A Seattle-based podcast about games, comics, superheroes, zombies, robots, wizards, dinosaurs, and other things relevant to your interests. We're SJW FTW, and we’ve been nerding out about nerd stuff since way before everybody was a nerd.
We’ve overcome our exhaustion and tech troubles to post our recap of this year’s PAX Prime. There was a lot to see and do–maybe too much? But we had a great time and are already prepping ourselves for next year.
We had no troubles getting ourselves together for Day Two, and we had a delightful time traipsing through the show with Friend of the Hole–and invaluable assistant–Tom. Here’s our report:
Queering Up Misconceptions: LGBT Game Industry Life
We started the day at this panel, which was a rollicking good time—and largely quite optimistic. Five industry pros talked about their experiences and what they want to see going forward, and it was gratifying to hear that most of them had no problem coming out at work. One, Hangry Studio‘s Chris Wright, was certain that he had outed himself to coworkers with a shirtless Hayden Christensen pic on his desktop, but was later told “I just thought you were really into Star Wars!” Moderator Gordon Bellamy kept it grounded and summed up the vibe with the line “Being allowed to exist is super powerful.” Good stuff!
Another sweet tabletop title at the Indie Megabooth, this one involved mech construction using modular mech parts that give players various weapons, capabilities, etc. It’s played on an expandable hex map and uses a card-based system to handle combat and other interactions. They’re launching a Kickstarter next month and we are sure to follow up then.
Patrick, the big brain behind Mech Deck, while explaining his development process, blew our minds when he told us about the Boston Game Makers Guild. This meetup group includes a bunch of local tabletop game devs who playtest each other’s games and then vote them up to get additional attention by the group as a whole. Playtesting, networking, support—it sounds like a brilliant way for game makers to hone their craft and get their ideas to market. If this isn’t happening in Seattle, let’s make it happen.
PAX 10: Dark Echo
The PAX 10 had a few winners this year (though of course they’re ALL winners), and we have some serious affection for Dark Echo, a sweet survival game featuring a nifty visual sonar system. It rewards experimentation and is really easy to pick up—Rob, who is terrible with new games, was happily evading obstacles in seconds. It was developed as part of Ludum Dare and is available on Steam, iOS, and Android.
PAX 10: Ninja Tag
This title is pure PAX 10 gold–a tiny, well-executed game by an underdog developer who learned to code while creating it as his thesis project. (That would be Leandro Ribeiro, a Brazilian economist going to school at the NYU Game Center.) Ninja Tag is a 2D, very fast-paced four-player death match between disappearing-reappearing-backstabbing ninjas armed with swords and crossbows (perfect for much animated giffery). It’s a natural party game, with a constant backdrop of woots, groans, and profanity. You might need to play it a few times to master the controls and the rhythm, but it’s definitely worth it–and super fun if you’re lucky enough to play with the same group for several rounds, so you can develop mature vendettas.
PAX 10: Tumblestone Tumblestone is a tense-but-fun cross between a bubble-shooter and competitive Tetris. You compete against up to three other players, racing to deplete your tiles by matching three tiles of the same color at a time–but you must also solve the puzzle of which colors to match first before the others do the same. It’s easy to learn, fast-paced, and good fun. See the demo here. You can also catch it in the Indie Megabooth!
PAX 10: From Light
This sweet-weird platformer gives Ninja Tag a run for its money for PAX 10 underdog goodness: it was an Intermediate Game Design project by a small pack of USC Gaming Design sophomores and juniors, with help from friends at the Berkeley College of Music for the sound. It’s hard to describe the gameplay adequately–watch the video below–but it involves a clever puzzle dynamic that mimics long streaks of starlight in long-exposure photography. (The cute conceit of the game is that you’re guiding a fallen star back to the moon.) The art in the demo is still primitive, but they’ve posted some lovely art in the booth (finished just last week!) that gives you a better idea of how the final game will look.
We got to meet the nice folks at the AbleGamers Foundation up on level 6 today. You should definitely say hi: they have candy. They also have a really cool and worthwhile cause, helping gamers with disabilities get access to often expensive assistive technologies to help them play. If you’re such a gamer–or a caregiver, or an interested dev–you should get in touch. Also, slight spoiler: go to their panel Sunday at 9pm to learn about a new program they’re announcing, which will get gamers with disabilities involved interning with developers.
Don’t Starve: Shipwrecked
What caught our eye about Don’t Starve: Shipwrecked is its delightful Tim Burton-esque, sketchy art style. The gameplay looks like lotsa fun too, though we’re not familiar with the original Don’t Starve. Check out the trailer for the original here to get an idea of the style and gameplay. Here’s the teaser for Shipwrecked–it’s just a quicky promo.