto area with their 100+ houseplants.
</td>
/*JAMMER2*/<td style="border-color:#ffffff00;vertical-align:top;"><span class="creators">Onion</span>
/*Location*/ Concord, Ontario
/*ProfilePic*/<span class="gameContent">
<img src="assets/jamgames/jammer/CF174C90-5529-4385-BEB2-52E295F174E7-Onino-Zvezdin.png" width="300">
</span><div class="links">
<a href="https://twitter.com/le_onionboi" target="_blank">Twitter</a>
<a href="https://instagram.com/le_onionboi" target="_blank">Instagram</a>
</div>
/*Bio Description*/An artist and small game dev with a focus on interactive fiction. Loves to experiment with different art styles and mediums— good at 2D, lowpoly 3D, pixel, hexels, etc. A romantic at heart, aromatic in the brain.
Can slightly understand html and basic coding yet sadly can't actually code.
</td>
</tr>
</table><hr>
<h2>[[Back to Jammers|Jammers]]</h2><div class="Title">''Pet Sematary''</div><span class="gameContent">
/*Image or Link*/<img src="assets/jamgames/PetSematary2.jpg" width="700">
</span>
<a href="https://deadunicorngames.itch.io/pet-sematary" target="_blank" style="text-align: center;"><h1>Play Here</h1></a>/*Game Description*/A young girl named Lily discovers necromancy through a mysterious book found at the municipal library. Accompanied by her dog Spot, she decides to bring back to life all her former pets buried in the cemetery. Unfortunately, the experiment goes wrong and Spot will have to come to her rescue.<hr>
/*Jammer Info*/<table>
<tr>/*JAMMER1*/<td style="border-color:#ffffff00;vertical-align:top;"><span class="creators">Jesse Eisenbart</span>
/*Location*/ Calgary, Alberta
/*ProfilePic*/<span class="gameContent">
<img src="assets/jamgames/jammer/DSC6878-Jesse-Eisenbart.png" width="300">
</span><div class="links">
<a href="https://deadunicorngames.itch.io/" target="_blank">Website</a>
<a href="https://twitter.com/DeadUnicornYYC" target="_blank">Twitter</a>
</div>
/*Bio Description*/I’m a self-taught independent game developer, pixel artist, and web developer born and raised in Calgary, Alberta, Canada. I have released over 2 dozen games so far for various game jams, my current commercial project is Return. I have a passion for all things gaming, a fascination for 80's aesthetic, and I love cyberpunk/horror.
</td>
/*JAMMER2*/<td style="border-color:#ffffff00;vertical-align:top;"><span class="creators">Patrick Doyon</span>
/*Location*/ Montreal, Quebec
/*ProfilePic*/<span class="gameContent">
<img src="assets/jamgames/jammer/pdoyon_photo-patrick-doyon.jpg" width="300">
</span><div class="links">
<a href="https://doiion.com" target="_blank">Website</a>
<a href="https://twitter.com/doiion" target="_blank">Twitter</a>
<a href="https://instagram.com/doiion" target="_blank">Instagram</a>
</div>
/*Bio Description*/Patrick Doyon is an Academy Award nominated director based in Montreal, Canada. Its first professional film Sunday, produced by National Film Board of Canada, garnered honours on the international festival circuit as well as being nominated for an Oscar for best animated short. He studied graphic design at Université du Québec à Montréal and since 2005, he is sharing his time between illustration and animation.
</td>
</tr>
</table><hr>
<h2>[[Back to Jammers|Jammers]]</h2><div class="Title">''TYTYTY''</div><span class="gameContent">
/*Image or Link*/<img src="assets/jamgames/TYTYTY_TitleCard2.png" width="700">
</span>
<a href="https://localkristine.itch.io/tytyty" target="_blank" style="text-align: center;"><h1>Play Here</h1></a>/*Game Description*/TYTYTY is a 2D game set in a cornerstore about getting something nice for someone you love.<hr>
/*Jammer Info*/<table>
<tr>/*JAMMER1*/<td style="border-color:#ffffff00;vertical-align:top;"><span class="creators">localkristine</span>
/*Location*/ Scarborough, Ontario
/*ProfilePic*/<span class="gameContent">
<img src="assets/jamgames/jammer/KB_Profile-Kristine-Buerano.png" width="300">
</span><div class="links">
<a href="https://twitter.com/localkristine" target="_blank">Twitter</a>
<a href="https://instagram.com/localkristine" target="_blank">Instagram</a>
<a href="https://twitch.tv/localkristine" target="_blank">Twitch</a>
</div>
/*Bio Description*/I'm a twenty-seven year old Filipina artist raised in Scarborough with an affinity for fish imagery, epistolary fiction, and lists of three. I've got a habit for latching onto new ways to express and create. Though easing back into community things feels daunting, I'm hopeful for what stories and experiences will unfurl from this jam. (-:
</td>
/*JAMMER2*/<td style="border-color:#ffffff00;vertical-align:top;"><span class="creators">Natasha Ramoutar</span>
/*Location*/ Toronto, ON
/*ProfilePic*/<span class="gameContent">
<img src="assets/jamgames/jammer/NatashaRamoutar.png" width="300">
</span><div class="links">
<a href="https://www.natasharamoutar.com" target="_blank">Website</a>
<a href="https://twitter.com/spondeee" target="_blank">Twitter</a>
<a href="https://instagram.com/spondeee" target="_blank">Instagram</a>
</div>
/*Bio Description*/Hi! If this is a space to informally introduce: My name is Natasha but I go by Tash in gaming spaces. I'm a fiction writer, poet, and budding narrative designer. I've just started getting into game jams but when I was in university, I did some experimentation with Twine. I'm incredibly excited and honoured to be a part of this program!
</td>
</tr>
</table><hr>
<h2>[[Back to Jammers|Jammers]]</h2><div class="Title">''Alien Buds''</div><span class="gameContent">
/*Image or Link*/<img src="assets/jamgames/AlienBuds.png" width="700">
</span>
<a href="https://nathanpowlesslynes.itch.io/sufest" target="_blank" style="text-align: center;"><h1>Play Here</h1></a>/*Game Description*/You just crashed-landed on an alien planet! Luckily, the locals might be willing to help you. Befriend weird aliens with quirky personalities, solve puzzles, and make your way back to your ship.<hr>
/*Jammer Info*/<table>
<tr>/*JAMMER1*/<td style="border-color:#ffffff00;vertical-align:top;"><span class="creators">Nathan Powless-Lynes</span>
/*Location*/ Vancouver, British Columbia
/*ProfilePic*/<span class="gameContent">
<img src="assets/jamgames/jammer/Profile-2022.03.25-Nathan-Powless-Lynes-scaled.jpg" width="300">
</span><div class="links">
<a href="https://powlessl.wixsite.com/nathanpowlesslynes" target="_blank">Website</a>
<a href="https://nathanpowlesslynes.itch.io/" target="_blank">Itch.io</a>
<a href="https://twitter.com/nPowlessLynes" target="_blank">Twitter</a>
</div>
/*Bio Description*/I am a Mohawk Canadian Level Designer with experience working on both AAA and Indie projects. I have a passion for creating quirky, atmospheric and emotional games.
</td>
/*JAMMER2*/<td style="border-color:#ffffff00;vertical-align:top;"><span class="creators">Catherine Dubois</span>
/*Location*/ Edmonton, Alberta
/*ProfilePic*/<span class="gameContent">
<img src="assets/jamgames/jammer/01-26-001-Catherine-Dubois.png" width="300">
</span><div class="links">
<a href="https://cargocollective.com/duboisdraws" target="_blank">Website</a>
<a href="https://twitter.com/DuboisDraws" target="_blank">Twitter</a>
<a href="https://DuboisDraws.tumblr.com" target="_blank">Tumblr</a>
<a href="https://instagram.com/DuboisDraws" target="_blank">Instagram</a>
</div>
/*Bio Description*/As a kid, Catherine wanted to be a frog when she grew up. When she found out that wasn't a possibility, she turned her attention the the graphic arts and has not looked back.
Catherine is a comic book illustrator and animator out of Edmonton, Alberta.
</td>
</tr>
</table><hr>
<h2>[[Back to Jammers|Jammers]]</h2><div class="Title">''Missed Connections''</div><span class="gameContent">
/*Image or Link*/<img src="assets/jamgames/MissedConnections.png" width="700">
</span>
<a href="https://planplantsillus.itch.io/missed-connections" target="_blank" style="text-align: center;"><h1>Play Here</h1></a>/*Game Description*/You’re catching a train out to the big city, but you aren’t leaving for good… right? Join Peyton as they pass the time chatting with the other passengers on this strange and meandering train, all while they contemplate what it means to leave home.<hr>
/*Jammer Info*/<table>
<tr>/*JAMMER1*/<td style="border-color:#ffffff00;vertical-align:top;"><span class="creators">Holly Thomas</span>
/*Location*/ Barrie, Ontario
/*ProfilePic*/<span class="gameContent">
<img src="assets/jamgames/jammer/Holly_Thomas_ProfilePic-Holly-Thomas.png" width="300">
</span><div class="links">
<a href="https://www.holly-thomas.ca" target="_blank">Website</a>
<a href="https://twitter.com/planplantsillus" target="_blank">Twitter</a>
<a href="https://instagram.com/planplantsillus" target="_blank">Instagram</a>
</div>
/*Bio Description*/I'm Holly, I'm a recent illustration graduate from Sheridan College. I love everything to do with animals and creatures but especially my two cats!
</td>
/*JAMMER2*/<td style="border-color:#ffffff00;vertical-align:top;"><span class="creators">Seb Pines</span>
/*Location*/ Toronto, ON
/*ProfilePic*/<span class="gameContent">
<img src="" width="300">
</span><div class="links">
<a href="https://spines.crd.co/" target="_blank">Website</a>
<a href="https://twitter.com/smolghost" target="_blank">Twitter</a>
<a href="https://instagram.com/goodluckpress" target="_blank">Instagram</a>
</div>
/*Bio Description*/Seb Pines is a queer disabled creator making games, books, and stories in Toronto, ON.
</td>
</tr>
</table><hr>
<h2>[[Back to Jammers|Jammers]]</h2><div class="Title">''Wish You Were Here''</div><span class="gameContent">
/*Image or Link*/<iframe width="720" height="405" src="https://www.youtube.com/embed/Lgt7ynIGa9Q" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</span>
<a href=" https://seamusly.itch.io/wywh-a-fresh-start" target="_blank" style="text-align: center;"><h1>Play Here</h1></a>/*Game Description*/The Monster Mashers find their friendships put to the test as life comes at them a bit too quickly to process. Riley, who has recently moved, navigates relationships with their friends while making sure they don't push themself too far in the process. The gang promised to always be together... but now, things are changing.<hr>
/*Jammer Info*/<table>
<tr>/*JAMMER1*/<td style="border-color:#ffffff00;vertical-align:top;"><span class="creators">Leela</span>
/*Location*/ Toronto, Ontario
/*ProfilePic*/<span class="gameContent">
<img src="assets/jamgames/jammer/Zf3gftAm_400x400-copy-leela.jpg" width="300">
</span><div class="links">
<a href="https://twitter.com/caiabresebun" target="_blank">Twitter</a>
<a href="https://caiabresebun.tumblr.com" target="_blank">Tumblr</a>
<a href="https://instagram.com/caiabresebun" target="_blank">Instagram</a>
</div>
/*Bio Description*/Nice to meet you! I am an artist that likes playing video games in my spare time (in my busy time I think about video games). My favourite types of games are monster collectors and rpgs!
</td>
/*JAMMER2*/
<td style="border-color:#ffffff00;vertical-align:top;"><span class="creators">Seamus Ly</span>
/*Location*/ Mississauga, Ontario
/*ProfilePic*/<span class="gameContent">
<img src="assets/jamgames/jammer/Icon_Seamus.png" width="300">
</span><div class="links">
<a href="https://seamusly.com" target="_blank">Portfolio</a>
<a href="https://seamusly.itch.io/" target="_blank">Itch.io</a>
<a href="https://twitter.com/seamslyy" target="_blank">Twitter</a>
</div>
/*Bio Description*/Seamus (he/they) is a detail-oriented and versatile game designer with a BA in Game Design and a particular passion for written mediums and narrative design. He has previously worked with Monte Cook Games, Vivid Foundry, and Compact.
He hopes to bring his unique perspective as a gender-diverse and POC creator to the table, and to create art that speaks to those who share his interest in dramatic and unabashedly gay stories.
</td>
</tr>
</table><hr>
<h2>[[Back to Jammers|Jammers]]</h2><div class="Title">''Soundmarine''</div><span class="gameContent">
/*Image or Link*/<img src="assets/jamgames/soundmarine2.png" width="700">
</span>
<a href="https://cymatiste.itch.io/soundmarine" target="_blank" style="text-align: center;"><h1>Play Here</h1></a>/*Game Description*/Soundmarine is a chill and meditative game with a charming art style in which you make magnetic fridge poetry in a submarine to translate whale songs.<hr>
/*Jammer Info*/<table>
<tr>/*JAMMER1*/<td style="border-color:#ffffff00;vertical-align:top;"><span class="creators">Sean Karemaker</span>
/*Location*/ Vancouver, British Columbia
/*ProfilePic*/<span class="gameContent">
<img src="assets/jamgames/jammer/portrait-Sean-Karemaker.jpg" width="300">
</span><div class="links">
<a href="https://www.seankaremaker.com" target="_blank">Website</a>
<a href="https://instagram.com/seankaremaker" target="_blank">Instagram</a>
</div>
/*Bio Description*/A 2D/3D games artist with a background in comics, illustration, VR, AR, and interactive exhibits. I have a strong desire to create meaningful, layered work that pushes boundaries and makes people feel things.
</td>
/*JAMMER2*/<td style="border-color:#ffffff00;vertical-align:top;"><span class="creators">Sarah Imrisek</span>
/*Location*/ Toronto, Ontario
/*ProfilePic*/<span class="gameContent">
<img src="assets/jamgames/jammer/photo-Sarah-Imrisek.jpg" width="300">
</span><div class="links">
<a href="https://twitter.com/cymatiste" target="_blank">Twitter</a>
</div>
/*Bio Description*/Community-engaged artist and creative coder with a background in game development.
Introvert who loves to collaborate, ADHD, nature lover, extremely online.
Exploring the potential for art to bring us together and assist us in researching new possibilities for ourselves, our communities, our society, and our relationship with the land.
</td>
</tr>
</table><hr>
<h2>[[Back to Jammers|Jammers]]</h2><div class="Title">''Agami Village''</div><span class="gameContent">
/*Image or Link*/<img src="assets/jamgames/agamivillage.png" width="700">
</span>
<a href="https://staradavid.itch.io/agami-village" target="_blank" style="text-align: center;"><h1>Play Here</h1></a>/*Game Description*/What does a fisherman do when the rivers run dry? In a world where fish are becoming scarce, uncover a mystery to discover why and make some new friends along the way!<hr>
/*Jammer Info*/<table>
<tr>/*JAMMER1*/<td style="border-color:#ffffff00;vertical-align:top;"><span class="creators">Weiwei Xu</span>
/*Location*/ Ottawa, ON
/*ProfilePic*/<span class="gameContent">
<img src="assets/jamgames/jammer/DPfill-Weiwei-Xu.png" width="300">
</span><div class="links">
<a href="https://twitter.com/peevishpants" target="_blank">Twitter</a>
<a href="https://peevishpants.tumblr.com" target="_blank">Tumblr</a>
</div>
/*Bio Description*/Artist in tech, comics, and animation. Also, an avid fish enjoyer!
</td>
/*JAMMER2*/<td style="border-color:#ffffff00;vertical-align:top;"><span class="creators">Stara David</span>
/*Location*/ Winnipeg, Manitoba
/*ProfilePic*/<span class="gameContent">
<img src="assets/jamgames/jammer/ira-stara-image-Stara-David.jpg" width="300">
</span><div class="links">
<a href="https://twitter.com/stara_david" target="_blank">Twitter</a>
</div>
/*Bio Description*/Hi, I'm a disabled performer, writer, and storyteller who's found a deep appreciation for unique ways to tell stories!
After falling into the wide world of interactive fiction this past year, I'm excited to see how I can expand on those skills!
</td>
</tr>
</table><hr>
<h2>[[Back to Jammers|Jammers]]</h2>/*Game Name*/
<div class="Title">''GAME NAME''</div>
<span class="gameContent">
/*Image or Link*/<img src="" width="700">
</span>
/*Game Description*/
GAME DESCRIPTION
/*Jammer Info*/
<table style="width:80%">
<tr>
/*JAMMER1*/
<td>
<span class="creators">Jammer1</span>
/*Location*/ LOCATION
/*ProfilePic*/
<span class="gameContent">
<img src="" width="300">
</span>
<div class="links">
/*<a href="" target="_blank">Steam Game Page</a>
<a href="" target="_blank">Twitter</a>*/
</div>
/*Bio Description*/
''Bio''
</td>
/*JAMMER2*/
<td>
<span class="creators">Jammer2</span>
/*Location*/ LOCATION
/*ProfilePic*/
<span class="gameContent">
<img src="" width="300">
</span>
<a href="https://le-onionboi.itch.io/angles-sick-band-jams" target="_blank"><h1>Play Here</h1></a>
<div class="links">
/*<a href="" target="_blank">Steam Game Page</a>
<a href="" target="_blank">Twitter</a>*/
</div>
/*Bio Description*/
''Bio''
</td>
</tr>
</table>
<h2>[[Back to Jammers|Jammers]]</h2><div class="big-logo" style="text-align:center;"><img src="assets/ui/OpenDoor.png" width="200px"></div>
<p>At the Hand Eye Society, we don't just exhibit other games, we support the creation of new ones! Super FESTival continues our practice of supporting the game arts community by supporting new games from various creatives exclusively for our event.
Below are a series of ''8 original games created by 16 multidiciplinary developers from across Canada''. You'll enter new worlds, meet new characters, and behold new perspectives. We encourage you to play them and follow their creators as we celebrate this Super FESTival!</p>
/*Vendors*/
<div class="vendor_container">
<a data-passage="Jam1" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/jamgames/AnglesBandJams.png" width="300"></div>/*Name*/<p class="land_name">Angles Does Some SICK BAND Jams</p></a>
<a data-passage="Jam2" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/jamgames/PetSematary2.jpg" width="300"></div>/*Name*/<p class="land_name">Pet Sematary</p></a>
</div>
<div class="vendor_container">
<a data-passage="Jam3" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/jamgames/TYTYTY_TitleCard2.png" width="300"></div>/*Name*/<p class="land_name">TYTYTY</p></a>
<a data-passage="Jam4" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/jamgames/AlienBuds.png" width="300"></div>/*Name*/<p class="land_name">Alien Buds</p></a>
</div>
<div class="vendor_container">
<a data-passage="Jam5" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/jamgames/MissedConnections.png" width="300"></div>/*Name*/<p class="land_name">Missed Connections</p></a>
<a data-passage="Jam6" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/jamgames/wywhfull.png" width="300"></div>/*Name*/<p class="land_name">Wish You Were Here</p></a>
</div>
<div class="vendor_container">
<a data-passage="Jam7" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/jamgames/soundmarine2.png" width="300"></div>/*Name*/<p class="land_name">Soundmarine</p></a>
<a data-passage="Jam8" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/jamgames/agamivillage.png" width="300"></div>/*Name*/<p class="land_name">Agami Village</p></a>
</div>
<div class="vendor_container">
<a href="https://canadacouncil.ca/" target="_blank"><img src="assets/icons/sponsor/CCA_RGB_colour_e.png" width="350px"></a>
</div>
><h2>[[Back to Main|Intro]]</h2><table style="width:100%;"><tr>
/*Image, Name, Role */<td style="width:20%; text-align: center; border-color:#ffffff00;">''Aaron Demeter''<img src="assets/icons/staff/Capture-e1660856162174-400x411.png" style="width:150px;" class="center">''Operations Manager''</td>
/*Bio*/<td style="width:70%; border-color:#ffffff00;">''Aaron (he/him)'' is the Operations Manager of Hand Eye Society. He is also a 3D artist and game developer that focuses on creating surreal experiences.
/*links*/<a href="https://aarondemeter.com" target="_blank">Portfolio</a> | <a href="https://aaron-demeter.itch.io" target="_blank">Itch.io</a> | <a href="https://twitter.com/quiet_horizon" target="_blank">Twitter</a></td>
</tr></table><table style="width:100%;"><tr>
/*Image, Name, Role */<td style="width:20%; text-align: center; border-color:#ffffff00;">''Brendan Lehman''<img src="assets/icons/staff/amaze-300x287.jpeg" style="width:150px;" class="center">''Special Projects Coordinator''</td>
/*Bio*/<td style="width:70%; border-color:#ffffff00;">''Brendan Lehman (they/them; aka brendy)'' is a neuroscientist, game programmer, and Special Projects Coordinator at the Hand Eye Society. Their work involves biodata integration, event experimentation, web radio, and bike couriering. See you out there!
/*links*/<a href="https://consciousless.net" target="_blank">Portfolio</a> | <a href="https://trueconnection.fm" target="_blank">Radio</a> | <a href="https://twitter.com/neurochems" target="_blank">Twitter</a></td>
</tr></table><div class="big-logo" style="text-align:center;"><img src="assets/ui/Questions.png" width="150px"></div>
<b>
The Hand Eye Society is a Toronto not-for-profit dedicated to supporting and showcasing videogames made primarily as a form of creative expression. We aim to provide exhibition opportunities, education, creative support, mentorship, knowledge sharing and inspiration to artists, enthusiasts, and the game-curious in Toronto.
Founded in 2009, it is one of the first videogame arts organizations of its kind in the world. However, the Hand Eye Society only began creating our popular public programming and festivals in 2012. As such, 2022 marks the 10-year anniversary of our various public events and festivals like Comics X Games and Wordplay. Super FESTival uses our online FEST platform to celebrate not only the Hand Eye Society's accomplishments but the game community at large and how far we've come over the past decade, perserving through industry shakeups, pandemics, and cultural shifts. We hope you'll celebrate with us and join us for many more years of programming.
</b>
<div class="Title">Hand Eye Society Staff</div><table style="border-color:#ffffff00;">
<tr style="border-color:#ffffff00;"><<include Len>></tr>
<tr style="border-color:#ffffff00;"><<include Jordan>></tr>
<tr style="border-color:#ffffff00;"><<include Brendan>></tr>
<tr style="border-color:#ffffff00;"><<include Aaron>></tr>
<tr style="border-color:#ffffff00;"><<include Royel>></tr>
</table><table style="width:100%;"><tr>
/*Image, Name, Role */<td style="width:20%; text-align: center; border-color:#ffffff00;">''Jordan Sparks''<img src="assets/icons/staff/JordanSparks-1-300x267.png" style="width:150px;" class="center">''Director of Technology''</td>
/*Bio*/<td style="width:70%; border-color:#ffffff00;">''Jordan Sparks (he/him)'' is the Director of Technology and Workshop Coordinator of the Hand Eye Society. Jordan likes to explore how art, media, and creative technologies can spark social change. He hopes you enjoy the Super FESTival.
/*Links*/<a href="https://GrindSpark.com" target="_blank">Portfolio</a> | <a href="https://twitter.com/supersparkplugs" target="_blank">Twitter</a> | <a href="https://twitch.tv/supersparkplug" target="_blank">Twitch</a></td>
</tr></table><table style="width:100%"><tr>
/*Image, Name, Role */<td style="width:20%; text-align: center; border-color:#ffffff00;">''Len Predko''<img src="assets/icons/staff/ArtistPhoto_AlennPredko-300x300.jpeg" style="width:150px; padding-top:5px;" class="center">''Executive Director''</td>
/*Bio*/<td style="width:70%; border-color:#ffffff00;margin:5px 0px 10px 0px;">''Len Predko (he/they)'' is the Executive Director of Hand Eye Society, an artist, and curator. Their work includes large scale immersive games, playful experiences, videogames, and alt controller games. He also really likes monsters!
/*Links*/<a href="https://twitter.com/alennmakes" target="_blank">Twitter</a></td>
</tr></table><table style="width:100%;"><tr>
/*Image, Name, Role */<td style="width:20%; text-align: center; border-color:#ffffff00;">''Rokashi''<img src="assets/icons/staff/RoyelEdwards_BioPhoto-300x300.jpeg" style="width:150px;" class="center">''Communications Director''</td>
/*Bio*/<td style="width:70%; border-color:#ffffff00;">''Rokashi (they/them)'' is the Communications Director of Hand Eye Society and loves to play indie games made from marginalized creators from across the world!
/*links*/ <a href="https://twitter.com/rokashi" target="_blank">Twitter</a> </td>
</tr></table><div style="width:100%; text-align:center;"><a href="https://hes-superfest-2022.glitch.me/" target="_blank">On Mobile? Play here!</a></div>
<div class="likelike_container">
<iframe src="https://hes-superfest-2022.glitch.me/" height="700" width="1300" title="IframeExample"></iframe>
The Super FESTival Online Game was made in LikeLike and featured attendants playing, exploring, communicating, and participating in Super FESTival live from around the world from Oct 15 - 16! The live Twitch show could also be watched through here. As an archive, this will likely not have as many intended people as it did during its debut, but will be functional for the time being.
</div><div class="big-logo" style="text-align:center;"><img src="assets/ui/VR.png" width="200px"></div>
The Hand Eye Society was founded in 2009 and has since become the oldest game-arts non-profit in the world. However, the Hand Eye Society didn't start doing major outreach events and festivals until 2012. Super FESTival marks the 10 year anniversary of Comics X Games, Wordplay, and other public events that we have used to educate and engage the public through games.
Super FESTival was made possible through the hard work of Hand Eye Society Staff and Associates as well as our generous sponsors.
<div class="credits_container">
<img src="assets/icons/SuperFestival-1-1024x327.png" width="250px">
<h2 style="text-align:center;margin-bottom: auto;">Super FESTival</h2>
<h3 style="text-align:center;margin-bottom: auto;">Created by the Hand Eye Society</h3>
<strong>Executive Director</strong>
Len Predko
<strong>FEST Platform Development</strong>
Jordan Sparks
Brendan Lehman
<strong>Super FESTival Graphic Designer</strong>
<a href="https://mary-verhoeven.format.com" target="_blank">Mary Verhoeven</a>
<strong>LikeLike Game Director</strong>
Len Predko
<strong>LikeLike Game Development</strong>
Len Predko
Brendan Lehman
<a href="https://jemztones.itch.io" target="_blank">Jae Stuart</a>
Jordan Sparks
<strong>LikeLike Game Music</strong>
<a href="https://juliereich.ca" target="_blank">Julie Reich</a>
<strong>Online Production Director</strong>
Jordan Sparks
<strong>Production Editor</strong>
Aaron Demeter
<strong>Communications Director</strong>
Royel Edwards
<strong>Sponsorship Manager</strong>
Aaron Demeter
<div class="acknowledgement">
<h3>''FESTIVAL would not possible without our Supporters and Sponsors''</h3>
<a href="https://ontariocreates.ca/" target="_blank"><img src="assets/icons/sponsor/L_OC_BI_RGB.png" width="350px"></a>
<a href="https://canadacouncil.ca/" target="_blank"><img src="assets/icons/sponsor/CCA_RGB_colour_e.png" width="350px"></a>
<a href="https://www.cleverendeavourgames.com/" target="_blank"><img src="assets/icons/sponsor/clever.png" width="250px"></a>
<a href="https://braceyourselfgames.com/" target="_blank"><img src="assets/icons/sponsor/60382253_2132571170192706_2111443482202603520_n.png" width="200px"></a>
<a href="https://www.bancy.co/" target="_blank"><img src="assets/icons/sponsor/BancyCo-Logo-Full-Colour.png" width="200px"></a>
<a href="https://www.mightyyell.com/" target="_blank"><img src="assets/icons/sponsor/MightyYell_Studio_Logo_Icon_Square_OrangeOnTransparent_01.png" width="200px"></a>
<h3>''Operating Support Provided By''</h3>
<a href="https://torontoartscouncil.org/" target="_blank"><img src="assets/icons/sponsor/OAC_logo.jpg" width="200px"></a>
<a href="https://www.arts.on.ca/" target="_blank"><img src="assets/icons/sponsor/TAC_FCOT_logo.png" width="200px"></a>
</div>
</div><div class="big-logo" style="text-align:center;"><img src="assets/ui/AltControl.png" width="200px"></div>
The Hand Eye Society Mixtape is a new initiative stated in 2022 to celebrate and share games with the global community. We take game submissions from across the Games Community and curate a collection of unique and interesting indie games to share.
So far created 3 Mixtapes featuring games from the Community and are taking applications for our 4th and 5th Mixtapes. If you would like to apply to have one of your games in the next Mixtapes, <a href="https://forms.gle/FX8ikRVF4ateQ89e7">''CLICK HERE''</a>.
<div class="vendor_container">
<a href="https://handeyesociety.itch.io/hes-mixtape-vol-1" target="_blank" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="https://img.itch.zone/aW1nLzg4MzkxOTQucG5n/347x500/wd%2FUnI.png" width="300"></div>/*Name*/<p class="land_name">Vol 1</p></a>
<a href="https://handeyesociety.itch.io/mixtape-vol-2" target="_blank" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="https://img.itch.zone/aW1nLzk2MTg4OTUucG5n/347x500/Kxgk5h.png" width="300"></div>/*Name*/<p class="land_name">Vol 2</p></a>
</div>
<div class="vendor_container">
<a href="https://handeyesociety.itch.io/hes-mixtape-vol-3" target="_blank" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="https://img.itch.zone/aW1nLzEwMTI2ODkyLmpwZw==/original/QNPRgb.jpg" width="300"></div>/*Name*/<p class="land_name">Vol 3</p></a>
</div>A Template for pages displaying PDF content.
<a data-fancybox data-type="iframe" data-src=" " href="javascript:;">
Read Blind Date - Colombia Here
<img src=" " style="width:500px">
</a><div class="big-logo" style="text-align:center;"><img src="assets/ui/Stream.png" width="200px"></div>
During the weekend of Super FESTival, the Hand Eye Society ran 2 Days of live online programming via Twitch that could be watched on our <a href="https://twitch.tv/handeyesociety">Twitch Account</a>, on this page of the Super FESTival website, and within the Super FESTival online game. It featured a variety of talks, games, and features of our financial sponsors/supporters. Below you can find an archived version of the show in the form of a Twitch Collection featuring both days of our show, totalling around 13 hours. It features all but one talk, which was excluded from the archive at the request of the speaker.
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<div id="twitch-embed"></div>
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var options = {
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<div style="width:100%; text-align:center;"><a href="https://twitch.tv/handeyesociety" target="_blank">Hand Eye Society Twitch</a></div>
/*Schedule*/<div class="schedule_container"><img src="assets/schedule/StreamScheduleD1-C.png" style="width:40%;"><img src="assets/schedule/StreamScheduleD2-C.png" style="width:40%;"></div>
<<audio ":all" stop>><video width="90%" height="90%" controls>
<source src=" " type="video/mp4">
Your browser doesn't support HTML5 video tag.
</video>
A template passage for video content.<div class="big-logo" style="text-align:center;"><img src="assets/ui/Schedule.png" width="200px"></div>
The Hand Eye Society has a long history of creating workshops and events that help grow the games community and inspire both novices and enthusiasts of all ages to make their own fantastic games. This tradition remains today as we offer online workshops to enrich and educate the games community
We are currently offering a series of online workshops at select times on topics relevant to the games community. Each workshop will be a live zoom session that lasts approximately 2 - 3 hours. Sessions are recorded exclusively for those who registered.
You can check out at our current offerings below on <a href="https://www.eventbrite.ca/o/the-hand-eye-society-15539055266">Eventbrite</a>. If you're interested, we encourage you to register and learn with us!
<div class="vendor_container">
<a href="https://www.eventbrite.ca/e/427437716717" target="_blank" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/workshop/AutoHotKey/Automate Anything With AutoHotKey 1.png" width="300"></div>/*Name*/<p class="land_name">Automate Anything With AutoHotKey (Oct 27)</p></a>
<a href="https://www.eventbrite.ca/e/427365550867" target="_blank" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/workshop/Twine/TwineMondo.png" width="300"></div>/*Name*/<p class="land_name">Storytelling In Twine (Nov 9)</p></a>
</div>
<div class="vendor_container">
<a href="https://www.eventbrite.ca/e/427427726837" target="_blank" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/workshop/Shaders/unknown.png" width="300"></div>/*Name*/<p class="land_name"> Intro to Shaders (Nov 11)</p></a>
<a href="https://www.eventbrite.ca/e/427430214277" target="_blank" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/workshop/Bitsy/recording.gif" width="300"></div>/*Name*/<p class="land_name">Intro To Bitsy (Nov 16)</p></a>
</div>
<div class="vendor_container">
<a href="https://www.eventbrite.ca/e/427415861347" target="_blank" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/workshop/GrantWriting/GrantWriting.png" width="300"></div>/*Name*/<p class="land_name">Grant Writing For Creatives (Nov 23 & Dec 7)</p></a>
<a href="https://www.eventbrite.ca/e/427433684657" target="_blank" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/workshop/Blender/IceCreamAaron.png" width="300"></div>/*Name*/<p class="land_name">Intro to 3D Modeling - Blender (Nov 30)</p></a>
</div>
<div class="vendor_container">
<a href="https://www.eventbrite.ca/e/427312080937" target="_blank" class="land_info_container">/*Profile Image*/<div class="land_profile"><img src="assets/workshop/Livestream/JordanStream.png" width="300"></div>/*Name*/<p class="land_name">Intro To Livestreaming (Dec 8)</p></a>
</div>Welcome to the Multi Page.
This is an example of how to compartmentalize passages. This could be one of the side-branch narratives that a commissioned author writes.
[[Sub-passage 1|sub_1]]
[[Sub-passage 2|sub_2]]
[[Sub-passage 3|sub_3]]
[[Sub-passage 4|sub_4]]
Sub-passages are named in the lower case to indicate in searches that they are sub-passages.Sub passage 1
[[Here's a link.|https://handeyesociety.com/]]
Here's an example of adding an iframe with HTML:
<html>
<div class="container"><iframe class="responsive-iframe" src="https://www.youtube-nocookie.com/embed/9M0JhHiJY5E" title="YouTube video player" frameborder="0" allow="clipboard-write; encrypted-media;" allowfullscreen></iframe></div>Sub-passage 2Sub-passage 3Sub-passage 4This is an example of a file with a single passage.
This is an example of [[a link|https://handeyesociety.com/]].<span class="main-logo">
<a data-passage="Intro"><img src="assets/icons/SuperFestival-1-1024x327.png" width="180px"></a></span>Presented by<span class="SBIcons"> /*NOT WORKING WHEN SPAN CLASS ACTIVE */
<a href="https://handeyesociety.com" target="_blank"><img src="assets/icons/HandEyeLogo_Transparent.png" width="80px"></a></span>/* :: StoryCaption *//* <div class="icons"> */
<a data-passage="About"><img src="assets/ui/Questions.png" width="70px"></a>/*About*/
<a data-passage="Speakers" style="padding-top: 12px;"><img src="assets/ui/Speakers.png" width="80px"></a>/*Speakers*/
<a data-passage="Twitch"><img src="assets/ui/Stream.png" width="80px"></a>/*Twitch*/
/*Random*/<<set _passageList = Story.lookupWith(function (p) { return p.tags.includesAny(["game"]); }).map(function (p) { return p.title; })>>
<<link '<img src="assets/ui/Dice.png" width="85px">' `_passageList.random()`>><</link>>
<a data-passage="Workshops"><img src="assets/ui/Schedule.png" width="90px"></a>/*Workshops*/
<a href="https://discord.gg/urAUjk5" target="_blank"><img src="assets/ui/Discord.png" width="80px"></a>/*Discord*/
<a data-passage="Games" style="margin-top: 7px;"><img src="assets/ui/Controller.png" width="100px"></a>/*Games*/
<a data-passage="LikeLikeGame" style="margin-top: 7px;"><img src="assets/ui/StoryGamea.png" width="90px"></a>/*LikeLike*/
<a data-passage="Jammers" style="margin-top: 5px;"><img src="assets/ui/OpenDoor.png" width="70px"></a>/*Jam Games*/
<a data-passage="Credits" style="margin-top: 5px;"><img src="assets/ui/VR.png" width="90px"></a>/*Credits*/
<a data-passage="Mixtape" style="margin-top: 5px;"><img src="assets/ui/AltControl.png" width="80px"></a>/*Mixtape*/
<a href="https://theyetee.com/superfestival" style="margin-top: 5px;" target="_blank"><img src="assets/ui/Tabletop.png" width="80px"></a>
<a href="https://paypal.me/handeyesociety" style="padding-top: 5px;" target="_blank"><img src="assets/ui/Donate.png" width="80px"></a>
/*Pre-Release Errors<a href="https://forms.gle/aT5g8LfDz2HMrVj99" style="font-size: 11px;">Report a Problem</a>*/
Post-Release Errors<a href="https://forms.gle/YrxyfCXrrbzoB3zS7" style="font-size: 11px;" target="_blank">Report a Problem</a>
/* </div> */<br>
/*Feedback Form*/<a href="https://forms.gle/hrudoe769Sn3u2sv6" style="font-size: 11px;" target="_blank">Feedback Form</a>
/*Direct Link Code - Note: Putting on the side bar because that loads every scene. Was having some issues putting on StoryInit. Remove all this for inclusive file version archive.*/
<<script>>
const browser_path = window.location.search; // get url
const urlParams = new URLSearchParams(browser_path); // get url params
variables().passage = urlParams.get('passage'); // save passage param in sugarcube
/*window.history.replaceState({}, document.title, "/sftest2022"); // clear params from url. This line breaks things in inclusive file versions so removing.*/
<</script>>
<<if $passage>><<goto $passage>><</if>>
<<set $baseURL to "https://handeyesociety.itch.io/super-festival-2022/">> /*Needs to be URL of itch page it's hosted on.*//* Initialise the array being used to story the list of random Passages. */
<<set $randoms to []>>
/* Add the name of each of the random Passages to the array by searching for all Passages in the story tagged as 'Artist'. */
<<set _list to Story.lookup("tags", "game")>>
<<for _i to 0, _len to _list.length; _i lt _len; _i++>>
<<run $randoms.push(_list[_i]['title'])>>
<</for>><div class="big-logo" style="text-align:center;">
<img src="assets/icons/SuperFestival-1-1024x327.png" width="700px">
</div><div class="Title" style="text-align:center;">''Welcome to Super FESTival !''</div>
<p style="text-align:center;">''Super FESTival'' is the Hand Eye Society's free festival celebrating games community and 10 years of Hand Eye Society public programming.
Explore this site to discover wonderful things! Try our multiplayer game!</p>
<p style="text-align:center;">Please note that this is an Archived version of the Hand Eye Society's online Super FESTival which occurred on October 15 - 16, 2022. As a result, some aspects, such as the Super FESTival Game and the Live Twitch Show, may no longer work as originally intended, though may be adjusted for this archived version. </p>
<div class="vendor_container">
<a data-passage="Games" class="land_info_container" style="padding: 0px 30px 0px 0px;"><img src="assets/ui/Controller.png" width="180px"></a>/*Games*/
<a data-passage="Speakers" class="land_info_container" style="padding: 0px 30px 0px 0px;"><img src="assets/ui/Speakers.png" width="170px"></a>/*Speakers*/
<a data-passage="Jammers" class="land_info_container" style="padding: 0px 30px 0px 0px;"><img src="assets/ui/OpenDoor.png" width="150px"></a>/*Jam Games*/</div>
<div class="vendor_container">
<a data-passage="Twitch" class="land_info_container" style="padding: 0px 0px 0px 30px;"><img src="assets/ui/Stream.png" width="180px"></a>/*Twitch*/
<a data-passage="LikeLikeGame" class="land_info_container" style="padding: 10px;"><img src="assets/ui/StoryGamea.png" width="190px"></a>/*LikeLike*/</div>
/* <div class="likelike_container" style="margin-top:25px;">
<iframe src="https://hes-superfest-2022.glitch.me/" height="700" width="1300" title="IframeExample"></iframe>
</div> *//*Reference for Random Code */
/*Note you do have to change the terms being searched for via tags in the Story.lookup function and the p.tags.includesAny([]) section */
/*Put the following blocks of code in a StoryInit Passage */
/* Initialise the array being used to story the list of random Passages. */
<<set $randoms to []>>
/* Add the name of each of the random Passages to the array by searching for all Passages in the story tagged as 'Artist'. */
<<set _list to Story.lookup("tags", "game")>>
<<for _i to 0, _len to _list.length; _i lt _len; _i++>>
<<run $randoms.push(_list[_i]['title'])>>
<</for>>
/*StoryInit Code ends */
/*Put the following block of code on the sidebar where you want the Random Button to be. */
/*Random*//*<<set _passageList = Story.lookupWith(function (p) { return p.tags.includesAny(["game"]); }).map(function (p) { return p.title; })>>\
<<link '<img src="assets/ui/Dice.png">' `_passageList.random()`>><</link>>*/This is an example of a file with a single passage.
This is an example of [[a link|https://handeyesociety.com/]].<div class="big-logo" style="text-align:center;"><img src="assets/ui/Speakers.png" width="200px"></div>
<h1><<print passage()>></h1>The Hand Eye Society presents a number of unique and informative talks and panels frome prolific developers who aim to share their knowledge with the community!
This Super FESTival, we're featuring 9 Talks and 3 Panels for you to enjoy on our Twitch page! All times listed are approximate and in ET.
<h2><a data-passage="Twitch">Watch the Talks on Twitch</a></h2><hr>
<div id="saturday"><h1>Saturday, October 15</h1>
/*Speaker1 */<h2>11:30am</h2><h2>''[ TALK ]<br/>How To Ship a Game as a Solo Developer''</h2><h3>''Devon Wiersma (They/Them)''</h3>Shipping a video game is an overwhelmingly daunting task on its own, but can be incredibly rewarding - so naturally shipping a video game when you're working alone can be even more overwhelming and even more rewarding! In this talk, solo game developer Devon Wiersma discusses approaches that you can take to create your own games from start to finish, drawn from their own experiences shipping "Bombing!!: A Graffiti Sandbox" and "Lofty Quest". Devon will cover topics ranging from the pros and cons of solo development, how to scope and structure your projects to avoid burnout and get through the more cumbersome parts of development, and how to make use of publicly available resources to make your game really stand out.
/*Speaker2 */<h2>12:45pm</h2><h2>''[ TALK ]<br/>Building A Games Industry In Africa''</h2><h3>''Michael Oscar Esio (He/Him)''</h3>The games industry in Africa is almost non-existent. There are studios scattered across the continent, but until recently,community, collaboration and structure was greatly missing.. This session is a mini-expose into the African games industry, its stakeholders, challenges and opportunities.
/*Panel 1*/<h2>''2:00pm''</h2><h2>''[ LIVE PANEL ]<br/>Reorienting How We Make Play: Accountability, Healing, and Restorative Justice in Games''</h2>Following the continued years of harrowing stories of abuse in the games industry, for both players and developers, we sense a growing awareness of the systemic issues at play in our industry. In this conversation facilitated by Honey Rosenbloom (Friendship Garden Game Developers, ex-Alphabet Workers Union), Kishonna Gray, PhD (University of Kentucky, Author of “Intersectional Tech”), Javiera Cordero (Threshold Games, Beamable), Aisha Shillingford (Intelligent Mischief), and Dr. JC Lau (Probably Monsters, ex-Harebrained Schemes) will discuss how to view and engage harm done in the games industry from a systems perspective, what accountability means and how it can be practiced, and what restorative justice principles can teach us about how to build resilient, healing studios.
/*Panel 2*/<h2>''3:15pm''</h2><h2>''[ LIVE TALK ]<br/>Relationship Status = Complicated!''</h2><h3>''Bobbi Augustine Sand (They/Them)''</h3>In games where players develop relationships to game characters, elements such as player psychology, projection and preferences come into play. How can that be taken into consideration by writers and designers? And what role does player choice have? Should players get a wide variety of romanceable characters to choose from, and be able to shift the relationships according to their preferences, or could it be meaningful to exhort players into having relationships they wouldn’t choose for themselves to convey a specific story?
/*Speaker 3 */<h2>4:30pm</h2><h2>''[ TALK ]<br/>Alternate Reality Games and Participatory Propaganda''</h2><h3>''Justin Bortnick (He/hHm)''</h3>In this talk, Justin draws upon his experience developing the popular ARG for the indie game Frog Fractions 2 to talk about the political implications of game design, and how without caution our industrial design methodologies can be repurposed by political actors to make compelling propaganda, leading to real-world phenomena like QAnon, the Jan 6th attack on the US Capital, and more. Justin also highlights how these design principles have been successfully used to make the world better beyond the games space, both in service of bolstering liberal democratic systems in Europe and Asia and in educational settings at institutions of higher learning.
/*Panel 3*/<h2>''5:30pm''</h2><h2>''[ LIVE TALK ]<br/>Creating the Indiepocalypse: How you too can create a brighter future for different games''</h2><h3>''Andrew Baille (He/Him)''</h3>In this talk Andrew will outline his process for publishing Indiepocalypse and how anyone else can learn to do the same, though perhaps on a smaller for frequent scale. He'll also highlight the importance of advocating for smaller, less traditionally commercial games, and how that can help strengthen game making as an art form.
</div><hr>
<div id="sunday"><h1>Sunday, October 16</h1>
/*Panel 1*/<h2>11:30am</h2><h2>''[ PANEL ]<br/>Surface Pressure: Mental Health in Games Community Development''</h2>This panel aims to support to devs specialized in community development as well as indie devs having to work on marketing and social media on their own. Newcomers will be able to learn about best practices on how to handle your time, work load, and protect yourself accordingly. We hope to support devs and give them best practices in order to achieve their goals.
/*Panel 2*/<h2>''12:45pm''</h2><h2>''[ LIVE TALK ]<br/>Using Early Access as a marketing tool for narrative games''</h2><h3>''Tony Howard-Arias (He/Him/They/Them)''</h3>Tony talks about how early access has worked to help us build a thriving community and continually improve our game with user feedback over the course of a long development cycle.
/*Talk 1*/<h2>2:00pm</h2><h2>''[ TALK ]<br/>Cultivating Playful Culture''</h2><h3>''Duncan Corrigan (He/Him)''</h3>In a culture that is driven by efficiency and performance, we often devalue actions and characteristics that contradict those notions. This internalised-culture will often make us feel guilty to linger, self conscious to play or anxious to try new things. It can limit how we engage and narrow our perception. In this talk Duncan highlights one of these undervalued and under recognised characteristics, playfulness.
/*Speaker 3 */<h2>3:15pm</h2><h2>''[ TALK ]<br/>From Alt.Ctrl. to Playdate''</h2><h3>''Gregory Kogos (He/Him)''</h3>Playdate is that yellow handheld with the crank and 1-bit screen. We will take a deep dive into the making of Omaze, the Season One game that comes with the console. The talk will go over the process of remixing the Alt.Ctrl game RotoRing into Omaze. We will also analyse the game's design failures and what could've been done better. Process of making the game for Playdate is full of limitations. This talk is the case study of how to use those limitations to the game's advantage. How to go deep when you can't go wide.
/*Speaker 4 */<h2>4:30pm</h2><h2>''[ TALK ]<br/>"If And Only If": Exploring Variables and Conditional Logic in Interactive Fiction''</h2><h3>''G.C. Baccaris (They/Them)''</h3>This talk explores how developers and players alike can interpret conditional logic in interactive fiction. The topic will be examined from multiple lenses, including: technical application, the relevance to narrative design in particular, and player perception. Conditionals can range from extremely straightforward to extremely complex. This talk will reference examples from different games, and emphasis will be placed on at least one introductory example of implementation in Twine 2. Ink, Inform7, Bitsy, Ren'py, and others will also be discussed as engines that support conditional logic. Not all games require complex — or any — logic in order to be impactful, fun, or challenging.
</div>
<h2>[[Back to Main|Intro]]</h2>
/* REMOVED */
/*<div class="Title">DATE</div>
<h2>''The Art of Crafting an Indigenous Future''</h2>
Indigenous AchimoGames team members Meagan Byrne (Lead Designer), Sadekaronhes Esquivel (Art Lead), and Maritza Louis (3D Character Artist) will talk about what exactly went in to crafting an entirely Indigenous world for their game Hill Agency. This talk will touch on the brainstorming process, navigating readability/expectations, and why the game will never explain anything sacred. Attendees will gain insight into how Indigenous people seek to represent themselves in games and why that rarely lines up with how we have been taught to look at Indigenous people and their works.*/<h1><<print passage()>></h1>
BLURB
<h2><a data-passage="Twitch">Watch the Talks on Twitch</a></h2>
----
<div class="Title">DATE</div>
<h2>''TALK NAME''
''SUBHEADING''</h2>
TALK DESCRIPTION
''<i>HOSTS/SPEAKERS</i>''
''NAME'' (He/Him)
ROLE
BIO
<a href="" target="_blank">Twitter</a>
<a href="" target="_blank">Video</a>
<h2>[[Back to Main|Intro]]</h2>