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fizzhog's picture

Bagatelle

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Here's a tiny little game for you. Barely a game really. Bagatelle games are something that keep recurring in my thoughts about games. When I was a kid they were often given as stocking fillers at Christmas. And they were always disappointing, the bright colours promised more than the gameplay delivered. Originally I made something a bit more complex - it had scoring, multiple targets and the play area was double the size. But that wasn't what I wanted so I started again. I wanted something that was like a physical game you might make in a couple of hours out of bits and pieces you had lying around. I may even actually make some at some point. It's a personal game in an odd way; I've been thinking about childhood quite a lot because my mother died recently - which is why I've been away from game making and social media for a while - and I've been sorting through her possessions including things she'd kept from my childhood. So this is my return to game making and part of my response to a difficult few months.

Controls: space key to launch ball; z key to reset.

Made For: 
testing
FlaviusMaximus's picture

Kill Them!

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Game File: 

Kill jesus with a sword. well enjoy.

Made For: 
An event
KristopherWindsor's picture

Camouflage

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Game File: 

Try to hover the dot over the correct color to maximize score.

Made For: 
Pirate Kart 2
SpindleyQ's picture

Email is fixed! REJOICE.

Hi everyone,
If you tried to sign up for a new Glorious Trainwrecks account in the past few months and didn't get a confirmation email, I have good news for you! Email is now working again. Register with impunity!

I'm really, really sorry to have left such an important part of the site broken for so long.

Yours,

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MarilynRoxie's picture

The Public Tarot: Generative Fortunes

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A generative tarot reader by Marilyn Roxie. The Public Tarot was made with open-source, interactive fiction software Twine. Purple text indicates word associations with the 78 Rider-Waite tarot images given by 31 survey respondents who ranged in familiarity or lack thereof with the tarot. These responses were then remixed with text from A.E. Waite's The Pictorial Key to the Tarot (1911), which is now in the public domain.

Also available on itch.io: https://marilynroxie.itch.io/thepublictarot

The tarot card images are of the 1909 Rider-Waite deck illustrated by Pamela Coleman Smith, originally scanned by Holly Voley and sourced from the Internet Sacred Text Archive. These images are in the public domain and have been passed through a 16-bit color filter.

Special thanks to survey-takers, troubleshooters, and play-testers:

Hune Ceaulage, ChapelR, Barbara D’Aversa, Devon, the Digital Futures class at Manchester Metropolitan University, feodoric, GoblinSpaceWizard, Nolan Harris, Kelly Jones, Michelle Jones, Ciel King-Williams, Ryan Daniel Koenig, litrouke, The Mad Exile, Ruth Miller, Natari, Ocean, Fex Orumwense, Daisy Polaski, Elsie Profilio, qdot, Ruune, Ant Shea, Tala, Nicholas van der Waard, Wendy, Nam Vo, Bishop Xiong, and all anonymous survey respondents.

The background image is a photograph taken by Rodion Kutsaev and the cursor icons are by MadameBerry, both licensed in the public domain.

Event Created For: 
Made For: 
An event
Smedis2's picture

Dissecting the games I made when I was 12-14

Hi! I'm alive. I know, right? It's only been like, literally over half a decade since I made anything on this website, or even acknowledged its existence. Sorry.

If you've wondered where the hell I've been, well... my situation's honestly been kinda the same since I last left on that passive-aggressive note all of those years ago. The only difference now is I'm attending college, I've jumped game engines twice (MMF2 to Construct 2 and now am currently experimenting with Godot), and I've developed a taste for those V8 Sparkling Energy drinks.

Oh yeah, I'm also 21 now. My last game was posted when I was 15. I am legally an adult to the point of being allowed to drink in the US and everything. Wild, right?

I still visit this site every now and then just to reminisce on all of the weird shit I put out back then. I kinda miss being able to churn out like 10 games in a week. Mind you, they were more spur-of-the-moment ideas than deliberately crafted out games (for the most part), so it makes sense, but still. But holy mother of GOD there is an insane amount of "author appeal" in these games, even when it makes very little sense. Mega Man MIDIs, the same few .MODs and .XMs over and over again, and, most of all, the fact that quite a lot of the games I made adhered to this "arcade standard".

There's always gotta be some sort of player-induced violence, there's always gotta be action, even when it makes very little sense. Forever Alone (Pictured Above) is a really good example. A sort of weird minimalist self-proclaimed "art game" (to me, an "art game" was something with a sort of ethereal, pretentious attitude back then), where you kick around a ball and have the narrator lambast you for not going outside. It's a cute and weird thing, but then it just suddenly becomes a quasi-SHMUP game where you SHOOT at the door! Because of course you do. You always do. It's not a game without hardcore action-based gameplay, right!?

(Also SWEET JESUS I named games after rage comic memes?!)

There's also the fact that a lot of my games lacked any sort of good difficulty curve. They plateaued between "Piss Easy" to "FUCK YOU". However, there's kind of a good reason for that, a dirty little secret about a lot of my old games. They kinda were like that so I could have an excuse to stim the fuck out while "testing" them. That's not self-deprecation or me calling my self "lol autistic!!11!!" either. I'm dead serious when I say this. My dad had built me a MAME cabinet (yes, really. I actually have another smaller bartop Raspberry Pi based one lying around too!) with an X-Arcade stick (pictured above) and dear god mashing that middle-left button felt so good to 12 year old me (the tank stick was pre-mapped to keyboard keys so it was Shift). Obviously, they were still made with an intent to convey... something, but from a game design standpoint I figured "we're making dumbass deliberately stupid games, why care that much anyways?".

Nowadays, I care about actually making coherent video games. I still wear my inspirations on my sleeve, but I'd like to think I've progressed since slapping random MIDIs and sprites into my games without forethought. Even if it does mean I made a game based on a meme that was considered dead at the time of the game's inception. This is a bit of a double-edged sword, however, since I find myself actually trying even in projects where random stupidity is the name of the game. I've kind of lost that sense of fun slap-dashed-ness nowadays. I find myself trying to "prove" myself, trying to push the envelope, making games that... resemble games, for lack of a better term. If I have an interesting idea, there's gotta be a full playable game around it, and it leads to me dropping projects and ideas more and more by the day.

As for why I left the site so abruptly? Easy. Peer pressure and being an angsty teen. I hung out with a few people who at the time were hardcore "Anti-SJW™®" types, and it kinda rubbed off on me a bit too hard. Even to this day, I have a really bad tendency to bottle up emotions and let them loose, and that's basically what happened there. You may remember a certain Twine-based piece of interactive fiction I wrote.

That's as far as I will talk about it, because thinking about that any longer makes me want to swallow my own eyeballs.

That's a phase of my life I kind of regret a lot, to say the least. That's not to say I'm a perfect squeaky-clean person these days (far from it), but I'd like to think I've grown up just a little from being that unironically venomous. (ABOVE PIC UNRELATED)

I don't fuckin' know, man. Crazy, unbelievable shit has been happening all over the world, I'm cooped up indoors, and I've been dwelling over my life more and more by the day. Sometimes it feels like I don't have much of a future at all. I'm still living with my dad, I have very little in the way of real "adult" responsibilities, and it feels like everything outside of my internet presence has just kinda stagnated.

A lot of my attempts at projects over the past few years have been me trying to "fix" my past in some way, shape or form. I've still been trying to make my "Magnum Opus" game, My Hero 3, which to this day has just stopped and started over again countless times. I keep looking back to the past to dig up old things that I could rework and bring to up my modern gamedev sensibilities. And yes, this includes the ever-fabled Justice Mustache 4. Don't think for a second I've forgotten about that.

Part of the reason I typed this up was to finally get some closure. I did return briefly into the Discord server, but I don't think I had a lot of time to air out my thoughts on everything. I don't really know if anyone's gonna read this, frankly, but I hope someone does. I've been pondering over this for a while now. I sometimes feel like I need to let go of all of this. Most of my current projects and ideas are me trying to capture what I did here and bring them into my new, fancier standards.

That's not to say I hate developing games now or anything, far from it. It's just I feel like I might need to move on with my life. Stop trying to recreate something that's already passed. I have so many original ideas that I want to make, so many original stories I wanna tell, but I'm too afraid of presenting them because I feel like I lack any sort of real talent outside of game development and maybe music. So, I just kinda retreat into trying to make the same game over and over again, but Better™. And it's only worked like, once.

I miss not having any strict codes of design to adhere to. I miss not caring about properly offsetting sprites and aligning floor tiles. I miss being more impulsive and just making a game for the sake of it being funny and not worrying about the game even really working. I miss not feeling completely powerless when I can't get something I want to work exactly as I want it to via some crazy code magic that next to nobody will notice.

And yet, when I make things off-the-cuff, like I used to, it generally seems to prevail the most. But my brain nags me all the way through. "This is hardcoded in so it's bad and everyone will hate you for it!". "You didn't sneak in enough sine wave movement patterns!". "You didn't exactly recreate this one split-second animation from this game that accurately!". That kind of thing. I went from being insanely lax to incredibly anal in the span of 8 years.

I haven't had a very good time in regards to my mental health in these intervening years, if it's not apparent.

Will I ever return to make a new Trainwreck? Will I ever finally make one of my dream games that I've always wanted to? Even though I still have quite a lot of time left before I pass on, I still kind of feel like I've been wasting what time I've had, and I worry I won't be able to accomplish everything I've ever wanted to before I'm dead. A thing I remember is that when I first joined the Discord, someone mentioned that they believed I had "moved onto using Unity" or something to that effect. While it's nice to know that I'm still thought of that highly (somehow), it did make me realize I was still in the same place, using simplified click-on-thing-to-make-thing-happen based programming (I actually had tried Unity before that and absolutely hated it, incidentally).

Most of all, however, I feel alone. One of my only close IRL friends passed away from a battle with cancer in 2016, and ever since then I've felt completely distant from everyone in school and college. I generally found myself conversing with my professors about life more than any fellow student, but that itself has come to a halt for... obvious reasons.

I know this entire segment has been a huge bummer, but I write it because I need validation in my life. Especially now. The story of the starry-eyed kid who wanted to make the funny mustache shooty guy game has now become one of a manchild who has no clue what goals he has set in life aside from what he does on his computer, living with his crazy, borderline verbally abusive dad who doesn't really understand him or see him beyond what I was like when I was 8, and my mom who I'm absolutely sure is only helping me to get back at him (that's a whole different can of worms I will refrain from getting into here). I feel like I've never gonna leave this house...

I hope you've all been doing okay. I don't know how many of the people from the time I was regularly making games are still here, but I hope this message gets to you. God bless.

The Maltyped Falcon

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The Maltyped Falcon

The city is racked with cancer, and you are the oncologist. Type out a gritty monologue. Don't fall behind.

Author: 
Michael Cook
Made For: 
An event
wibi's picture

YELLOW JOGGE

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Game File: 

A mappack for the glorious Yellow Jogger Laser Platform Madness. Contains five levels and a story you may or may not get around to reading. Although it does make this whole thing actually worthwhile.

Load the .arr files using the level editor function of your legally obtained copy of Yellow Jogger Laser Platform Madness, and click Play. If you want to follow the story, play the levels in order and consult the readme.txt.

Made For: 
An event
Healy's picture

You're Older Than You've Ever Been: Apollo 18 + 20: An IF tribute to They Might Be Giants

Here's an interesting thing. Some guys got together and made an IF game for every track on They Might Be Giants' Apollo 18 album, including all the Fingertips tracks. That's 38 games in all. Some of these games are more thematically linked to the songs than others, but all of them are at least worth a playthrough. My personal favorites include The Statue Got Me High by Ryan Veeder, My Evil Twin by Carl Muckenhoupt, If I Wasn't Shy by Joey Jones, and I'm Having a Heart Attack by Andrew Schultz.

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