sam
@soulware.us
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sam @soulware.us · Mar 10
i made a puzzle game called "BROKEN KEYBOARD HERO" inspired by tunic, zelda 1, animal well, and fez
explore a strange island, uncover mysteries, and hopefully fix your keyboard?
play it here: soulware.itch.io/broken-keybo...

#gamedev #indiegame #godot #metroidbrania #solodev #2D #pixelart
sam @soulware.us · 18d
check out this game! i helped @grodygrody.bsky.social make this for #fallingblockjam along with @handcrushe.dev - it's an interesting "spin" on tetris where you get to romance your favorite piece.

and keep an eye out, because this game will only get bigger..!

#godot #indiedev #tetris #gamerlife
sam @soulware.us · Sep 3
that is - i've been grappling with the concept with some time unsure exactly if it clicks, but it feels like it relates to games in an interesting way, and frictionless movement between states is probably close to that way
sam @soulware.us · Sep 3
this reminds me a bit of the concept of the rhizome, which i've been thinking about a bunch in relation to games (though, the reading on it is a bit dense - but especially how it's initially established in relation to books, and how the book discussing rhizomes was structured anti-linearly)
sam @soulware.us · Sep 1
I think some of the nice things from dynamic langs can be achieved in static/gradual ones but it's rarer in certain subsets of statically typed langs. macros and reflection are the two big things here
sam @soulware.us · Sep 1
i do enjoy working w static type systems but i probably make less use of them in games than for other software i make
sam @soulware.us · Aug 13
actually in the welcome center now!
soulware.us sam @soulware.us · Aug 13
i will be at kendall square open space today from 6-9pm showing off 3 games! PLOVERDRIVE, METEMPSYCHOSIS, and the unreleased “grenadier”. if you like weird small twitchy games, or games you can play with friends, or you hate video games, you should stop by.

#bostongamedev #godot #indiedev #gamedev
sam @soulware.us · Aug 13
i will be at kendall square open space today from 6-9pm showing off 3 games! PLOVERDRIVE, METEMPSYCHOSIS, and the unreleased “grenadier”. if you like weird small twitchy games, or games you can play with friends, or you hate video games, you should stop by.

#bostongamedev #godot #indiedev #gamedev
sam @soulware.us · Aug 5
check out this game we made for #gmtkjam! can’t say much without spoiling, but it’s a good time… see if you can escape the loop.

#godot #indiedev #gmtk #gamedev #gamerlife #wormlife
NEW GAME !! -- "METEMPSYCHOSIS"

made for GMTK game jam, where the theme was "loop"

xenozane.itch.io/metempsychosis

🧵
sam @soulware.us · Jul 24
i've seen that some games have been completely removed from the platform. it seems hard to find games based on tags now.

is there any way of figuring out who was affected by this? archival data? is anyone putting something together?

some urgent preservation is needed it seems

#itchio #gamedev
Reposted by sam
i made some music for PLOVERDRIVE, a game by @handcrushe.dev, @soulware.us, and bassdrop.club! check out this sampler, and if you like it you can download the whole soundtrack for free! you should play the game too...
splitsuns.bandcamp.com/album/plover...
sam @soulware.us · Jul 19
i enjoyed the recommendations on this article a lot, glad to have more games to check out.. and i’ve got to bump up toki tori 2 on my backlog
sam @soulware.us · Jul 19
anyhow- @josephmansfield.uk if you are looking for more metroidbranias (per the end of the article), i'd suggest giving mine a play! it's on the web at soulware.itch.io/broken-keybo...

and i'd also recommend checking out Sylvie Miniature
BROKEN KEYBOARD HERO by soulware
your keyboard is broken... fix it!
soulware.itch.io
sam @soulware.us · Jul 19
on that note, the fast death loop also helps engrain that knowledge is your only resource in BKH. the small "progress" you can make in the world is obvious, and otherwise you quickly learn that nothing is saved.
sam @soulware.us · Jul 19
Non-linear: the entire world is at once open. Some places will not be accessible without hints, but the mechanism to reach them is always available to you as a player
sam @soulware.us · Jul 19
maybe a ciphertext is a a puzzle - i don't really know where that lands. If you understand one word, but not many sentences, you haven't really cracked the cipher. So it's sort of a contained puzzle
sam @soulware.us · Jul 19
all that said, where does BKH land as a metroidbrania?
Knowledge: many non-systemic clues, but a few key points which test your systemic knowledge
Gates: The ending is a lock, but it requires environmental setup. Elsewhere, a smattering of locks/interactions/environments but few repeated puzzles
sam @soulware.us · Jul 19
it could be that designing for surprise is ultimately unsurprising, which is a tension that puzzle games certainly have but metroidbranias more than most.
sam @soulware.us · Jul 19
with metroidbranias, the designer is the orchestrator of discovery. so discovery must happen, but also, the systems are more airtight. the looseness of movement in traditional metroidvanias often lead to solutions that were not designed for ("glitches"). which do i want as a designer? i don't know!
sam @soulware.us · Jul 19
this is a bit rambly now, but a last point about this article, is I think it's interesting to consider where the line is for "knowledge based progression"

for ex. Super Metroid is brought up for its super missile doors, but you can actually get Super Missiles early if you can do a certain exploit
sam @soulware.us · Jul 19
I think my favorite distillation of some of these ideas is @sylviefluff.bsky.social 's "Sylvie Miniature", which is a different approach in being a platformer, but something I drew a lot of inspiration from in making BKH as small as it is

my game also has a tiny pixel bunny, completely by accident
sam @soulware.us · Jul 19
the other games are sort of "unravelling", where it's revealed that there are new layers of puzzle and new ways to interact as you progress. I think with BKH, I was trying to distill this notion into a smaller package, playing specifically with the rules of a top-down game with dialogue
sam @soulware.us · Jul 19
when making BKH, I wasn't thinking about the witness (I hadn't even played it yet!) but I feel like these "rule-discovery" games differ from what people often suggest as metroidbranias.

the main aspect here is the "Clear" one, where the Witness is always quite clear about _how_ you can interact
sam @soulware.us · Jul 19
another weird thing to reckon with is that BKH loves hidden controls. but since you, as the player, are forced to think about the controls from the start, this feels a little more satisfying.