Relax a minute with #Snogbert and Chill!
Stay as long as you like 🎲⛱️
Posts by JT Alex
Oh that Steel Ball Run episode is GOOD... The switch in format to have everyone clawing over each other is exactly what I needed to stay invested in the show. The "stand user of the week" angle was running its course
My hand slipped🧨👧🏾
Render bar where that thing is in the RED! It's TOO LOUD!!!
Finishing touches on a Kirby remix... 🏴☠️
I made an appearance on the Ball & Gun stream last week for a laidback conversation about indie game dev 🏀 🔫
Some of our topics included:
- Curb appeal in the age of social media
- Competitive pricing
- Setting project goals
Give it a listen: www.twitch.tv/videos/27359...
Thanks for reading! Stay Snoggy!
What's next? 🎨
Boring stuff...
New world! New levels?!
New patch notes...
More progress on the look and feel of the Caves 👀
I had a great time at GDC!
Happy #ScreenshotSaturday! 🎲🌷
Lots of new things happening for #Snogbert this March!
I guess I'll share my monthly devlogs here? We don't have an official SnogbertGame Bluesky like we do a Twitter
This concludes my thoughts on RunMan: Race Around the World🌟
Compared to Snogbert: store.steampowered.com/app/3742030/...
And combining that with the need for speed creates a game where any single input can make or break a run. This makes "rage" (a feeling) into something measurable:
- Do players understand?
- If yes, how mandatory is that understanding?
- If no, how hard is that lack punished?
The rage isn't because players *don't* understand the mechanics, but because these later levels require that understanding just to pass. Let alone get a good time.
It changes from optional knowledge to mandatory.
But later levels in RunMan ragebaited the hell out of me even though I felt I understood everything.
After all, the game dedicates a full level to exploring each new mechanic.
I think it's an interesting case of genius level design being used for evil.
And tangentially, I'm interested in how RunMan FEELS to play.
Many players have called Snogbert a "rage game", and I've usually interpreted that as frustration from a lack of understanding -- something we could overcome by communicating things more clearly.
This raises questions: Is time is a strong motivator if it's not committed to fully? Can speed-focused communities form around RNG-focused games?
I'm not sure that I have answers to these, but it will be fuel for thought as we move through our Early Access.
Missions like Survive the Swarm and Run (from Shadows) only work because they TAKE UP a set amount of time.
Missions like Jump Limit intentionally slow players down to *think* through the level and how they interact with it.
That same speed isn't integral to the idea of Snogbert. The puzzles are.
Tracking time came about second, almost as a band-aid answer to how we'd motivate players through runs (once we noticed most players needed *several* runs to get through).
Retroactively, RunMan makes me think about how we're treating time as a motivation.
In RM, speed is everything, both to the game and to the character. It's maybe the only thing the game clearly beats into your mind--play these levels as fast as possible.
So why does RunMan make me think about Snogbert?
Same base genre (2D platformer).
Similar run-and-jump controls.
And both have seemingly arbitrary scoring systems that hold up the real scoring system: time.
The point of comparisons, to me, is to get a feel for WHY one game would make the choices it makes.
Because all games want to be unique. To stand out, to sell copies, etc..
More than that, any good game makes choices to match its core vision. To define WHAT it is.
I've been compare/contrasting more since early February, when I picked up Risk of Rain 2 and Megabonk at the same time.
(Both are roguelites built around the same idea -- "overpowered" characters take on HORDES of enemies. That's taken in different gameplay directions.)
Playing any platformer while *making* a platformer makes comparisons inevitable. But that's not a new train of thought for me.
Let me first say, great game.
I appreciate how it commits to its style.
The childish artwork.
The simple story.
The balls-to-the-wall platforming that feels like the team said "You know what would be cool/funny?" over and over again.
Great stuff on display here.
Played through RunMan: Race Around the World over the last 2 nights, and it made me think a lot about platformers. 🧵
My interview with the RetroStation podcast at the Washington State Gaming Expo is out now!
Hear what retro gamers have to say about Snogbert and AD BLOCKER🔗⬇️ (my section starts at 41:00)
youtu.be/2EMpwL_Clsg?...