It’s inaccurate to say Mario is brave and Luigi is cowardly
Luigi is afraid of death, so he runs away from danger. Mario is afraid of living, so he runs towards death. Both brothers are cowards in their own way
Posts by Jordan Magnuson
If you went along to Play Praxis yesterday then you might well have seen my little game poem (Shipwreck) on the big screen.
Here’s the wider jam entries, if you’re interested in seeing the whole selection for the event.
itch.io/jam/game-poe...
Fun to see Game Poems covered in this month's Edge!
Did I mention we've got an ongoing open call for Issue 2? Make a game poem today! www.gamepoems.com/submit
I agree with this take.
😵
Thanks so much!
Last chance to vote for Game Poems in the Digital Humanities Awards. Note that you do *not* have to vote for all categories. Much appreciated if can give us a quick vote (under "Best DH Resource"): docs.google.com/forms/d/e/1F...
Pretty good essay. I like that it doesn't mince words, but is still thought-provoking. Second conclusion has me thinking about some things pretty hard, honestly...
Something for all those with a suddenly-revived interest in journeys to the moon.
sidekickbooks.com/booklab/book...
Hey, Game Poems Magazine got nominated for a Digtal Humanities Award! It would mean a lot if you could take a moment to vote for us (Category "DH Resource"): docs.google.com/forms/d/e/1F...
In any case I should be able to provide some good non-scientific data from the wild in the coming weeks and months, from London Games Festival and elsewhere. I'll let you know what I find!
Very understandable! I do think version 3 is good. My hypothesis is just that a lot of people will still put their finger directly where they want the cursor to be... but I think it's worth actually testing to see if this is the case or not. (I could definitely be wrong.)
(But the problem is that it sort of works... which leaves some people thinking they are interacting as intended, while not realizing they don't have to have their hand *on top* of the cursor to move it.)
Comparing this one again to version 1, above, I have to say that I think the big vector cursors in this one are probably easier for a general audience to read and understand. (As much as it pains me to say this, since I enjoy the pixel aesthetic of the first one.)
What about a hybrid of 1+3: joystick that "wiggles" or something to draw your attention to it on first frame--then you *have* to use the joystick to move and click--preventing people from just trying to tap the image directly, which is a poor experience.
I feel like this version is pretty nice--but I think would be better combined with a joystick? In my testing experience, one of the main "issues" with playing on mobile is that people immediately default to just trying to tap on things directly with their fingers... which doesn't work out great.
I like this idea in theory, but not as much in execution. I find the constant zooming in (and my own fat finger) gets in the way of my taking in the scene. (Also angst about letting up my finger once I put it down--that I might accidentally jump somehwere when I don't want to)
I feel like this one is nearly there.
Hey everyone, this is important: please help test out and provide feedback for best Flickgame mobile experience!
So true. May the force be with you.
It's about that time to remind you that the latest Indiepocalypse came out to help with the choice paralysis that assuredly comes when encountering vague calls to "play more indies".
(i picked 10 of them for you)
Our (@mahliann.bsky.social, @marcuscarter.com, and I) book GAME STUDIES: A CRITICAL INTRODUCTION TO THE FIELD is officially OUT everywhere in the world except the US for some reason. So here is an actual thread about why we wrote it and what we were trying to achieve with it.
Ooh, this looks cool!
Love it!
Poster for 'Glasgow Indie Games fest. Talks! Games! Music! 11-12th July' Lots of cute little guys and bugs surrounded by a 'paper prototyping' style
It's happening!! 🚨Tickets are on sale for GIGF 2026🚨
Join us July 11th+12th for two full days of games! talks! music!
glasgowindiegamesfest.org/links
More #IndieGames, unreleased games, weird games and alt-control games from the most talented developers from Scotland and around the world 🌸
Just giving this a boost. Don't miss this symposium if you are interested in the intersection of games/poetry!
illustration of person with glasses
drawing of mouse with gamepad
illustration of person wiping off face paint
Danny DeVito offering you an mp3 and advertising that Indiepocalypse Radio happens Saturdays at 7pm ET
This Saturday, Indiepocalypse Radio returns at 2pm ET with guests @ygrette.bsky.social, @magikyastudios.bsky.social, and @alexsiple.bsky.social!
Tune in it at
www.indiepocalypse.com/radio
Send questions to www.indiepocalypse.com/questions
This looks great. And "#1 New Release in Game Programming" -- congrats!
A picture of a hardback book on a washed blue background. The title is Next Level: Making Games That Make Themselves, by Mike Cook.
I've written a book! Next Level: Making Games That Make Themselves is the story of procedural generation - the tech behind games like Minecraft and Dwarf Fortress. It's about how it works, the games that use it, and the art and magic behind it.
Out May 7th, in bookshops: linktr.ee/next_level 🎲🔮
I think whatever you prefer here is fine. Honestly, whatever one produces in Flickgame ends up being so hand-drawn in any case, that I think clean SVGs aren't necessarily bad as a contrast (tool vs. creation)... but I understand the appeal/fit of more hand-drawn icons.