Explore a throbbing pink world full of strange naked creatures to gather food for your friend in this short, surreal experience.
The Good Time Garden by James Carbutt and Will Todd

pixel skylines
Sweet Seals For You, Always

blake kathryn

Origami Around
Mike Driver
One Nice Bug Per Day

Kaledo Art

titsay
KIROKAZE

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let's talk about Bridgerton tea, my ask is open
will byers stan first human second
Aqua Utopia|海の底で記憶を紡ぐ
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Discoholic 🪩

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wallacepolsom
"I'm Dorothy Gale from Kansas"
Today's Document

#extradirty

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@tigsource
Explore a throbbing pink world full of strange naked creatures to gather food for your friend in this short, surreal experience.
The Good Time Garden by James Carbutt and Will Todd
Backland by B-Cubed Labs
Escape a procedurally generated city over taken by security drones and acid rain.
Indie Game Spotlight: Bravery Network Online
Think you got what it takes? This week’s Indie Game Spotlight, Bravery Network Online @braverynetworkonline, is a game in which you coach a team of fighters to victory in the future sport of Bravery. Winning a game of Bravery means making your foes give up by either beating them up, being really nice to them, or blowing them up with digital magic. Ka-boom.
We got the chance to speak with Damian Sommer (writer, lead designer, backup programmer, and handler of most of the boring stuff) and Min-Taylor Bai-Woo (creative director, art director, lead programmer, keeper of the wheels in motion) about the post-apocalyptic game. Ready to go? Let’s do this!
You said something about digital magic earlier?
Yeah. The game takes place several thousands of years into the future, and technology has evolved to the point in which it’s indistinguishable from magic. The main technology the characters use, Fire, is a kind of advanced internet, which is always present and affects all your senses. There are weird glitches folks can exploit to hurt others, which is usually frowned upon, but in a Bravery match it’s anything goes. There’s lots of implications of an always-on, augmented reality internet, and something we like to play around with in developing the game’s world.
What are some major influences to the game?
The biggest influence, and something a lot of folks picked up on when we released our first trailer was Pokémon. We really like Pokémon’s battle systems, and wanted to have an alternative take on the genre. Other games have tried to riff off of Pokémon’s “catch em’ all” formula and stick pretty close to it. Our main goal is to, instead, take Pokémon’s battle system and run with it in a completely different direction.
Our other big game influences are Final Fantasy Tactics Advance, Android: Netrunner, Ragnarok Online, and the unofficial battle sim Pokémon Showdown, which we love and still play from time to time in the office.
Funnily enough, another influence on the game is actually our very own character artist Guillaume Singelin (@blackyjunkgallery), who’s done a whole bunch of amazing character art. Min actually has a copy of his book Junky in her desk that she uses for inspiration here and there.
We pull inspiration from all over the place though, with shows like Mob Psycho 100 and Avatar: The Last Airbender, to books like The Dispossessed by Ursula K. Le Guin and Aurora by Kim Stanley Robinson, to just our experiences with friends and family. We’re putting a lot of ourselves and our influences into this game, and hopefully, people are into that!
Bravery Network Online is described as taking place in a post-post-apocalyptic world. What does that mean?
This is our shorthand for “things were really bad, but they’re sorta fixed now.” Lots of pretty nasty stuff happened in the game world’s past (environmental collapse, nuclear war, meteor impacts, and more!) to get the world to the point that it is in BNO, but people are largely in a stable environment, and lots of those problems have been solved or at least mitigated.
When coming up with lore for the game, we didn’t want to play off of the super common tropes in games, like the gritty cyberpunk dystopia, the generic fantasy setting, or the typical post-apocalyptic wasteland. Something we wanted to explore was what a utopia in games would look like, and how that would operate. Pretty quickly, in needing to create some sort of conflict for players to solve, that utopic vision cracked, which created what we like to call a questionable utopia. The game’s world is in some ways better than our own, or at least easier to live in, but it’s certainly not objectively nicer. There’s a reason that in our first trailer and all our screenshots feature snow outside the window.
How does the game allow you to connect with others online?
While Bravery Network Online will have a decent-sized single-player component, a good chunk of the content we’re working on is dedicated to building up your teams for Bravery matches versus other players. There’ll be ranks and matchmaking and all that standard stuff, but we’re also adding in a few twists to really make it our own.
One kind of weird thing we’re doing is adding in something we call the “Rival System.” It allows you to mark different players you play against as rivals—basically strangers whose progress you follow, see when they’re online, and easily challenge them. If you win against a rival, once a day, you get little goodies. The longer you’re a rival with someone, the bigger the goodies. Hopefully, this gets this friendly competition going on where you’re like “Oh yeah! Gerald94 is online! Hope they’re up for a fight, because I think I’ve finally figured them out.”
We’re currently working on a few little systems like that, but they all need a bunch of testing, as is the nature of online games! Above is just a taste of what to expect.
Where can we purchase the game? What platforms is it available on?
It’s not out yet! We’re working hard to get it out late 2019 for PC and Mac. If you want to be sure you don’t miss it, you can wishlist it on Steam!
Want to be in the loop with all things Bravery Network Online? Make sure to give their official Tumblr a follow over at @braverynetworkonline !
I’m happy to announce…
Anodyne 2’s coming in MAY!
Explore 3D landscapes, shrink to 2D places, and cleanse the world’s Nano Dust!
Wishlist on Steam: http://store.steampowered.com/app/877810/Anodyne_2_Return_to_Dust/
Follow on Twitter for news: https://twitter.com/sean_htch
Kartridge: http://kartridge.com/games/SeanHanTani/anodyne-2-return-to-dust
Join our newsletter: http://analgesic.productions
Subscribe to our YouTube Channel: http://youtube.com/watch?v=lfNOQsoILBY
Unfolding Engine (Developed by Barch) Its free if you want to check it out here: https://store.steampowered.com/app/884350/The_Unfolding_Engine_Paint_a_Game
Voting is now open for the TIGSource Wholesome compo.
Vote for your favourite now
TIGSource competition
http://braverynetwork.online/
😅
TIGForum devlog
TIGForum devlog
My long-term, life-commanding game “Iconoclasts” FINALLY has a release date!
I hope this animated trailer will get you excited for it, on January 23 (US/EU) for PS4, PS Vita, PC, Mac and Linux!
It will support English, Spanish, German and French. Japanese version information to come.
Now the person saying “RELEASE WHEN” to my posts can stop.
Butterfly Soup [free download]
My self-indulgent mess of a second game! It’s about gay asian girls playing baseball and falling in love.
Features:
harold they’re lesbians
About 2-3 hours long
inspired by real life experiences!
memes (sorry)
(via https://www.youtube.com/watch?v=JiHoQlocadY)
We revealed the game we’ve been working on for a while….
A few years ago I completed a project called The Pirate Bay Bundle. It was a bundled torrent of one hundred freeware videogames put on The Pirate Bay. It was a curational distribution experiment and notably my most “successful” project.
My current project, which I have now dubbed One Thousand Voices, a twitter thread with each tweet containing one different videogame creator accompanied by a gif of a videogame that they created (or helped create), was started as a springboard that was going to lead up to its successor, however I have come to look at it as its spiritual successor.
Over the course of its completion, it has garnered coverage on numerous websites and over one thousand retweets. It has a beginning, a middle and an end.
While the project achieved these skin deep achievements, it also has intended subtexts (some pictured below). I’ll leave it up to you to decide what it did or didn’t manage to accomplish.
Whatever the case, regardless of its successes and failures, I am proud of it.
In truth, I fucked it up. I had a whole other half planned where I was going to send out a detailed questionnaire to the videogame creators in the thread about their upbringings and how it has affected their work within the medium but I worked so hard on the thread itself that I ran out of time and energy.
I feel after having worked on this for over a year that I should be able to impart something profound or poetic or be able to share a deeper truth about videogames. The deeper truth is that I have no deeper truths to share. Videogames can be beautiful and chaotic and yet the medium remains largely unexplored. Popular big name AAA releases are discussed endlessly, while just about everything else gets tossed to the side.
Everything I do is an attempt to explore a little nook of videogames that would otherwise remain unexplored and unhighlighted.
I encourage everyone that engages with this project in good faith to make their own discoveries and celebrate the diverse videogame creators within.
If you enjoy my work and want to support it, you can signal boost the thread and its many creators, reshare this post on tumblr or follow me on twitter.
Butterfly Soup [demo download]
A rough demo of my early 2000s yuri game is out!!! It’s a relaxing game that’s impossible to fail – as a slice-of-life story, it’s a bit more aimless than Pom Gets Wi-Fi was. Please test it out if you can!!!!
Features:
Gay
Pom’s owner (this is technically a prequel to Pom Gets Wi-Fi!)
My tears