You might have heard of Meditations, a collection of 365 (or more) games being released one-a-day through a special launcher over the course of the year. It’s been mentioned in PC Gamer, the Telegraph, and various other places.
What you might not have heard is that today’s game is mine! July 23rd is significant to me because it’s the date of my first “banana story,” and that’s what this game is all about.
Described by Flyover Games as “strangely compelling,” Bananagglomeration is an idle clicker in which you accumulate as many bananas as possible, plus some other stuff. The organisers of the Meditations project asked that it not contain any words – which is a challenge when your main development tool is Twine – but I got around it by constructing the game entirely from emojis.
It’s possible the 24-hour window for playing the game may have closed by the time you read this, but fortunately Luk & Lok have already recorded a playthrough of the game which is pretty representative of the thing as a whole:
This game was actually a bit of a precursor to Cookie Cracker, though due to Meditations‘ release schedule you obviously got that one first. This makes Bananagglomeration something of an oddity: it was made before I branched out into HTML5, released after, and may well end up being the only 0-word Twine game I ever write (unless you count Treasure Hunt).
If you do miss your chance on this, the launcher should make it available on July 23rd every year from now on, so stick it in your calendar or something. It’s also quite possible that I’ll release it myself at some point, though not for a few months at least. I like the idea behind Meditations and I don’t feel as though making my game available indefinitely before the launcher’s run is finished would be in keeping with the spirit of the thing.
I hope you enjoy!
Draw Nine is now available on itch.io! This is the same game I submitted for IntroComp last year, but with a complete story and a brand new look. The cards you see here were produced by Joe Wright, who I highly recommend following – he writes excellent fiction as well as producing excellent art.
If you haven’t tried out the early version already (which included the complete story, but none of the visual flair), the game sees you take on the role of a magician who uses enchanted cards to cast spells. However, you’re given just nine cards at the beginning of the game and these must see you through to the end. The selection is random, so it’s up to you to choose the path through the world that makes the best use of what you’ve drawn. There may be a significant element of trial-and-error involved, but not to worry: there are many paths to try and several different endings to find. Continue reading
I’ve been working Draw Nine lately – this game was my entry for IntroComp last year – and am now ready to share my first draft. Originally this was just a perk for subscribers to my newsletter, but I figure they’ve had long enough to take a look so I’m opening it up to everyone!
You can play the game by following this link and clicking “Download (356KB).” The HTML file will run in your web browser with no problems at all.
The story is complete but I’m open to making changes. I may also tweak the way certain elements of the game function, just for balance, but I’ll hold off until I’ve heard what people make of its current incarnation. I’m also planning to add a considerable level of visual flair – I’ve already got some great artwork from Joe Wright – but it seems prudent to tackle the actual content of the game first which is why you’re stuck with plain black text for now.
Play it, (hopefully!) enjoy it, and let me know what you think! You can comment on this post without needing an account or even an email address.
- I made Flappy Bard as a birthday present for my sister and wanted her to have a chance to give it a go before it went out to the general public.
- I thought that Cookie Cracker would make a better April Fool’s joke if people weren’t already aware that I could create this sort of thing.
Depending on how closely you follow my work – and in particular whether or not you’re subscribed to my monthly newsletter and all the goodies therein – you might be aware that I recently began supplementing my Twine projects with simple HTML5 games. For the moment these tend to revolve around well established (and thus easily replicated) mechanics, which is why the latest is…
If you’re familiar with incremental games (and especially if you’ve played Cookie Clicker specifically) then this will look a lot like what’s already out there. While I’m still getting the hang of Gdevelop5 – the tool I’ve been using for HTML5 games – it only makes sense to follow a tried and tested recipe (to keep things cookie-themed). However, even while aiming for a fairly safe format, I like to think that I’ll inevitably work in some new ingredients. Continue reading
If you want to make your Twine games more interesting, there are few easier ways to do that than the (live:) macro. This thing can do as little as shuffle your random text from time to time, or as much as introduce completely new mechanics into your game. This tutorial will borrow a few ideas from others in the series, but honestly – if all you want to do is make your games a little more dynamic – it shouldn’t be too hard to follow on its own. Here are a few different methods of using (live:) to do interesting things:
Method Zero: What (live:) Actually Does
This macro behaves a little differently to (if:), (else:), (either:), etc. so I think it’s worth taking a moment just to introduce it. If you open up Twine 2 and type in (live:)[Here’s some text I want to appear live.], this is what you’ll see when you run the game:
At a glance, it’ll appear that nothing’s going on. However, what’s actually happening is that the (live:) macro is constantly refreshing that text. You just can’t tell because refreshing the text doesn’t actually do anything. It looks the same every time it shows up, so it doesn’t really matter whether it’s being re-displayed a thousand times a second or it’s displayed once and just stays there. However, the fact that this doesn’t draw attention to itself can actually be pretty useful, as you’ll see in the next step. Continue reading
This is quite a different sort of game to the things I’ve made with Twine. It’s a parser-based text adventure, meaning that instead of simply clicking links you must control it by typing things like “go north,” “take key,” and “hit shoggoth with inflatable novelty hammer.” I’ve got no idea if that last one is ever an option in the game. I’ve got no idea what’s in the game at all beyond the one room I designed, to be honest. It might be terrible! The opening text suggests that it is (and that that’s part of the fun).
It also offers quite a list of objectionable content that appears in the game, so maybe not one for the squeamish. It is cosmic horror after all!
One year ago today I released Damon L. Wakes’ WiFi Simulator 2018. But as we all know, technology moves along quickly and the innovations of yesteryear are soon left behind.
That’s why I’ve produced a brand new work of bold, hyper-realistic interactive fiction: Damon L. Wakes’ WiFi Simulator 2018 Simulator 2019. All the fun of WiFi Simulator 2018, updated and improved for 2019. Just look at this flowchart!
I hope you enjoy playing the game as much as I enjoyed making it. Which is very likely because to be honest it was a bit of a chore.
This Saturday I’ll be heading to London for AdventureX. Also this Saturday, Wolf at the Door – the collaborative folk horror game I’ve been working on for the past few months – will be heading to Toronto for WordPlay 2018. Check out the shamelessly self-reblogged post below for more details.
If you’re anywhere near Toronto and can make the trip, I highly recommend it: there are a whole lot of other great games (and talks) to catch as well, and you should also definitely check out the following post for those reasons as well.
I’d love to head to WordPlay myself but on top of having other plans and it being an impractically huge distance to travel (which pretty much rule it out anyway), they won’t even let me into Canada at the moment. In what feels like pretty much the most “me” turn of events ever, I can’t get to Canada right now because I’m Canadian. In order to fulfil the requirement that Canadian citizens travel into Canada on Canadian passports, I have to provide proof of Canadian citizenship or (potentially) be turned away for having Canadian citizenship. It’s hard to articulate just how stupid this is.
But this is getting a little off-track. The main thing take away from this post would be that you should definitely check out the following (much more professional) post on the Deck of Bards website. It includes a link to the Wolf at the Door demo – the first time it’s ever been available to anyone outside our team – and also you might like to subscribe to the Deck of Bards blog for more Wolf at the Door updates.
Slice-of-life folk horror game Wolf at the Door will be on show for the first time ever at WordPlay, a free annual games festival hosted by the Hand Eye Society. This year’s event will be taking place from 12-5pm on November 10th at the Toronto Reference Library. The current version of the game contains only […]
You might be wondering how there can be a Project Pandora 3 given how Project Pandora 2 ended. You might also be wondering what Project Pandora even is, and if that’s the case then I recommend starting with the first one.
That said, familiarity with the series isn’t essential and this wouldn’t be a terrible place to jump in (especially compared to Project Pandora 2, which will not even function if you haven’t played the original). My Project titles in general have always been about exploring one particular (usually fairly meta) game mechanic and how the player interacts with it, and developing an epic multi-game storyline isn’t really a big part of that.
Basically, have a quick go at the first two beforehand if you want the full experience, but don’t be afraid to get stuck in with Project Pandora 3 if you just fancy playing something vaguely sinister.