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Cake day: January 21st, 2024

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  • If you’ve followed the news and history of this bridge, the city did actually try. They increased the clearance from the original 11 ft 8 in to 12 ft 4 in, but that’s still a bit too low for large vehicles. There’s limited room to expand since that bridge is a rail bridge and there are utilities under the ground.

    Because of the weirdness drivers know they have to pay attention or else death and injury awaits.

    That is one thing I admire about chaotic roads. I remember hearing the rule of crossing the street in Hanoi is to just look where you want to go and walk in a straight line at a constant speed, and expect traffic to work around you. Standardization and signage really just exists to make driving easier.











  • I played around with the pixel settings in the Next Fest demo. It’s honestly more of a curiosity than something that really matters, but I’m glad someone on the game thought of this. The most notable change with pixel-perfect mode is the text font becomes lower resolution to be strictly snapped to the grid. Other than that, you’ll find that the backgrounds scroll choppily. I’d imagine it would feel good that way on a smaller screen.

    It’s that eternal struggle you may have seen if you play modern games with pixel art. How strictly should the game follow the grid? I think Pipistrello’s default “soft” mode is my sweet spot. Rotated and resized pixels are yucky, but I’m okay with smoother scrolling and sharper text. Celeste is that way as well.








  • Day 5

    Look Mum No Computer — Twin-stick shooter adventure
    • Trying the demo purely because of the weird trailer
    • Very retro PC gaming vibe. SID chip music!
    • Rough introduction. Big info dump right at the start before I know what I’m doing
    • Music changes as you change the installed skills, which are presented as synthesizer modules
    • Struggling with visibility. Hard to quickly tell what’s an enemy and what’s background art. Also hard to tell what’s collidable and what’s clear
    • I’m not finding the combat here very intersting

    Pass

    Morsels — Action roguelike (Isaaclike?) with creature collecting
    • Gross and cute
    • The classics from Rogue: traps, unexplained stuff, retrying a lot until you start to understand
    • Demo shows a small but varied range of creatures with different abilities, which always come with a randomly selected bonus
    • Quick switch between your roster of three
    • At least in this early part of the game, ammo count is really low and even ranged attacks don’t go far
    • Great presentation. Pixel art feels kind of like claymation

    Pass. I liked the demo a lot, but I’m already playing a lot of roguelikes and my wishlist already has ones I’m more excited for

    ODDCORE — Surreal boomer shooter
    • Maximalism. An exhilarating force-feeding of the senses.
    • Liminal spaces but actually awesome and fun. Exterminate the Backrooms! Shoot the jump scare monsters in their faces!
    • Excursions into the Oddcore only last 5 minutes unless you buy time extensions
    • Interesting idea: you can teleport home (almost) whenever you want to buy upgrades or more time
    • Chaotic level progression, like really channel surfing through the multiverse. Sometimes, instead of warping to the next level, you end up in a corrupted level or a bonus level or just some weird, mildly creepy room

    Wishlisted


  • Day 4 was all black cats

    Everdeep Aurora — Exploration-heavy platformer
    • Really well-executed limited palette art. It swaps palettes between different areas for mood. Maybe that’s why the playable character is a black cat.
    • This demo is really short. I saw a bit of lore and played some hide and seek, then went through the scary door. The cat has a drill but I don’t even get to use it!
    • Didn’t get a chance to see any interesting action except for the very last few seconds of the demo
    • The camera feels unpolished. It always freely drifts behind you, so quickly changing directions often will make the camera jiggle unpleasantly. It would be nice if the camera would stay still or lock to an axis sometimes. That would especially help with aiming jumps, since the camera always jerks upward a bit every time you jump.
    • The controls feel great. Super responsive movement with no sliding and little momentum buildup. Jump height is also quick to respond to letting go of the jump key.

    Soft wishlist. This demo just wasn’t long enough to be totally sell me on the full game.

    Project Arrow — Puzzle platformer with archery
    • I found this demo to be good but not great. I’m struggling to identify why it didn’t appeal to me more.
    • Maybe the selection of levels wasn’t impressive enough. There were a handful of puzzle ones, but some just felt like repeats with not much new each time. There seemed to be a lot of autoscrollers.
    • Platforming movement mechanics were simple and straightforward, which is appropriate for a puzzle platformer, but then there are levels with precision platforming and not much puzzle
    • Cool series of boss levels at the end
    • Maybe the demo didn’t do enough to hint at the possibilities for the whole bow and arrow mechanic for puzzles, so I’m just not getting hyped enough
    • Maybe I just don’t get the presentation of the game? Electronic music and high-tech UI but playing as a cat with a bow in the forest

    Pass

    Swoosh Cat — Precision platformer
    • Celeste but with 360° dash
    • Cool mechanic: dash into spikes to bounce off of them
    • Slow motion while aiming, but the aim indicator isn’t very accurate. Also, unlimited slow motion
    • Hard to tell when I have dash or not
    • Something feels off about the air control. I often overshoot or undershoot when trying to land on a small platform
    • What a long demo! This is a substantial amount of game to give out.

    Pass. I had fun, but I’m currently not in the mood for Celeste-style precision platforming.