Monthly Archives: March 2010

Neverending [Cave] Story

I assume that most people are in-the-know about such things, but in case anyone missed it, today is the day on which the WiiWare version of Cave Story has finally been released.  It is looking mighty fine.  Mighty fine indeed. Sadly, for various (amicable) reasons, they weren’t able to keep Shih-Tzu’s excellent translation, but from [...]

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Case Study: Risk/Reward in Imperishable Night

I’m trying to avoid having Touhou games take up too much space here.  I don’t want to turn into “another guy on the internet who won’t shut up about ZUN’s Shmups.”  But deconstructing them lately has been fairly fascinating stuff, and I wanted to take a moment to talk a bit about what seems like [...]

Posted in Game Design, Other Peoples' Games | Leave a comment

GDCeems like only yesterday…

And thus another year’s Game Developer’s Conference has come and gone.  I was going to post some photos, but after digging through my camera roll, it seems that I didn’t take as many as I remembered, and none of them turned out terribly well.  So instead, I’m just going to skip the pictures, and use [...]

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Player-tuned SHMUPS or How I Learned to Stop Worrying and Love the Bomb

I’ve been thinking a bit about the role of bombs in SHMUPS, and why they are always there.  While I have never been a fan of doing things “because all the other games do them”, the more I have thought about the bombs, the more I have realized just how many problems they solve in [...]

Posted in Game Design | 2 Comments

What are the haps, my peeps?

So right about now, a reasonable question might be “So what ever happened to Boss Rush?” It HAS been about two and a half months since the last official word.  And at the time, the word was “any moment now, for real!” So where is it at? Well, happy news!  While there have been a [...]

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