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Best of 2018

January 9, 2019

More years, more games! Look­ing back, I can only say one thing: Geez, I played a lot of games this year!

Like last years’ lists, this just list games I played this year, not nec­es­sar­i­ly games that released this year, in no par­tic­u­lar order. Also, only itch embeds this year because I’ve played a lot more games on itch, but also because all Steam embeds from last year’s list broke and I’m too lazy to add links/embeds for every­thing this time around.

It’s long, so you can skip straight to the Hon­or­able Men­tions and Books. Also, here’s 2017’s list.

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How to make a good puzzle — Solutions

August 28, 2018

I’ve had a cou­ple of peo­ple request hints or a solu­tion sheet for How to make a good puz­zle, so here it is. If you’re hav­ing trou­ble beat­ing the puz­zles, you can check the videos here for hints or the entire solu­tion. Please use it only as a last resort.

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How to make a good puzzle — Explorables Jam 2018 entry

August 19, 2018

The Rubik’s Cube. Sudoku’s. Video games. Puz­zles are every­where, but just how do you make a good puzzle—one that’s fun, and sat­is­fy­ing to solve?

I’ll explain this with lev­els from Sokoban, a puz­zle game where you push box­es to the cor­rect spaces on the grid. I’m demon­strat­ing my points using this game, but they can be applied to most types of puz­zles. Since puz­zle design is sub­jec­tive, your mileage may vary, but this is a good start­ing point that I’m also using for my own puz­zle games.

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The UI and UX of Arboreal

June 13, 2018

The game I’ve been work­ing on as part as an uni­ver­si­ty project was announced recent­ly, and I’ve been respon­si­ble for the UI and UX for it. It falls into mul­ti­ple genre box­es, includ­ing “adven­ture”, “open world”, “zel­da-like”, “farm­ing”, and more. From the get-go, it was clear this project need­ed a lot of UI, and user friend­ly one as well. That’s where I come in, and use this post to explain what that process was.

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Mobility! Thoughts after launching an accessible precision platformer

April 21, 2018

Two years ago, I had an idea for a plat­form­ing game. I love the genre, and it wasn’t the first plat­former I had made. I had already made a dozen games, from jam games to mul­ti-month projects, but none of them real­ly man­aged to get a lot of atten­tion. Would my design skills final­ly be good enough to make a game that would reach an audi­ence, unlike my pre­vi­ous twelve games? Lit­tle did I know that it would take more than two years to get the game to release, and even less that the game’s recep­tion would go well over any expec­ta­tions I had.

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