Waking up besides a dead family, armed with your father's revolver and a strange cat, Itta sets you out on a journey of revenge across the island of Jigoku, in a far-future fantasy bullet-hell adventure inspired by the first Zelda and Titan Souls.
The former inspiration means Jigoku is a sprawling environment filled with mysterious characters, different areas to explore, secrets to uncover, and weapons to unlock. From the remnants of cities filled with odd monoliths to overgrown temple ruins where strangers lurk, Itta promises a colorful and unique world to discover on your journey.
The latter also means that your journey is one fraught with danger, from myriad challenging bosses. The trailer shows a few - a relentless stranger blocking your shots with a huge blade, a transforming blob of a beast with a wide-fanged grin, a cloaked warrior orbited by twin pillars - but all will test your skills and evasion with bullet-hell chaos. Dodging bullet patterns and using the right weapons in your arsenal will be key to surviving Itta's battles.
Itta is slated to released on Steam in 2019; for more details and screenshots, you can visit the game's site and Twitter page.
from IndieGames.com http://indiegames.com/2018/04/itta_combines_bullet_hell_acti.html
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"I've always been interested in telling stories about connection - to land, to a person, to a thing, even to a point in time. Exploring connection is the focus of so many areas of creativity - especially film, art, and music - but much less so video games. Why is that, I ask myself." says Katie Gall of The Blushbox Collective, a group promoting the exploration of intimacy, love, and sex in games.
Games possess a unique power to place the player into a different headspace, having them become the role of another for a time. There is a special power to empathize in this, tasking the player with feeling what that other person is going through as they go through their actions and live out their lives. Like a form of acting, the player becomes this other avatar and exists as them for a time, and in this action they are brought into intimate connection with the thoughts and feelings that come from living these lives.
This unique ability to live and empathize with, moreso than books or movies or other forms of passive media, can make the player truly feel what the characters are going through. Gall's work with The Blushbox Collective, as well as their annual Heartbeat Symposium - a three-day event where they seek to bring developers together for days of game jams and speakers from various disciplines working in love and intimacy - looks to capture and explore that connection.
"I think there is something powerful about the prospective opportunities you have in video games. You can play with how inside the character a player is - give them agency and put them in the shoes of someone different from themselves. There's so much opportunity to capture the nuance, silliness, fun, excitement, and heartbreak through games, and I want to explore how more games could contain those moments." says Gall.
Love & Games
Games, through their ability to connect a person to another life, may have been underutilized for years in placing players in more realistic, emotional experiences, but that has begun to change.
Still, why explore these kinds of connections? "Because hello, it's fun!" says Gall. "Sex, romance, love, these are universal desires for everyone. Games can also allow us to play, observe and process some pretty complicated issues, or partake in light-hearted fantasy for fun. It's such a diverse topic that there are many reasons to explore it."
"Games in particular are an interesting way to explore these topics because you can engage more senses than reading or film; you can see, you can hear, you can feel and touch and in some cases, with alt controllers, you can also taste :P. That's a bit more senses being engaged than with music, art, or film. How can we manipulate these senses to create a new experience for these stories? That's what I want to know." Gall continues.
It's a largely untapped part of what games are uniquely capable of, and for Gall, something that offers some interesting opportunities to explore our emotions in and feelings on challenging issues in a space outside of the self. They allow for a safe self-reflection on actions we might not otherwise experience or be afraid to experience, allowing us to learn about ourselves through these shared digital experiences.
Gall has explored these themes in games before as well. "My own work often focuses on nostalgia in a lighthearted way. The Blushbox Collective is my side project, so I generally don't make these games for commercial purposes. I see it more like drawing or painting as a hobby. So, having said that, I've worked on a range of games from the casual, Pudding Boyfriend, a game about dating foodboys (croissant boyfriend was my fave) to other games such as ASL."
"ASL is a 3D walking simulator about exploring a world inspired by my memory of 90s internet sites. I've imagined the sites I used to frequent such as Neopets, MSN messenger, Hotmail, Yahoo, and others as real physical spaces. In the game, you can explore and flirt with or interact with the creatures or people in those environments. I've also been working on Nic Cage Himulator- a game where you've accidentally guessed Nic Cage's Hotmail address and you're going back and forth on the phone with your friend, Becky, about what to say to him. It's a coming-of-age story which explores teenage development." says Gall.
These works, while appearing light and fun, explore important aspects of life growing up, dating, friendships, and connections, all with disarming stories that can encourage players to feel something about their own thoughts on these subjects without necessarily meaning to. Their charming nature gets the player to open up within themselves, or feel free to explore more serious feelings even if the context is light.
"With Blushbox we've worked on IncorpoREAL Romance Revival Center, a game about dating dead people, 'find the love of your life, even if theirs is over' which explores power and control as well as themes of digital online persona and generally dystopian future ideas. Currently I'm working on Woblets (working title) with a friend of mine, which is what I'm calling an interactive sculpture toy. It's like a Mr Potato Head game but all the parts are fleshy genitally type things. You can create your own strange sculpture which will react to things like shaking and prodding. It generally just flops around. Think of a plumbus, it's a bit like that." says Gall.
Intimacy, love, and sex can often be treated as incredibly serious subjects, which can make players uncomfortable in opening up their feelings about them. Looking at these subjects from different angles, be they lighter or humorous, or through a fiction that lets the player explore the subject from a different angle, can allow an openness in the self that allows them to explore their feelings in ways that feel safe. Gall's work aims to utilize these tools to help players open up about their feelings a bit more, using the framework of these games to feel in ways they might not feel comfortable doing otherwise.
Romantic Difficulties
Games, in allowing players to live out other lives and control their fates, words, and deeds, seem like a natural place to explore intimacy, but this isn't often the case, from Gall's own observations. Not everyone is comfortable exploring these topics through their games, and for various reasons.
"What makes it so difficult to explore the messiness of human love through a video game format?" says Gall. "Is it that we just haven't been trying? Is it that it's too difficult with the technology we have available? All these questions were running through my head and I'd been having conversations about this with a few of my developer friends."
Preconceived perceptions of what games can be and do also harms their ability to explore intimacy. "Also fear, because people are afraid to be associated with projects that deal with sex in the games industry. It's strange because most other creative industries wouldn't bat an eyelash, but because games have this perception that they for kids, people put their arms up in the air when they present adult themes."
There have been other challenges that have made the exploration of sex and love in games difficult as well. "The biggest challenge to exploring these themes are ignorance and fear. A lack of research in the nuance of characters and environments, and stereotypes and bad writing are rife in the sex games category." says Gall.
Exploring character, especially when it comes to love, sex, and intimacy, requires a grasp of writing and character creation. It requires a deft hand when it comes to telling their stories and creating believable moments and feelings between them. It can be a challenge to tell these kinds of stories from a purely skill-based perspective, and also require an honesty from the writer that can be daunting.
With this need for a deft hand and high skill comes a fear of what will happen should the developer get those things wrong. "Fear also stops people from trying and failing because the repercussions of failure can be so damning- you can be kicked out of a community and blacklisted for trying something that people perceive as derogatory, sexist, racist etc. It's a minefield. Like any creative field it's important that we practice our art and have places that are safe for us to try, fail and learn from our mistakes."
It can be difficult to experiment in this field without possibly making insensitive mistakes, or fouling up the game with stereotypes or other poor writing mistakes. To avoid these, developers need room to goof up without it feeling like a career-ending mistake. This requires help and encouragement from players and other developers, which would be what lead Gall's work in bringing developers together to encourage each other in the creation of these games.
The Heartbeat Symposium
Shared experiences, hopeful advice, and an actual connection with other developers doing the work seemed like a powerful way to help creators explore intimacy with comfort and help. As such, The Blushbox Collective's work would lead to the creation of the Heartbeat Symposium, a gathering of developers designed to further work in interactive experiences in love and sex.
"Heartbeat Symposium is a 3-day event focused on love, sex and romance in games. It's held in a different place each year. The first one was held in Byron Bay Australia. The aim is to get developers and creatives out of the traditional game making spaces and use the environment as both a source of inspiration and a framework for creativity." says Gall.
It's been designed as a comforting space for developers to experiment in, as well as receive advice from other developers, psychologists, actresses, writers, and other creative individuals, sharing their knowledge of love and sex in games and beyond. Through this, the event looks to improve the works developers are creating, as well as provide them with a place where they can explore intimate themes with their peers.
"I think Heartbeat provides education about pitfalls, cross collaboration from other industries (our speakers are not just game developers, but also psychologists, sex workers, artists, performers and more), and also a space to practice and get guidance. It's important that developers and creative have a community to check in with and create with so we're not just doing this in isolation. The more diverse a community can be, I think the better educated we get." Gall continues.
Through this diversity, Gall hopes that developers will be able to see their topic from all manner of angles and backgrounds, helping move away from painful stereotypes and into a well-thought-out exploration of love and sex.
With events like The Heartbeat Symposium and other initiatives around the world, development of intimacy in games has seemed to be steadily improving. "I actually think it's going great! We've come so far in the last 5 years in including these topics in both mainstream games and in independent titles. I think we've got a lot of work to do building tension between characters and removing some problematic trends, but I do think we're out there making a massive effort, so go games industry!" says Gall.
"I think that we could improve it by collaborating more with other industries." says Gall. "The screen industry is becoming rapidly more interested in video games, and there are a lot of great script and dialogue writers out there who could help us in the games industry a lot. Also, it would be good to work with film and television makers who have mastered camera angles to create a meaningful gaze from the player or viewer to the object of attention. We could learn a lot from that. I'd also like to see more support from the industry in creating and talking about these topics at conferences and online, more of those spaces to practice that I mentioned earlier."
All of these things are exactly what Gall and The Heartbeat Symposium are working towards - more creatives from other industries contributing helpful tips, and more places for developers to experiment and hone their craft without fear. In doing this, The Blushbox Collective and Gall hope to continue the positive trends they've seen in the industry, continuing to help developers unlock the ability games have to help players explore intimacy, love, and sex in meaningful ways.
For more information on The Blushbox Collective, you can head to their site, or to learn more on The Heartbeat Symposium, you can head to its site.
from IndieGames.com http://indiegames.com/2018/04/the_heartbeat_symposium_-_expl.html
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For those of you who miss the many shades of green, the chirpy sound effects, and the simplistic (yet challenging) gameplay of the Game Boy era, Squidlit is the answer to your prayers. A Game Boy-inspired platformer, Squidlit aims to create a nostalgic experience through simulating the limitations of the handheld with their title.
In their interview with IndieGames.com, Alex Barrett and Samantha Davenport talked about the challenges that came with designing a game for the classic system.
What drew you to create an authentic Game Boy experience 15 years after its discontinuation?
Samantha: We are, first and foremost, people who really enjoy playing video games. To that effect, we have a collection of a few hundred games that spans back to the late 1970's. When Alex came up with the idea of creating our own video game, it seemed to make sense that we start, essentially, at the beginning with a console we know well and love. The first console Alex played was the Nintendo DMG Game Boy, so it was a natural choice.
When we looked at other games that sought to capture the nostalgia of a previous console, we always noticed that while capturing the look of a console like the GameBoy, it's hard to find one that goes to the lengths to recreate all the console's limitations as well. We thought to ourselves that if you don't see something you think should be there, make it yourself!
What challenges came with recreating the visual and audio style of the Game Boy?
Alex: I think the most challenging aspect of making Squidlit came from things going on in the background of the game. It was important to me that the four sound channels of the Game Boy be accurately represented. I had to make a system where if a sound effect used one of the channels dedicated to the music, the music on that channel would stop playing for the duration of the effect (it's most noticeable when you talk to ooblugs). Also, almost all animations in Squidlit are synced to the beat of the music, so everything is that much cuter. This also took some finagling. Perhaps someone more experienced would have an easier time with stuff like this, but as my very first game it took months to figure out.
How did the limitations of the Game Boy technology affect the game's design?
Alex: One of the more limiting aspects of the Game Boy was it's inability to display more than 10 sprites in a horizontal line. Plip, for example, is made up of two 8 x 16 pixel sprites so the amount of obstacles we could throw in front of her was limited. I didn't want any flickering to happen in Squidlit, so we had to go through every possible location of simultaneous objects on the screen and make sure we didn't exceed this limit. The Game Boy also had an itty bitty 160 x 144 resolution screen, so you can't see very far ahead of you. We put a lot of thought into trying to make the enemies fair in relation to your view.
Were the play styles or visual themes dictated by the Game Boy limitations? How so?
Alex: I started doodling squidlits in high-school all over really serious things like math and economics. When I started making a game, I found they translated really well to the Game Boy's limited palette. Kirby's Dreamland was a big inspiration for Squidlit. Masahiro Sakurai, its director, once stated that the original concept for it used only one button. We took this to heart in trying to design a game around the Game Boy's limited methods of input, and we ended up whittling the mechanics down to jumping and attacking using the same button.
What challenges did you face in creating cute characters and vibrant worlds when limited by the Game Boy's visual style?
Samantha: When creating the world for Squidlit, we wouldn't think about the technology at first. We would first talk about what the characters are like, what their world should be like, and what they would do. Skwit Skwot, God Emperor, does indeed have a reason for why she is creating this possibly dangerous magic, while Plip truly believes she must stop Skwit Skwot. The biggest challenge in this method was taking these grand ideas and finding ways to implement them into a GameBoy recreation. I think we managed quite well, as we ended up not having to sacrifice any of our major ideas.
If there was anything specific I had to point out, however, it's the word limitation on how much each character could say before it felt overly tedious. It seems like some of the characters are saying a whole lot at certain points, but what they're saying is very carefully condensed lore on what's truly going on. That being said, Squidlit is a test run and prologue to our next title, Super Squidlit.
How do you make your game feel fresh to modern players when working with a purposely-limiting older visual/audio style?
Samantha: In making a Game Boy recreation game, one thing we noticed was that a lot of platformer titles for the console didn't really incorporate story too heavily. We decided that putting in an over-arching plot with hints as to motivations for both sides of the story would draw in more modern players with aspects of storytelling they are more familiar with. We also made sure to sprinkle in a hearty dose of Squidlit-y love and comedy in there to make things lighthearted and squishy!
Were there any rules of Game Boy development that you didn't follow? Would this fit on an actual Game Boy cartridge?
Alex: To my knowledge, Squidlit doesn't do anything that a Game Boy can't. On that note, if anyone finds it doing something it's not supposed to be able to, let us know and we'll put out a patch! One could probably squeeze Squidlit onto a Game Boy cart from later in the console's lifetime, and that was a deciding factor for the length of the game. We would probably have to pull some shenanigans to get some of the more fluid animations to play, much like Donkey Kong Land did. We capped the game at 30 FPS, even though the Game Boy can run at a full 60, to accommodate for some of the more complex things it does.
You can purchase Squidlit on Steam here. You can also check out the indieDB page and Twitter for more information!
from IndieGames.com http://indiegames.com/2018/04/squidlit_developers_talk_about.html
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Download Whatsapp MOD Transparan APK Terbaru 2018 Untuk Android - Kirim mengirim pesan text saat ini sudah sangat mudah. Developer aplikasi messenger berlomba-lomba menciptakan aplikasi chatting dengan berbagai macam fitur untuk memudahkan para penggunanya berkonikasi. Salah satu aplikasi chatting yang sedang populer dan banyak digunakan pada seluruh dunia salah satunya adalah Whatsapp. Fitur
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Fast-paced action, some catchy tunes, and typing exercises come together in the death-packed Exit84. Play as K415, an clumsy subordinate to the King sent them to a dangerous planet, B-84, to retrieve a special item. Type in the coordinates as they appear (and make sure it's safe) to navigate the debris-filled air and try to survive!
Revolving around your keyboard, your typing skills and speed are what is going to keep you alive in this game. You'll be shown a sequence of letters that will have to put in correctly, and if you do that then hit enter, you'll be transported safely.
However, while transportation via typing may be safe, the destination might not be, as B-84 is chock full of danger in the form of lasers, cannons, falling blocks - the works. You'll have to keep your head on your shoulders while making sure your keys are input correctly and your destination is clear in order to get through the level safely!
You can purchase Exit 84 on Itch.io here. You can also check out the developer's Twitter here!
from IndieGames.com http://indiegames.com/2018/04/exit84_gives_mavis_beacon_typi.html
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A mystery grips an town lying within the vast desert, with the player at its surreal apex in horrifying text adventure Desert of Vice.
Inspired by the works of Kafka and Lovecraft, Desert of Vice takes players to a realm of supernatural monstrosities as they work to unravel the surreal events that grip the town. Based on the interactions they type out as they explore the steadily crumbling reality, they'll reach one of six endings, although they might not exactly offer happy ending to the unsettling events.
Desert of Vice uses a minimalist art style to back up the text-based play, as well as an eerie soundtrack to amp up the discomforting mood of the game's world. For those looking to get lost in a realm where their sanity will be tested as they work deeper into an intriguing story, it offers some otherworldly mysteries to unravel. Assuming they don't unravel the protagonist's mind first, that is.
from IndieGames.com http://indiegames.com/2018/04/an_isolated_desert_town_is_hom.html
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Have you ever wished that you could be a giant sawblade, mowing down everything in your path? I'm sure we've all been there... at least figuratively? Well, Overchunked makes this oddly specific fantasy come true.
But wait! Before you get your good old sawblade whirring, heed this warning: it is a very bad idea to steer into crates full of TNT. There. Now you go ahead, cut some trees and rocks, cause some havoc.
There are a bunch of neat little shaders to unlock that add some variety to the game's simple graphics, but that's about it. It's just you and the saw. Or rather you, the saw. Whatever.
Overchunked is proof that sometimes, the simplest ideas can make for a jolly good time. The game is a pure score chaser with leaderboards, which means that your only goal is to destroy stuff and rack up points. Of course this won't keep you glued to the screen for hours, but given its reasonable price tag, that's fair enough and you'll be - dare I say it? - having a blast for a while.
You can purchase Overchunked from Steam for $0.99. For more information, visit the game's website or follow developer Atomic Breath on Twitter.
from IndieGames.com http://indiegames.com/2018/04/overchunked.html
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Dead aims to capture that satisfaction of defeating a tough game boss, doing so through forcing players to balance healing and movement, as well as damage and dodging, making them take risks if they hope to overcome these monstrous, unsettling beasts.
Dead is a top-down shooter that has players tangling with ten bosses with huge health pools and a variety of complicated attacks to get away from. As its soundtrack hammers their ears, players will need to work on blasting the boss, but their dodging ability doesn't recharge so long as the player is attacking, leaving them vulnerable if they focus on offense too much. Should they get hit while being too greedy with damage, they'll need to stand still to regain health, but that means potentially getting hit some more. Balancing these will be key to surviving the battles against these strange, hostile faces.
Should players find this challenge lacking, there is a New Game + mode that will let players customize the challenge of each boss fight. The game features various difficulty options that offer far more complexity than just giving the bosses more health, allowing players to tweak the difficulty of their play session however they like it, although the developers offer little information on what those changeable mechanics are.
Dead looks to challenge and wreck its players, but aims for that sense of fairness that will make it much easier to accept failure. Not give up altogether, though. Not when there's evil faces to fight.
from IndieGames.com http://indiegames.com/2018/04/dead_is_about_balance_tough_bo.html
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