https://tomsennett.itch.io/ultralight-beam
I have a new game out called Ultralight Beam. It is everythangggggggg

Origami Around
Sade Olutola
todays bird

PR's Tumblrdome

祝日 / Permanent Vacation
Alisa U Zemlji Chuda
No title available

Janaina Medeiros
TVSTRANGERTHINGS
I'd rather be in outer space 🛸
sheepfilms
occasionally subtle

roma★

❣ Chile in a Photography ❣
Misplaced Lens Cap
YOU ARE THE REASON
"I'm Dorothy Gale from Kansas"
PUT YOUR BEARD IN MY MOUTH

#extradirty
KIROKAZE

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@tomsennett
https://tomsennett.itch.io/ultralight-beam
I have a new game out called Ultralight Beam. It is everythangggggggg
Hate Your Job is out. It's free, only takes 15 mins, and is the best game I've made in years.
iOS here: http://itunes.apple.com/us/app/hate-your-job/id1066283569
Android here: http://play.google.com/store/apps/details?id=com.tomsennett.hateyourjob
Snowboarding Jesus is the holiday game we deserve
https://itunes.apple.com/us/app/snowboarding-jesus/id1066272675?ls=1&mt=8
Hey Tumblr, thought y’all should know my teddy bear football simulator Hugby is now available FREE on the App Store! https://itunes.apple.com/us/app/hugby/id1065110639?mt=8
Hey! I’m Tom Sennett, indie game designer from the great state of Pennsylvania. I just quit my job (as a Product Manager…
Vine by Tom Sennett
I started a game last night called Protect Ya Cock
Imperfect Systems
I want to go back and riff a bit on something I mentioned in my post the other day.
Sorkle documents the mental state of a guy about to be blindsided by a failed relationship (me, about two months ago).
In Sorkle, you control a star, and you draw circles around hexagons to make them disappear and earn points. The catch is that when a hexagon disappears, it's replaced by a spiky thing that will kill you if touched.
You could easily read Sorkle as a metaphor for a problematic relationship. One person tries to embrace new things about the other as they pop up, and they're rewarded and their intimacy grows, but each new exploration of character leaves mines in its wake. As the relationship gets deeper, displayed personal vulnerabilities multiply, and the stakes get higher. In an instant, the whole thing can fall apart.
But the thing is, I'm not sure any of that's actually in the game. Games are systems, and systems are built on rules. And the rules of Sorkle alone don’t strictly support reading it like this.
Games are not the most adept way to explore issues of significant nuance and texture - i.e. things that are not systems. Human relationships don't follow a set of rules cleanly. The relationship I just described is not really anything like the actual relationship I had. And even if it were, the formulation of that into a simple system doesn't do anything to further your understanding of the experience. It adds nothing meaningful to the conversation about love, loss, or pain.
Plenty of games elicit strong emtional responses from people, but rarely by the force of their rules alone. Since games can incorporate all kinds of media, game makers lean on narrative, audio, and visuals to fill in the emotion that pure systems lack.
And I think that's ok. That's one of the things that makes games full of expressive opportunity. But the unique thing is games are built on rules. If we can figure out more ways to clearly communicate and reinforce a thesis through rules alone, that would be a big step forward for... GAMES AS ART.
(Aww. I almost went the whole post without saying that.)
Doing more with generating backgrounds and it's gettin' weird dawg
Working on some new backgrounds.
How to Pivot
Hey, did you know that I released a new game for iOS and Android a while ago? It’s called Sorkle: http://sorkle.net/
Sorkle is a bit of a throwback. It’s very much touch-oriented, but it’s a no-frills arcade game. The graphics are a lot cleaner than my usual stuff.
The day I finished Sorkle, my girlfriend of three years, who I was living with, broke up with me. It was a shock, but not unreasonable. Our relationship had been less than perfect lately, though I thought we were making progress. In the month or so leading up to the end, I came up with the idea for Sorkle and put it together without much thought. It took up a lot of my free time. I could have put that time into my relationship but making that game just happened. It was as natural as eating.
I had to find a new apartment and I decided to stay in Jersey City. I work in Manhattan and I regularly get shit from people about living in Jersey. I like it because it’s mellow and people don’t put on airs.
Back in the winter time I was working on RunMan the Great, which was going to be a sequel to RunMan: Race Around the World, and also about the places I've lived so far in my life. I wanted to approach a RunMan game with the formal level design skills I honed making Deepak Fights Robots, and I wanted to give it a personal touch. I wanted to pay tribute to the experiences in my life that have made me who I am. I released an early version which got a lot of positive feedback and got featured on the App Store.
http://whatareyouwait.info
But something wasn't working. A lot felt like going through the motions, and I felt like I was trying to fight the game's natural form.
In my new apartment I tore apart what I'd designed and started building something new with the pieces. The game's becoming an endless runner, which I always resisted doing, because it's been done to death and because I wanted to show how a full, thought-out platformer could work well on touch screens. But I'm doing it in a unique way, which you'll see, and it suits the game a lot better. It feels natural.
When I was younger I was very concerned about my image as a game maker. I wanted to be cool, not just for my own sake, but because I felt games culture was severely lacking in cool personalities, which helped hold them back as a cultural force and an art form.
I still believe that, but personally my priorities have shifted. I value honesty greatly and I value kindness much more than in the past.
I always appreciate context around art that I love, and it makes me feel a connection to the people behind it more. If you're a fan of my games and you're reading this, I just want you to know what's going on in my life, because maybe it'll make you think a little more about the people responsible for the things you love. And because games (or at least my games) don't always obviously communicate the type of context I'm talking about. Sorkle captures the mental state of a guy about to be blindsided by a failed relationship. But it's really just an arcade game where you draw circles. Right?
RunMan the Great is undergoing a fundamental change to how it's structured and the value it proposes to anybody who wants to engage with it. In my day job as a Product Manager, we call this a pivot. Sometimes things change, and the thinking goes that you're better off embracing it and staying ahead of the curve. But that's business.
I don't know what's coming next, but I'm sad about what's happened. I think that's OK. I'm moving forward and I know things will get better. I have a tendency to throw myself into working on games when I'm upset about things, and it's not the healthiest move because I usually avoid actually processing my emotions.
So I'm trying to be honest here and face up. And I'm trying to use games to help process my emotions instead of avoid them. RunMan the Great is pivoting away from the meaningful parts of my life so far and toward the great unknown of my life to come. I hope it turns out all right.
LET'S GET GREAT
Life comes fast bro!!
http://whatareyouwait.info
RunMan the Great is a new full length RunMan game which is pretty much a sequel to RunMan: Race Around the World, but if you don’t know what that is, just know that this game is FASTER THAN ANY GAME ON THE SCENE RIGHT NOW.
Man this game ain’t even done yet but you can play it now because I MOVE FAST. 21st century living is faster than eons of humanity and if you’re waiting on finished products you are a snail in a salt tornado of progress. Recognize and GET GREAT.
http://whatareyouwait.info
Updates are coming soon with more levels, adjusted content, optimizations and improvements, but you could die tomorrow because life comes fast, and that’s real talk, and this game is free now so what are you waiting for?
Even just today, I already updated the game. And you didn't even know it existed. How much more of your life are you going to let pass by before you get up and take control??
http://whatareyouwait.info
It’s on iOS and Android and if you don’t have a thing that supports those I feel bad if you want one, but if you don’t then more power to you because it’s not like this world needs more crazy shit to occupy your eyes and thumbs.
Download my game and you won’t be disappointed. Don’t download my game and you also won’t be disappointed, so long as you lead a life that’s true to who you are and enriches the experience of those around you.
All I try to do with my time on this earth is supply a little joy to you, the noble player, and I implore you to embark on this journey with me.
It’ll be over before you know it. http://whatareyouwait.info
I think I messed up trying to post this earlier... here's a GIF of RunMan the Great, my newest game in development which will probably blow your mind when it's release
SPRING, COME ON
My new game is called Hey Amanda.
This is Amanda:
I am in love with her, and she puts up with me even when I post unflattering pictures of her on the Internet.
Amanda is from Scranton, Pennsylvania, and I live there now. She and I both hate winter. This has made this year less than ideal.
I consider myself an artist, and when I encounter things that make life unpleasant, I try to channel those raw feelings into something creative. In the depths of this winter my mind began to veer among ideas for games that could generously be described as revenge fantasies - manifestations of strong urges to enact fiery violence upon snow, wind, and ice.
But none of these ideas were particularly good or satisfying, and one day walking home, bundled from head to toe, I had an epiphany. To pull myself out of this winter, to pull Amanda and everyone out of this winter, I had to make something celebrating spring, and joy, and love. I would defeat the cold with THE WARMTH OF MY HEART.
And so I made this game, which I like, and which has helped cheer up my girl on some unbelievable awful this-can't-actually-be-March/April nights.
Have you ever gone outside on a beautiful spring day and felt like everything was alive and you could just blast off into the air with positive energy? Well it doesn't matter if you have, because that's what you're going to do in this game.
Shout-out to Scranton for some buildings. I realized I don't totally hate you, even when you kick up a gust of frigid wind and dead leaves and trash in my face. Shout-out to Amanda for taking care of me through my crankiest moods. Shout-out to spring for giving us all some hope. See you soon in the sunshine, faithful players.
Download Hey Amanda for Android.
Why I Loved Twitch Plays Pokemon
I was on a video chat with a few of my friends earlier in the week explaining Twitch Plays Pokemon, the tens-of-thousands-of-people-playing-Pokemon-at-once phenomenon that just wrapped up this morning, and my friend Sky pointed out "Isn't this everything you hate about video games?"
He was referring to the grinding aspect of Pokemon (and most RPGs) that became doubly necessary due to the hivemind's general incompetence controlling the player character. And yes, I do usually abhor forcing players to do stuff over and over to advance.
But TPP was an amazing thing because even grinding became elevated in tension and variety - you never knew when we might accidentally toss an important item away or die and lose a bunch of progress, or come through with a miraculous victory just when it was needed. And all of these events were shared with tons of people you didn't know and probably a couple you did.
I've always believed that we as game designers should not think of ourselves as story tellers but as story enablers. It's why I've shied away from heavy narratives in my games and why I'm increasingly fascinated with multiplayer.
This is something I struggle to explain to people who never really played games - when you triumph and it feels like your own. Like banding together with friends for a dungeon in World of Warcraft, or taking down the entire other team when you're the last one left in Counter-Strike. Or squeaking out through the narrowest of lanes between two ghosts in Pac-Man. The game gives context to your experience but it belongs to you and it's your story to tell forever (not that everyone will care to listen).
Twitch Plays Pokemon inspired two competing religions, unique personalities overlaid on a handful of simple characters, numerous memes and pieces of fan art, and all kinds of other stuff Game Freak did not program into the game and Twitch's streamer was not trying to help create. But none of those things would exist without this particular session of this particular game.
Everyone who watched and participated has a story to share between them, and with anyone else who will listen. And yeah, it's about a boy traveling the land and capturing little made-up monsters, but it's also about way more than that, and it's way better than anything somebody could have written.
The past two and a half weeks have been hella inspiring as a game designer. The only question now is: who's going to strike first with a game designed to be played by 50,000 people at once?
Hugby is the Realest Football Game Featuring Teddy Bears in the Whole Indie Scene
Hugby, my new two-player Android teddy bear football game, is now available to play for free!
This marks my second release of 2014 and my second Android game, and my first widely-released multiplayer game.
I add the qualifier to that last one because contrary to what many people know, I've actually dabbled in multiplayer games quite a bit. There was Tom's Crown Affair, Coordinate Quest, and Row Row Row Remote, all of which were actually super fun but not very practical for getting a session together, so they never really went anywhere.
Hugby is different; you only need one Android device and another person to play with. So hopefully people like it and get to play it a lot. But if they don't, no big deal! I'm gonna start working on something new tomorrow.
Speaking of which, if you like Hugby, consider supporting me on Patreon to help fund development of more games (including an iOS version)!
Stay cool, cats!
Hugby: the Cutest Sports Game of Strategy Ever
Sup y'all! Guess who's keeping his New Year's resolution to go after weird little interesting ideas and make hella games? THIS GUY.
My latest is called Hugby.
In Hugby, two teams of teddy bears take turns trying to carry a ball to opposite ends of a field. Any time two bears from opposing teams touch, they must stop and hug each other. If a bear carrying the ball is hugged, the play is over and the ball is turned over to the opposing team.
Inspired by games like Hokra, Hugby is an attempt to distill American football into a format that is appealing and accessible to players who otherwise wouldn't be interested.
Personally I love watching football, but I understand why some people don't like it. There's a lot going on at once, there's a lot of down time, there are like a million rules, and it's inherently violent. Hugby strips away all of this to put the focus on strategy and reveal the chess match that happens in every football game.
Hugby is currently Android-only, and meant to be played by 2 people on the same device. I would like to tour it around at some festivals and other venues before giving it a wide release, but if you want to try it in the meantime, you can get exclusive access to it...
by supporting me on Patreon! Yeah, this is new. Read up on it there and throw me some bills if you can!