After a few hours of playing Captain Forever Remix by Pixelsaurus Games, I have to wonder how the developers managed to crawl into my brain and make a game based on my memories of growing up so accurately. Playing this game is like going back to the slightly-sticky arcades full of neon lights, clicking buttons, fast food, and carpets with random vibrantly colored squiggles and triangles. My brother is even there, calling me a butthead again and challenging me to a videogame. To top off this giant pile of nostalgia, CFR features some of my favorite game mechanics: permadeath, customizability, and replayability. While simple in theory, the game has a lot of unique ways to keep you playing again and again. For an Early Access title, it’s pretty damn impressive.
Throughout my life, I’ve sunk thousands and thousands of hours into city-building games. It started with Pharaoh, then Caesar III, Zeus, SimCity 3000, and on and on. These types of games have managed to capture my attention more than any other genre (MMO’s and their constant stream of updates, not withstanding). The Sierra/Impressions historical builders especially left their mark on me – I can still hear the music of Pharaoh in my head and can picture the purple-dotted fertile meadows of Zeus/Poseidon. Unfortunately with Impressions’ close in 2004 the stream of city-builders, even outside of the historical setting, ground to a halt.
This week, my original content is a very short story. I originally wrote this for the 52-week short story challenge that I only got about 4 weeks into before stopping. So I guess I didn’t technically write it this week, but I did do a lot of editing to it. It’s mostly based on true events that happened when I was 5, though some details are maybe exaggerated and chronologically it’s probably not accurate. But it is a weird series of events that, in retrospect, make me realize I was kind of a weird kid.
Today I have been nominated for the Liebster Award! If you don’t know what that is, you can read up on it more here, but the gist is that it’s a way to show other bloggers you appreciate them and also help them grow. There are a variety of ‘rules’ but I will be following the lead of the person who nominated me. Yay blogging! I have been bestowed this honor by Soultamer, who has similar gaming interests as I do and writes about them. Definitely go check her blog out! She has recently started following my blog and ramblings and has left some very kind words in comments!
So now comes the part where I have to answer the 10 questions that Soultamer asked:
In rymdkapsel, you build a space station using Tetris blocks. And like Tetris, you have a preview in the corner letting you know what shapes your different building elements will come as. By fitting different sections of your space station together you can utilize space in a more effective way. Sometimes that comes across in the form of taking up less space in the game setting and sometimes it just means that your workers can get to where they are going faster. Predictably like in Tetris, those long thin pieces come more infrequently than you would like.
It could be considered that I’m cheating because for this week’s Original Content, I’m submitting… this blog. You might have noticed a few things different about it… there’s a new header image and description, the picture on the right hand side is new… and the URL is totally different as well. No longer is this city.navsplace.net, which is what cithryth.com directed to. Finally this blog has a proper name (besides mine) and logo.
The past few days something has started growing on my mind. I don’t know what planted the seed, as it’s not something I had thought about too much beforehand. Maybe it’s the fact that I’m turning 25 in a few months and the “quarter-life crisis” machine is starting to spin its wheels. Whatever did it brought fertilizer though because it’s wrapped it’s tendrils around my brain and won’t let go. Hopefully writing this post out will help loosen the grip and let me think about other, more pressing, issues like whether it’s time I should finally get out of bed at 9am or what type of tea I’m going to have today.
What’s been growing on my mind is the idea and fear that I am completely unoriginal.
What if the floor was jelly? Ian Snyder’s answer to that question is a fanciful, giggle-inducing romp with physics. After two years of working on the puzzle platformer, it was finally released in January 2014. As a rule, I get easily frustrated with platformers. I’m pretty terrible at them for whatever reason. Despite this, there are a small number of platformers that I really love and The Floor is Jelly has wiggled its way into that distinction. If I had to pick one word to describe this game it would be “delightful” because that word can describe any aspect of this game: art style, music, game mechanics and level design.
I had to pull myself away from Eidolon in order to write this review. The day I got the game I didn’t even realize I had played for hours until I heard the door open when my husband came home from work. I looked around and realized that night had come and the house was already dark. I was so absorbed into the game and story that time just passed by.
In the past few years, the roguelike genre has exploded with popularity. However some people dislike the prevalent use of the term “roguelike” to describe procedurally generated games with permadeath due to the genre’s long established traditions such as ASCII art and turn-based action. But as the genre gains popularity some work to bring a more appropriate term that suits all of the popular modern “roguelike-likes”.
But where did the term roguelike start?