I tend to disagree heavily. I would think of it as rather gamey (most games I played over the last year were much more narrative-oriented; this is a quintessential game!). Is there a thing you don't like? You'll look good when playing it, and you might even feel cool!
Leaving the Webring; the thing suffers from pages who are in the circulation, but don't link back to the ring, effectively breaking it. Might eventually build a Webring, but not sure when.
Didn't knew Glorious Trainwrecks. They are imho indeed a vastly different thing.
Underground Game is a open term. If somebody would ask me if they can use it, I'll threw a short glance upon them - and either answer "Yes" or "Fuck you" (usually, not that direct - but clearly telling them what I would expect you to change if they want to be in any relation with me); the latter requires them to do something that I personally despise or reject (group specific forms of misanthropy, strong general misanthropy, exploitation of others). Such a dev might still call it a underground game, but where I can I will hinder it, I will - and I'll never recommend, rate, or recognize such a game. Games might pop up at mastodon or itch, or somewhere else using the term "underground game" (indeed, they did before I started). I might disagree with them being "underground games", but as long as I don't despise them, I won't bother to criticize their usage of the term by them.
Trainwreck is a existing platform, probably with a rather lax curation and no implemented means of monetization; it seems to be directed to people who enjoy rather raw, DIY-style games.
If one of the Trainwreck-Games would come up call itself underground game, and they could do so in their full right - because most of the games there seem to be indeed underground games. But for some I might surely say that they aren't "good" in the way I search for. Those might be underground games, but I usually don't recommend such games to others (if they don't have some spontaneous momentum that they captured, that is so good that it makes the whole thing cool - but this requires some mastery or small chances that are really hard to find by their nature if you don't have any hints).
I skimmed shortly through the games listed there, and most of them are honestly stuff that I would usually filter out when I search for games to play. Because games that are presented in this style aren't usually made to be played, but are mostly nice for the people who made them, and maybe even their friends and relatives. After all, these people are often proclaiming that they hammered them together in a few hours themself - and if you ever tempered with game making, you'll know what short amount of work two or even ten hours are; I guess it is not impossible to make a good game in such a time-frame, but I believe I have yet to see it (at least when it comes to video games: I played quite good easy non-video games that were made spontaneously).
Imho, good Underground Games should be something that the developers thought was worth to invest work in; they didn't do it to make profit, but because it was exactly what they wanted to make, regardless that it doesn't necessarily sells, and who stay true to this idea, often releasing it in a non-commercial space without much marketing blimbim (there are a few examples of commercial successful underground games; "The Sea will claim everything" is a wonderful example where I'm quite sure about this; iirc the dev was even afraid of losing their job over it. But these don't need much promotion from my side.). They don't always succeed, but they want to the good shit, and want make it right.
The Manifest, this "Sublemmy", among some other things, are attempts to initiate discussions about game development, and to "coin" underground gaming as a name that allows people who develop, play, and search for such games to find each other. Some are already here; if you recommend a game, it will be found by few, but cool people - that are somewhat likely to play it. Not sure if this can be done by Trainwrecks, but again - would have to take a closer look.
Hope none of this sounds harsh against Trainwrecks or their developers. I sympathize with them and their call, but I probably don't want to play their games.
As for jams, I see them as a "brain storm"-kind thing that tries to bruteforce good ideas. I don't like "brainstorming": Collecting many ideas and practically doing no critical reflection about those ideas ignores, in the end, moral and logical problems in favor of efficiency and a good look, and this is basically one of the main problems that the world suffers from - if you ask me. Nevertheless, I know some good games that resulted from jams. So if you disagree, do jams - and if they make you happy, ignore me; they are not the problem itself.
I'm afraid thats exactly the barrier I would encounter if I would try to enter these :3. Video games are - while still time demanding - a little bit more accessible.
The community I follow most closely is the Abstract Games subforum on Board Game Geek. BGG’s defitinition of abstract games is broad, but the people who hang out in those forums are mostly concerned with two-player combinatorial games. The community is small, but some designers are quite prolific.
Hark, thats cool :). Do you also play them, or is it more some sort of fascination for the topic?
Variations and mods should be okay. Sometimes their value might not be obvious to someone outside whatever niche-within-a-niche you’re in, and that should be okay!
I absolutely agree. To illustrate this: https://drmortalwombat.itch.io/missile-defence this is a wonderful C64-fan remake very close to its model. It is a well done, nice underground game that does exactly what the dev wanted to do. Yet it only works well if the "clone"-version has some quality. Creativity in gameplay might make a game worthwhile even if there are stronger technical problems, but if your "Tetris" clone sucks you are out of luck, nobody will want to play it nowhere.
While we may admire the lyrical artist who just pours the contents of their heart, not minding whether anyone will appreciate it… community has value too. I just wanted to mention it en passant, cause it’s a conversation that could branch out a lot…
I want to play the games made by lyrical artists, and I try to make games for people who search art in gaming. And I believe I neither can ( because this production require a professionell production and behavior) nor want (because these games do not interest me) to meet the requirements of the players who form the large of the "current market" as things are atm. If you want to make a living from game dev, this will of course not work out for you.
Nice that there is some activity here, welcome guys! I'm also not apt in video game journalism, but from what I gather the people who made this video were fired from an important mag shortly after releasing this video, and from a short reading this might be connected to them being not compatible enough with the (assumed) needs of the market.
Implemented it for Acid Flight. https://thunderperfectwitchcraft.itch.io/acid-flight worked like a charm. Can't test the online support, but the offline variant didn't cause no trouble and saved my stuff correctly.
Didn't use Wine much lately, but when I do i use usually 2 prefixes; one for 32, one for 64 bit. Winetricks is often helpful; so is the appdb on WineHQ.
Have fun!
Hi Dulsi. Well done - might try to implement it in one of our games, just checked your code snippets. See you @ the other board.
- Hyper Rogue: Roguelike set in a non-euclidian world. It redefines what a fantastic world might look like, and has a very unique atmosphere.
- FTL: Deep space exploration ahoy. If you enjoy space operas, FTL is the thing to play.
- Atomic Tanks: Oldschool artillery game. Great fun to play with friends.
- Warsow: The quintessential FPS. Damn good.
- Battle for Wesnoth, SuperTuxKart, Hedgewars are probably known. I love these.
I'm programming our games primarily for Linux OSs. I'm very fond of them.
Some of his works are created by deliberately (and sometimes targeted) breaking of hardware; this technique is called "circuit bending" :)