Categories
Games Marketing/Business

2023 Family-Friendly Indie Game Black Friday Guide

It’s Black Friday, the indie-friendly platform itch.io is having a Creator Day sale, and if you want to find family-friendly indie games, let me recommend some to you!

Here are five games you can get today:

Toytles: Leaf Raking

Toytles: Leaf Raking

Yes, this is my own game. Inspired by games such as Lemonade Stand and The Oregon Trail, Toytles: Leaf Raking puts you in the role of a young turtle who wants to earn enough money to get The Ultimate Item(tm).

You’ll run your own leaf-raking business, and during the 90 days before winter, you’ll:

  • Seek out neighbors who need your services and turn them into paying clients.
  • Make key purchasing decisions, such as which types of rakes to buy and how many yard bags to keep in your inventory.
  • Balance your energy and your time as you seek to keep your clients happy without overextending yourself.
  • Visit the kitchen to ask your parents for their advice and wisdom.
  • Learn about personal responsibility and the importance of keeping your promises.

It features NO ADS, NO IN-APP PURCHASES, AND NO VIOLENCE, so you can have peace of mind with an ad-free, safe game.

Get it at https://gbgamesllc.itch.io/toytles-leaf-raking.

Hidden Folks

Hidden Folks on itch

If you’re familiar with the Where’s Waldo? series of books, this is a much richer, interactive experience in the same vein.

Search for hidden folks in hand-drawn, interactive, miniature landscapes. Unfurl tent flaps, cut through bushes, slam doors, and poke some crocodiles! Rooooaaaarrrr!!!!!

A strip of targets shows you what to look for. Click on a target for a hint, and find enough to unlock the next area.

It features:
– 32 hand-drawn areas.
– 300+ targets to find.
– 2000+ mouth-originated sound effects.
– 500+ unique interactions.
– 3 color modes: normal, sepia, and night mode.
– 22 languages (translated by the community).
– supports mouse and keyboard, controller, and touch input.

Get it at https://adriaan.itch.io/hidden-folks.

Round Ogre

Round Ogre on itch

If you like puzzle games, Round Ogre is here for you. It has simple controls, yet fiendishly challenging puzzles to solve.

500 puzzles across 31 worlds will entertain you for hours!

Start of a new world? A brand new mechanic to explore! This makes the game easy to learn, yet varied and challenging.

Solving a complete world grants you an optional bonus world, with the toughest testing puzzles.

Guide her to the cave exit to reunite her with Square Ogre. But to do so, you’ll have to think creatively and always see all the possibilities …

Get it at https://pandaqi.itch.io/round-ogre.

Toy Factory Fixer

Toy Factory Fixer

The toy factory had an accident after one of the worker elves tried to automate the assembly of toys.
Now all of the toys are put together wrong, and you need to put the toys together correctly in time for the delivery deadline!

This is another of my own games. For this Black Friday sale, you can pay what you want, name your own price, and get this toy factory worker management game for yourself or a loved one.

Features:

  • 4 levels, each with an easy work shift and a challenging work shift, for 8 total levels.
  • The option to set a hard deadline for an added challenge
  • 3 worker types, each with unique abilities, requiring you to think strategically to make the most of them
  • 2 toy types in 2 sizes, Small and Large, that can come down the conveyor belt in multiple potentially large production runs and require your good judgment to handle them
  • Turn-based game play, allowing for more thinking and not quick-reflexes, including Stop and Go buttons that allow you to play at your own speed

Plus:

  • In-game how-to that describes how to play the game in case you need help or some tips
  • The ability to toggle music and sound effects on or off, allowing you flexibility to listen to your own music or podcast or just enjoy the silence

Get it at https://gbgamesllc.itch.io/toy-factory-fixer.

Mountain

Mountain on itch

This calm and surreal simulation puts you in the role of a mountain floating in space.

You don’t really seem to have any agency, but there is something soothing about the music, the visuals, and the periodic messages that seem to be meditative in nature.

Time passes, and things crash into you from space. Many of these things are bizarre.

It’s quite the experience.

Get it at https://davidoreilly.itch.io/mountain.

Do any of these games catch your eye? What game are you looking forward to playing? Or who do you plan on gifting a game to this holiday season? Let me know by commenting below.

Categories
Games Marketing/Business

Announcing the Black Friday Creator Day 2023 and Reverse Sale

From now until November 28th, you can get my leaf-raking business simulation game, Toytles: Leaf Raking for Windows, Mac, and Linux and pay 50% more than usual. And you can pay-what-you-want for my toy factory worker management game Toy Factory Fixer.

In either case, if you are going to do so, please do so within the next 24 hours!

Toytles: Leaf Raking

The indie-friendly platform itch.io is having another Creator Day, so for the next 24 hours, they won’t take a cut of any sales that occur. That means the creators get to keep more of the proceeds.

While many developers are having a sale to celebrate, and you should definitely check them out, as usual I’m holding a reverse sale instead.

I think the game’s original price is more than generous, and a temporary increase still puts it under the cost for a movie ticket or a monthly subscription to a streaming service.

Also, you can get my first Freshly Squeezed Game, the turn-based toy factory management game Toy Factory Fixer, at itch.io. Pay what you want for it (even $0!), and for the next 24 hours, I will be able to keep the full amount of anything you contribute.

If you do end up paying for access to Toytles: Leaf Raking or Toy Factory Fixer, know that I appreciate it, and I appreciate all of the itch.io creators who make itch.io amazing!

Categories
Games Marketing/Business

WARNING: Tomorrow’s Black Friday Creator Day 2023 and Reverse Sale

Between November 24th and November 28th, I’ll be increasing the price of my family-friendly game Toytles: Leaf Raking by 50% to take part in itch.io’s Black Friday Creator Day sale.

I think the game’s original price is more than generous, and a temporary increase still puts it under the cost for a movie ticket or a monthly subscription to a streaming service.

But if you would rather not spend more, then think of today as your last chance for a sale price. Pretend this normal price is actually a discount, and know that tomorrow the game will cost 50% more. Buy now!

Tomorrow is also a Creator Day at itch.io, which means all sales go straight to the creators of the games, and itch.io will not take a cut. So if you REALLY want to support indie game developers such as myself, then save your money for tomorrow.

Either way, know that I am thankful for your support!

Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Video Progress Report: Updating More Temporary Background Art

Here’s the companion video for Monday’s Freshly Squeezed Progress Report: Updating More Temporary Background Art:

Enjoy! And let me know what you think by replying below!

Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Progress Report: Updating More Temporary Background Art

Last week, I reported that I had started updating the temporary background art for the rooms of the house in The Dungeon Under My House, my second Freshly Squeezed Entertainment project.

I continued the art updates this week.

Sprint 44: Pre-production and initialization

Planned and incomplete:

  • Create location art

I am sure that if I was a more competent artist or could afford to hire one that this work would be much faster. That said, I am very happy with how the house has continued to feel like it is coming to life.

The Dungeon Under My House - less temporary living room background art?

The Dungeon Under My House - less temporary kitchen background art?

Originally I wanted to keep the entryways between rooms dark to save time, but there was something compelling about allowing the player to peek into the rooms that they would enter.

My plan is to get rid of the “To House” button and eventually allow movement by clicking on the doorways and stairways the player can see. Coupled with some transition animations, it should make for a more intuitive experience.

But it also meant that I needed to pay attention to the limited real estate. The location view is already a subset of the window, and there needs to be space for the characters to occupy the room, so all of the room’s “stuff” needs to be near the top and back.

As a result, the “button” of any doorway is already going to be smaller. And I also need to make it clear that it is clickable. If the player is using a mouse, the mouse cursor and the doorway can have hover effects to communicate, but when the player is using a touchscreen on a phone or tablet, I’ll need to communicate that the doorway’s tappability differently since there is no such thing as “mouseover” in that context.

The Dungeon Under My House - creating outlines of various shelved things

The Dungeon Under My House - the main basement room

The basement is going to be interesting because I want to make the scene change when the player discovers the secret room in the basement that holds the ladder to the dungeon. So initially, there will be no hint of a secret room, and then later, there will be a visible and interactable secret doorway to the secret room.

All that’s left is the bathroom, and then I can refine the intro sequence, and then…well, just make the rest of the game, right?

Thanks for reading!

Want to learn when I release The Dungeon Under My House, or about future Freshly Squeezed games I am creating? Sign up for the GBGames Curiosities newsletter, and download the full color Player’s Guides to my existing and future games for free!

Categories
Uncategorized

Freshly Squeezed Video Progress Report: Updating Temporary Background Art

Here’s the companion video for Monday’s Freshly Squeezed Progress Report: Updating Temporary Background Art:

Enjoy! And let me know what you think by replying below!

Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Progress Report: Updating Temporary Background Art

In last week’s report, I finally finished (haha) the main dialogue work for The Dungeon Under My House, my second Freshly Squeezed Entertainment project.

I had started replacing the temporary art of the house with less-temporary art, and I continued that work.

Sprint 43: Pre-production and initialization

Planned and incomplete:

  • Create location art

Going from really simple temporary art to something more appropriate makes the game feel like it is becoming a living, breathing space rather than an abstraction.

Here’s how the bedroom has looked ever since I started this project:

Simple room view

And here’s how it looks today:

The Dungeon Under My House - less temporary bedroom background art?

Other rooms are getting similar treatment.

The Dungeon Under My House - less temporary kitchen background art?

The Dungeon Under My House - less temporary living room background art?

Much of the work was spent fighting with the weird perspective I had created in the rooms of the house.

A flat rug on the floor or flat posters on the walls are pretty straightforward. As someone who isn’t an artist by trade but does decent programmer art, it wasn’t difficult to use the Gimp’s Perspective Tool to project things onto the floor or walls.

But I found three-dimensional objects were a bit more challenging.

Here’s how I ended up solving it: I used Gimp to render a 2D grid, then copied it and used the Perspective Tool to project it onto the floor. Now, I can use the original grid to block out where the bed or the refrigerator would go on the floor, then do a similar projection onto the ceiling, then I would manually create a wireframe version of the object, connecting corners from the floor and ceiling.

The Dungeon Under My House - wireframe fridge

Then I would draw over that wireframe, and this technique seemed to work, more or less.

The couch, on the other hand, did not get created the same way, and so it currently looks too flat and out of place. I think I can fix it, though.

And then I’ll need to finish the living room, create the bathroom and basement backgrounds, then add doors between the living room and the kitchen and the bathroom, and the house will be good enough for now.

Then I can make the doors and stairs into buttons, so that navigation within the house happens within the view of the house instead of using up space outside in the menus.

Now, I keep referring to this art as less-temporary, but that’s because I keep anticipating that all I’m doing is making the game look a little nicer for now while I still don’t know what I want in the rooms in the final game. When I originally envisioned the game, I wanted the player to be able to search the house to find supplies, such as eggs in the kitchen or towels in the now-non-existent hall closet, things that might help in any quests within the dungeon.

I still want the player to be able to do those things, and so doing this art work feels a bit premature. After all, what if I later design an item into the game and need to redo the layout of the house or make a room more obvious as a home for that item? I’m setting myself up for rework.

But maybe that kind of future rework is inevitable, and so my job as someone working on the game as it is today is to not spend too much time on things that might get replaced.

That’s why the rooms are currently a single image each. The objects in the rooms could have been separate sprites, but I can worry about separating them out when they become more permanent and perhaps interactable.

For now, the game just looks a little nicer in screenshots, and maybe that’s not a bad payoff for a few hours of investment.

Meanwhile, I’m aware that I’ve been working on this project since January, and it’s still in preproduction. I’m still figuring out what the game’s component parts will be, then I will start putting together the game itself in earnest.

So between working on it very, very part-time, not having well-defined scope, and entering into the holiday season when I’ll have even less time to dedicate to it, I’m pretty confident this project will not be published in 2023.

Putting my game producer hat on, I really want to ship this game sooner rather than later. I do not want to take 3 years to make one game, and so I’m already a little sad because it means a lot of my ideas won’t make it in, such as the rich and complex options for dialogue to help make the conversations a bit more compelling to participate in.

But I can remind myself that this game isn’t my last game. I can always build upon what I’ve created, adding more into a future project.

Thanks for reading!

Want to learn when I release The Dungeon Under My House, or about future Freshly Squeezed games I am creating? Sign up for the GBGames Curiosities newsletter, and download the full color Player’s Guides to my existing and future games for free!

Categories
Game Development Marketing/Business Politics/Government

Time to Reread ea_spouse’s EA: The Human Story

On this day in 2004, a very famous livejournal post appeared, sharing insight into the real ways that major game company record profits come at the cost of worker bodies and blood.

Each year as winter comes, and the ground outside is quiet and white, I like to curl up and reread Blankets by Craig Thompson.

There’s no snow yet (and I worry one year soon there won’t ever be again), but I realized that I could add EA: The Human Story by ea_spouse to my annual reread for the winter.

It’s a relatively short post, but it is worth rereading to remind ourselves of what is at stake when it comes to how gross, inhumane, and exploitive a company can be.

Despite game companies not being smokestack-covered manufacturing mills from the late 1800s, despite much of the white-collar work done in what would be seen as cushy office jobs, with nice ergonomic chairs, fancy monitors, delicious snacks, other niceties, working conditions can be pretty dire.

Game developers have done 12+ hour days, working through weekends, and barely having any time off, all to meet deadlines set by leadership. Sleep deprivation and a lack of movement for many hours at a time isn’t good for the human body. People get burnt out, their mental health suffers, and their bodies start to fail. To someone who worked in mines or did other back-breaking labor, it might seem from the outside that it isn’t so bad to sit at a desk all day, but literally sitting at a desk all day is killing us, as much research has shown.

Yet the companies they work for either mandate this kind of “crunch time” or the work culture is such that not doing crunch is seen as not doing enough to earn a place on the team, potentially costing opportunities, rewards, and even the job.

So in the 19 years since EA: The Human Story, what has really changed? While much talk has been generated after this post, and many companies claimed to have tackled it, it still happens.

And way too often.

Way too often for it to be an accident.

Games such as Lego Star Wars: The Skywalker Saga, which sold 3.2 million copies within a few weeks of its release, which sounds great for the TT Games, the company that made it, but who paid the price to make it happen?

From Polygon’s report on crunch at TT Games:

“It was a very soft-spoken blackmail,” one former employee says. “‘If people don’t start doing overtime, there’s going to be problems,’” although the problems were never specified.

That article highlights working conditions that sound very similar to what was happening at EA.

And TT Games isn’t a one-off. Expectations of 80-100 hour weeks, and that employees need to literally sacrifice their lives to help the owners make a nice profit, are still way too normal in this industry.

I used to think that crunch was an indication of poor management at a company. If management decides that they need to crunch, then they aren’t being smart, because they are fooling themselves into thinking that they can pay the same amount of money and get more value out of the labor of their workers, ignoring the very real costs.

But I then read an insightful post somewhere that said something along the lines of “No, they know what they are doing. They know the costs. They just know they don’t have to pay those costs, so it is actually very smart of them to squeeze their employees dry.”

Crunch isn’t an accident. It has this reputation as an emergency measure a company might use to try to deliver a late project sooner, used only in small doses in strategic ways. But too often crunch is just normalized as something you do in the game industry, because game developers have “passion” and it is a dream job you’re lucky to have. “If they don’t like it, they can work someplace else” as ea_spouse wrote quoting multiple managers at EA.

And to add insult to injury, employees often don’t get rewarded for their sacrifices. ea_spouse mentioned EA taking way comp time, which means all of the overtime everyone was working didn’t translate into paid time off later. It just disappeared, which worked well for EA’s side of the equation. They paid nothing in exchange for their employees giving everything to the job.

This year, rereading ea_spouse’s words might be especially appropriate. 2023 was a big year for major game releases, with the game market expected to be growing even larger than it already is in terms of real dollars, but it is also a major year for layoffs. Over 6,000 game developers found themselves out of a job this year so far from over 100 companies, with EA, Take Two, Unity, Epic, Twitch, and many more game development, game media, and other game-related companies all involved.

EA laid off hundreds of employees this year. EA also reported higher profits than they originally anticipated a few days ago.

While Bethesda (which had employees included in Microsoft’s 10,000 person layoff reported in January in many places) claims they don’t do crunch anymore, it’s still such a pervasive thing in the industry as a whole that I find it hard to believe, especially since no one can cite any actions taken to eliminate crunch at a company that has had crunch reported for many years.

Now, I don’t have a lot of direct insight into any of these companies or how they operate, and it sounds like some companies probably do not crunch anymore, but I’ve seen quite a lot of people posting about being laid off recently, and I know a lot of the companies they worked for are making a ton of money off of the value that those workers created.

The game industry has a reputation for being a youthful one, and it is easy to think that the reason is that it is due to innovation driving the market and so old ideas (and old people having those ideas) get replaced naturally.

But it is sobering to know that the reason why the industry skews young is more horrible. We don’t have a lot of older talent, people with long memories and the ability to mentor others, because many of them get too sick, too tired, and too disabled. The lucky ones leave the industry to avoid dealing with toxic work places and all of the associated health costs.

The only ones left to do the work are the young people, who don’t yet have the experience of false promises and who have the optimism that their “passion” for games is what separated them from others to get their job, when “passion” on a job posting is just code for “we expect you to always go above and beyond at your own cost.”

So, today, curl up in a blanket, make yourself some hot cocoa, and make it a point to reread ea_spouse’s EA: The Human Story on the anniversary of its posting. It’s not comforting, granted, but it is eye-opening, and having open eyes in the game industry is potentially life-saving.

And if you work at a game company, join a union. It’s your best weapon and shield upgrade to fight back against exploitation. Learn more at Game Workers Unite

Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Progress Report: Keeping Track of What You Said

Last week, I reported that I was creating the Tell dialogue flow to complement the Ask flow in The Dungeon Under My House, my second Freshly Squeezed Entertainment project.

I was looking forward to finishing the final tasks for talking to characters.

Sprint 42: Pre-production and initialization

Planned and complete:

  • Characters speak when TALKed to

Unplanned and incomplete:

  • Create location art

Here’s the companion video for this report:

I say final, but what I mean is “currently planned” because I anticipate that there will be more dialogue-related work to do in the future.

But for now, the player can select a Topic and a Belief about that Topic to share with another character.

The Dungeon Under My House - telling someone a belief

Before, members of the player’s party were the only ones affected by changing beliefs due to someone else’s response to the party’s questions, but now other characters need to have their beliefs updated. So I added code to update not only the party but also any non-party characters in the same location.

Initially, someone always updated their beliefs based on what someone else said, which in a practical sense is fine.

But I quickly ran into the problem that if Dad tells you where the jar of pickles is located, Dad KNOWS where the jar of pickles is, but it was possible to then have his own belief about the location of the jar of pickles updated.

The location is the same, but to have Dad say “I know where they are” at first but then later say “I heard where they are” is confusing. He’s talking about this belief as if someone else convinced him, but that someone else was himself! His direct knowledge was being replaced with indirect knowledge by his own speech.

So I tweaked the criteria for updating the belief of a character, which means beliefs get updated only if the character either doesn’t have a belief in the first place or they have indirect knowledge about the topic. Eventually there will be more criteria, such as recency of information and trustworthiness of the source.

Finally, in service of making conversations meaningful and impactful, I wanted to make sure that if you ask a character about a Topic, they know not to respond with a random Belief that they’ve already told you.

That is, characters now need to track what beliefs they have shared with other characters, if only so they can avoid repeating info when they have other info to share, and if they shared everything, they can say something like, “I already told you about that.”

The Dungeon Under My House - remembering what was already shared

It will also be useful for a character to keep track of deceptions and lies they’ve told, as well as making some characters better than others at tracking their own lies. But that work comes later.

For now, dialogue can be scripted and also dynamically generated by the player and the current beliefs any characters have, which is going to be a major part of the game play, and I’m happy this piece is finished.

At the end of the week, I was getting tired of the temporary background art for the rooms of the house, so I started making better-looking temporary background art.

The Dungeon Under My House - temporary bedroom background art

My first attempt was using patterns provided by Gimp, which was serviceable but a bit too noisy and bright.

The Dungeon Under My House - temporary bedroom background art

So I tried a more cartoony style that implied what was there instead of directly showing it, and I think it looks a lot better, especially when using darker colors so that the foreground characters can stand out better.

The Dungeon Under My House - less temporary bedroom background art?

Soon I’ll add props, such as posters on the wall, a rug, a door, and a bed to make it clear that it is a bedroom and not a strange window-less warehouse prison, and I’ll do similar work for the other rooms as well.

Meanwhile, I was going through my game’s intro and trying to find ways to shorten it and make it more interactive, using the new dialogue options right away to both make the game feel less like a novel and to ensure that the core game play comes up right away.

Thanks for reading!

Want to learn when I release The Dungeon Under My House, or about future Freshly Squeezed games I am creating? Sign up for the GBGames Curiosities newsletter, and download the full color Player’s Guides to my existing and future games for free!

Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Video Progress Report: Knowing When to Update Beliefs

Here’s the companion video for Monday’s Freshly Squeezed Progress Report: Knowing When to Update Beliefs:

Enjoy! And let me know what you think by replying below!