Prompted by mcc, I’ve compiled a list of whatever weak narrative impetus my games have. I used games as listed in my aggregate, and removed those that are comprised of only surface, i.e. toys, or that are non-interactive. […]
That there is the little sign that was put next to a computer with two of my games, Intervalo lúcido del individuo inconsciente, and Heart, at an exhibition called Game On! in Buenos Aires. Also, here’s a picture of an anonymous person using a personal computer. Both photos thanks to my official Buenos Aires correspondent and fellow game maker, Tembac.
I’m pretty happy that this happened, since it’s the first time my games have been featured in a non-virtual space, although putting them next to other frankly much more exciting and spectacular games, like Tembac’s Consecuencias and Daniel Benmergui’s Storyteller, makes me a bit self-conscious of the fact. Especially since I’m no longer very fond of Heart. Also, I’m sad that the Twitter-sourced bio I submitted wasn’t included there, because it’s awesome: […]
Over at Glorious Trainwrecks, a spambot started an event, and thus we had to comply and make stuff. I didn’t really make a game; it’s a silly visualization of Noyb’s readings of (other) spambot postings.
Read Spoems (web)
The audio may or may not sync with the text for you, depending on your configuration. Try reloading if it doesn’t, and if it still won’t, then I think you’re out of luck.
A shoutout to Kirk Israel for his useful lowLag.js.
This was long overdue: a browser for all of my released games, including the terrible ones, and covering all the range up to the mediocre. I used a binary system for highlighting the ones I consider to be less unremarkable; they use up double the space of the others. There’s also a handy tag there called gamey that marks the games that are more traditional in scope, so you don’t have to bitch to me about how my games are not really games.
I have made this blog look different from how it looked yesterday. It is also used somewhat different. I pressed many keys during several days to make this happen.
The design is a relic from 2010 which I never finished implementing, because back then I didn’t know much PHP. Now I decided to finish it, for the large part eschewing WordPress’s redundant, confusing, ill-documented and inflexible functions, which made me give up that time, and rolling my own code. Also for the first time I’ve tasted what it’s like not pulling so many hairs in the process of getting letters and boxes where you want them to appear on the screen, thanks to Less, an alternative to plain CSS.
Below is a picture of how this blog no longer looks. And here is the whole, long first page.
Play han’you tokimeki (web)
This would not have been possible if not for the Gelbooru API. Blame them.
In the context of the final Super Friendship Club pageant, themed ‘ritual’, I made something which I won’t fool anybody by calling a game.
Weekly concern (web)
An auto-generated line of text for you to ponder every week. Inspired by koans of Buddhist tradition.
January, the month named after the Roman god Janus. A god of thresholds between past and future, here and there, he is depicted as having a head bearing two faces staring simultaneously forward and back.
In my first collaboration with GregWS, we made a small text game about parallels. We each independently created a literary space by way of the description of places and situations, and then combined the two into a criss-crossing meandering. Fun for the whole family.
A Brazilian fellow who calls himself Douglas Mitsujii has a website in which he collects Flash games he finds particularly philosophical or emotive. He contacted me about translating my game Viewpoints a month ago, and guess what, it’s done already. The one upgrade I couldn’t resist was the audio quality (lower and more efficient compression), so now the Portuguese version has one slight advantage over the original.
Una cosa poética epistolar, creo. En español esta vez, para variar un poco.
(Sin asunto) (web)
En verdad tiene su origen hace mucho, de cuando primero jugué hush de Increpare y me puse a desarrollar un par de ideas con esa base, de las cuales ninguna dio fruto. Esta en particular no funcionó porque no hallé la narrativa adecuada para el formato. Me pasa a menudo que tengo una idea formal que no sé solucionar en cuanto a su contenido. En fin, la retomé después de leer un tweet de Terry Cavanagh sobre Catherine (el juego) y su mecánica de escribir mensajes de texto que coincidía más o menos con mi idea.