• 18 Posts
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Joined 3 years ago
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Cake day: December 18th, 2021

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  • 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.




  • 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.






    • 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.



  • I’ve used proton more often than not with games purchased through GoG. Their contributions to wine and the layer on top is excellent. Sam Latinga is a Valve employee and creator of libSDL, which is also another significant and foundational contribution to FOSS.

    Wine and SDL were around before Valve was involved. It is unclear if and how good they can prevail if Valve decides that they aren’t interested anymore. Structures that are lost might be hard to regenerate.

    And as for Linux gaming, it wouldn’t be where it is without Valve.

    Half on the way to a glorified console for most of its users? The Linux gaming scene is now a reduced mirror of the gaming scene for Windows and the consoles; imo it was to be more interesting before. There was a higher and more vocal interest in smaller and more experimental productions. Nowadays it is the same as everywhere else.

    A company can do a lot of good without having to be exclusively good.

    Companies do profit, not good. The Linux Gaming scene was once quite sensitive to privacy, self control, and independence. Lemmy is a dedicated left site. But some of the folks here are cheerleading to a monopolist corp like there is no tomorrow. I’m from Germany - if I hear people worrying about what will happen when the benevolent dictator dies (see above in this thread) I get the creeps.


  • Valve is a capitalist company, aiming for profit.

    They were heavily involved into establishing DRM in the video gaming world.

    They were among the first to establish “FreeToPlay”, Lootboxes and whaling, a predatory business tactic.

    They accepted right wing extremist games in the past.

    They have a kind of monopolist web store for PC games.

    They are known to use the embrace and suffocate tactic against community projects in the past (DotA, once a community driven project is now a trademark of Valve).

    The linux gaming scene is flourishing, but this comes at the price of dependency. And not all this dependencies can be resolved at the will of the community; many of the users that came over in the last time are probably unable to start a binary without help.






  • In no particular order:

    Online/LAN:

    Xonotic: Good for online/LAN-play. UT-Style FPS.

    OpenRA: Damn well good. RTS.

    Warsow: Similar to Xonotic, but much faster. Damn good game. Sadly, defunct.

    Sonic Robo Blast 2 Kart: If you like kart games and think they are all to easy, this is your choice.

    Online/Split Screen/Couch coop:

    SuperTuxKart: Damn fun, especially with a few add on tracks and good company at your place.

    Hedgewars: Similar to Worms: Armageddon.

    Battle for Wesnoth: Really fun once in a while. Neither the online nor the local experience is really “better”.

    Offline/Split Screen/Couch Coop:

    Atomic Tanks: Worms on steroids.

    Barbarian: Rocks. The OSS-Version is a tad bit obscure.

    I didn’t do VCMI, but Homm3 is one of my big local multiplayer favorites. I wait for the full inclusion of WoG before shooting it up. Also, as a young boi I really loved C-Dogs. The thing is now open source, check it out.



  • Yeah, it is frustrating. I remember a thread where small “Indie”-Devs shared the losses they produced, some where deep in the red. Sometimes I found people who lived on the cost of their partners or family to go into game development. Its indeed not a wise thing to do, but there is a whole industry (book authors, marketing people, asset sellers and especially those who run the asset market places) that prey onto people who try to realize the dream of living from game development.

    At least some of the scratchware guys seems to had internet distribution in mind - and while they couldn’t foresee the “Indiepocalypse”, it would have been possible to foresee that the problem roots deeper. But thats spilled milk. It is - in every case - true that Indie devs rely on the powerful players within the curation segment to gain visibility. It might be noteworthy to point out that the amateurs in this segment suffer from the same problem - amateur streamers, bloggers, reviewers can hardly get any audience, they are also cut out from visibility. It would be great to get some of those who are into this but don’t aim to go commercial on board.

    About the last paragraph: You are right, if you want to make money making indie games is a bad idea. When I ways younger, I occasionally made some bucks with street music - my average wage per hour easily outweighs the money I made with my online game and music projects combined (I’m defacto slightly in the red here: Paying for Steam and Server costs is easily more than my revenue - not that I regret it). Going in a direction that would be commercially rewarding (might work, might not work) isn’t interesting to me: I want to be a game dev, not a entrepreneur - and I’m quite sure many others feel the same way.

    I hope that we can establish a place or places where people play the games other people made without the commercial mindset - even through the road seems to there is surely rocky.