Happy 17 years of World of Goo!!

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Happy 17 years of World of Goo!!
One of my favorite electronic music sub-genres is video-game composers trying to make the most generic EDM music possible as a joke and unintentionally making actual bangers:
World of Goo
World of Goo is, without a doubt, one of the single most important modern indie games, released in 2008 and one of the first to kick off the 2010s indie boom. Created by a small team, 2D Boy, led by two dissatisfied EA employees named Kyle Gabler and Ron Carmel, World of Goo took two years, roughly $10,000 dollars, and a lot of coffee shop visits to finish. The end result was a wild success, getting strong word of mouth not just through the game’s quality and the novelty of being an independent release on the Wii’s online store, but also for refusing to put in DRM during a time when that practice was just starting to become a major controversy in the gaming world. It was a perfect storm, further strengthened by the novelty of the game itself, both in its mechanics and its very anti-capitalist personality shaped by Gabler’s art and writing.
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Over the course of Little Inferno, the player is able to collect more items from a set of catalogs. These are unlocked by performing specific actions and burning sets of items in combination, and naturally, with more items come more possibilities. On that note though, the game doesn’t tell the player what each combination is until they’ve gained it, making the play somewhat random unless the player is able to clue in on the game’s sense of humor. It’s an intelligent way of allowing a game with only a small number of mechanics come together over and over without forcing the player to exhaust everything in their arsenal before receiving a new set of toys to play with.
Made a piano cover of Jelly by Kyle Gabler from World of Goo, going to use it in a level I'm working on called "Twilight Bridge."
(Made in LMMS)
The vast majority of the screen in Human Resource Machine is used for feedback, as the player is largely interacting via the command box on the right. However, in setting the game up in this way, the player’s actions can be simplified to an abstract representation more easily, and the effects of their actions can be seen in stark detail on the left.
One of the most intelligent mechanics added to Little Inferno are the small bugs that periodically appear in the fireplace, especially if the player is idle for long enough. When burned, they provide a minuscule amount of C-Coin- rarely enough to bring a new item into the blaze, but sometimes exactly what the player needs to finish up their latest combo.