Monthly Archives August 2012

I just wanted to take a moment to share some screens of the game You Still Won't Make It, which I am working on with Vetra Games (Uriel Griffin, Jake Almond, and Jesse Venbrux). Development has been slow at times and fast at others, but it's coming together, and we will hopefully have the game out later this year.

In case you haven't played the original game (You Probably Won't Make It), YSWMI is more or less the same type of game: a skill-based platformer where the player simply needs to navigate the character from start to the finish, through a series of increasingly challenging rooms.

Naturally, I'm in charge of the graphics. And though the project is, graphically, a large departure from the original game, I'm happy to say that it's also a vast improvement. That's not to say the original graphics were bad - they got the job done - but there was a lot of room for some creativity on that front, and so far, I'm very pleased with how it's looking.

This is essentially what the game looked like when I got my hands on it some months ago:

And here are a few screenshots from our sequel, which is a work in progress at this point:

Quite different, eh? But still the same (brutal, fun) game underneath all of that.

Though I'm continuing to develop and add new graphics to it, I just recently finished enough to actually have the game play without a bunch of ugly placeholders everywhere, and that's a great milestone to achieve. We're looking forward to getting this game out later this year, and hopefully many people out there are looking forward to playing it, too!

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Mario Kart 7 Is Broken

Martin · 11 years

After spending some time trying to work my way through the various tracks of Mario Kart 7 on 150cc mode (the highest difficulty), I've reluctantly come to the conclusion that the game is broken. In all other aspects, I love Mario Kart 7. I think it's a great game. But the outcome of the races are too random at the 150cc level, and at that level, the game simply just isn't fun.

I remember, many years ago, reading an interview with Valve about the making of Half-Life, on why that game was such a great step forward for the medium. One bit that always stuck with me was about how they made the game more fun by helping warn the player about upcoming threats and obstacles.

I don't remember the exact example they gave of this, but it amounted to showing cracks on the floor and having the player observe little bits falling off into the abyss before the player actually encountered a portion of the game where the floor would break under their weight, and they could fall and die. Something like that, anyway.

This struck me because it was such an obvious concept. Half-Life is more fun because the observant player could avoid random death. Obviously, random death is not fun. It teaches the player nothing, and it feels cheap.

And that's why Mario Kart 7's 150cc mode seems so broken to me. It doesn't matter how well I take the corners or how lucky I am at drawing weapons. The randomness of the largely unavoidable arsenal of weapons the enemies are constantly throwing at me negates any skill I might have. It feels cheap to get hit by a blue shell at the end of an otherwise perfect race, especially when it's lobbed into play by a computer-controlled player.

Because of this, each time I attempt to play the game on 150cc mode, no matter how relaxed or passive I'm feeling at the outset, I am a total, utter, frantic lunatic by the time it's over. My heat is racing. I'm upset. And most of the time I don't come in first.

That isn't fun for me. I really want it to be, but it just isn't. It's not worth the frustration.

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