We've been working on a new version of ESA with MP2 Games in order to fix some issues with the game and such, and said version is now done. There're a bunch more issues to fix there, as there always are, but it's really nice to see some long-standing problems addressed. Included in the update are things such as:
- Steam Deck support
- Linux/Mac support (the old Mac version had been broken for a while)
- Proper gamepad support, including on other platforms
- Some bugfixes
- Steam achievements
- Steam Overlay (I had to disable it for the entire game back in the day due to rendering issues)
- 60 FPS (the game used to run at... 55 FPS. For silly reasons)
As said, there are still some problems that need addressing, and I'll need to gather energy to get to that, but this is nevertheless a really big step forward for ESA. Yay!
As mentioned earlier, I didn't make a monthly update in August due to there not being much to report outside of steady progress on my existing projects. The same has mostly continued this month. The art gallery and reaction faces are the big unusual things, but I already posted about those; same goes for the new covemountlike. Darn!
I've been visiting our summer cottage a bunch and foraging mushrooms while there, mainly with my mom; it's been a really good foraging year. Consequently I've been also pondering about various mushroom-themed games, mainly in the boardgame department. I think I have one pretty neat idea related to this, but we'll see if it ever becomes anything. Mushroom-themed boardgames seem to tend to concentrate more on the "picking" part, and I'd want to involve the "identifying" part more in a hypothetical dream foraging game.
Speaking of boardgames, I realized just now that I did forget to post about a new release here! I put a new abstract boardgame on Itch, called Royal Jelly. I posted a picture of it earlier, but it required a bunch of polish and playtesting before I felt happy with it and so the release happened only now. I'm pretty happy overall with the result, though!
I also submitted another boardgame project of mine, Stroll & Hike, to a design contest on BoardGameGeek due to encouragement from quantumpotato, who has playtested and given feedback on a lot of my boardgame projects over the years. I designed most of Stroll & Hike earlier this year, but it being a contest entry has meant that I've now polished it up a whole bunch. I'll make a formal-er post about the game when the contest is over and/or I feel that the game is ready for release.
As for the longer-term projects, ESA2 and Planet Keke have progressed ever onwards, although I did take a break of several weeks from them due to various factors. Planet Keke has been gaining form in a really nice way, I'm much happier with the engine now than I was some time ago.
As a funny side thing, I sent boxes of Finnish candy to 4 people from the Crew (i.e. streamers I've been doing some game streams with this year) and we did a stream of them trying them out. Sadly none of the others liked salmiak (salted licorice), but Saane ended up enjoying the tar-flavoured candy!
This ended up being actually a whole lot more substantial than I initially expected! That's nice, I was assuming that I'd have kinda low-content updates for several months here.
I've been transferring images on the blog from Imgur to my own webspace to avoid a situation where something gets lost forever due to Imgur breaking/deciding to remove it. I looked through the images uploaded to Wordpress over the years, and there were some fun little images I hadn't posted on the blog, which I now put up in their own retroactive blogposts. See here:
Another month gone, this time with more action on the gamedev front! Mainly on ESA 2 and Planet Keke, of course, but it's been nice to have more motivation again after the slump of June.
Especially ESA 2 has benefited from me having more interest in it again - some long-term points of uncertainty have been cleared up (hopefully), and as a result I have a better grasp of the structure of the game. There are some rooms that I'm somewhat unhappy with that I had made during a time of very low motivation, though; we'll see if I'll rework those or not. Recently a new room had the game slow down from 60 FPS, which is a first and quite worrying. I managed to optimize things a little bit, but I really really hope this won't become a more regular pattern because I'd really rather concentrate on developing the game itself rather than hunting down sources of slowdown.
I also implemented a "planner" of sorts for Planet Keke, to help me keep my ideas for the game together. The game is going to be a lot about moving items between planets and otherwise dealing with inter-planetary light puzzling, and as such having a grasp of what my plans for each planet is has become increasingly crucial as I've gotten closer to actually making gameplay content for the game instead of dealing with the engine.
As for other games, there was a bunch of progress on various side things this month. This includes multiple boardgames - I've had more boardgaming meetings this month than usual, and those inspired me to think about my own designs again. Yay! Still 2-player abstracts, though, I'm afraid.
Somewhat unusually, ESA 1 also saw some work done on it! I'm not sure if I've posted about it here, but ESA 1 has been in a bit of trouble lately in that the Mac version has stopped working entirely, and the Windows build has also been crashing for some players on Windows 11. We've been working on addressing these issues with MP2 Games (thank you!) and the work should be nearly finished at this point. I'll announce more stuff when that becomes relevant.
A month went by, yet again! I had my birthday and visited the summer cottage with some friends and so on, but game-wise not much happened. I had a phase of low motivation for most of the month, so it was difficult to get much of anything done, but luckily this started going away towards the end of the month (or maybe at the start of July? It's hard to remember).
In any case, ESA 2 and Planet Keke have been progressing at their semi-usual pace. As the previous paragraph implies, said pace has increased a bit over the past week or two, which I'm really happy about! It feels like there have been more gifs to share, too, so the progress has also been slightly more visible.
All in all, though, nothing too exciting. Let's try again next month!
First monthly recap after moving to the new blog! Once again wonder how hard it is to set up my own image-uploading system...
There are now 23 Covemountlikes in total! Apart from them, the month has been quite slow. Planet Keke has been progressing as usual, but ESA2 has been languishing due to my inability to get regular streams of it going. At the same time, Baba Is You has been unavailable on the Google Play Store due to some bureaucracy-esque nonsense; I hope I can have it handled soon but it's been a bit of a pain in the neck. Hopefully June can be a bit more active in terms of gamedev in general; I feel like I've been a bit exhausted lately.
In other news, I had a very nice housewarming party and have enjoyed my time in the new apartment! Also the cats have settled in nicely - I was a bit worried for some time about Fondue because she was being very scaredy, but that has seemed to have fixed itself with time. A friend also gave the cats a catnip-filled toy as a gift, and I recorded a video of Vilma appreciating it:
Anyway, summer is upon us; let's see what kind of news and non-news it'll offer.
So! Another year has passed. After 2022’s productivity, 2023 followed more on the footsteps of 2020 and 2021 in that I got very very few games released. However, this comparison feels somewhat unfair because I was still working on multiple projects throughout the year, and Mobile Suit Baba was the fruit of those efforts, ending up being quite a bit more ambitious than I initially planned. I also worked on Noita again, adding some more content. Thanks to Petri & Olli for letting me do that!
2023 also saw me getting into boardgame development more seriously. I’ve been dabbling with trying to make my own boardgames/cardgames since childhood (I have about 5 different imitations of Magic: the Gathering & the Pokémon Trading Card Game I made back then stashed in a cupboard), and Petri Purho (from the Nolla Games team) and Erik Svedäng (developer of Blueberry Garden & Else Heart.break()) inspired me further by making boardgames at various game jams. However, during adulthood I’ve never really gotten past the initial stages of design due to impatience, lack of skill, and other factors. Me and Petri developed 2 boardgames together somewhere around 2013, but the first time I got close to actually releasing something was with Piiri in 2020, although that too went unfinished at the time.
Considering the above, me being able to develop so many boardgames to a state where I felt confident enough to put them available online last year felt really nice! Mostly the boardgame design motivation came from procrastination regarding videogame development, but I can’t complain too much about that since the end result was still creative work being done on something I was happy with. The impatience and lack of skill are still present, though, and as such my boardgames have stayed very carefully in the land of 2-player abstracts. Maybe this year I’ll go further?
2023 was also the year of books for me. I started trying to read more in 2022, and once the habit was formed, it was great to get through a lot of new stuff after years and years of re-reading the sam books over and over. In total I read 24 titles last year, although some were very short affairs.
Anyway, here’s the total list of stuff I released last year:
- Baba Files Taxes
- Cylinders of the Wise
- Obsidian Sentinels
- Malsymmetric (technically unfinished because I wasn’t happy with the design)
- Equal measures (paper puzzle)
- Piiri (mostly designed in 2020)
- Kepi
- Elder Dance (technically unfinished because the rules were broken)
- Kurote
- Gnome Thicket
- DIAGORT
- Flatdog Scuffle
- Mobile Suit Baba
- LITSilly (paper puzzle)
Last but not least, 2023 was also the year I finally got a pet, although a better term might be that a pet was got-ed at me. Vilma has been getting more used to me and my apartment, and lately I seem to have figured out what kind of scratching she likes, and she has also started to spend more time lying next to me while I sleep. It’s funny how years-long plans to get a dog turned out like this. Oh well!
For 2024, I have plans to try to release more tiny games like in 2022. However, ESA 2 and Planet Keke are on the table still and especially ESA 2 needs all the attention I can give, so I’ll have to be mindful of that when I decide to dedicate time to sideprojects. I’m sure something’ll work out, though.
To be honest, not too much has happened over the past three months. Mobile Suit Baba trudges ever onwards, Planet Keke has been on hold to give more time for the former, blah blah. The most significant change over here has been Vilma’s introducton to the ecosystem. This has gone mostly fine, I’d say.
I ran playtests of two more-than-2-player boardgames; one is a more eurogamey deal, while the other is a roll-and-write. Unsurprisingly the eurogame design didn’t work very well on the first playtest, while the RnW showed more promise. I’ve been excited abour Ledergames‘ Root again, and pondered about something inspired by it and My City.
I removed Elder Dance from Itch.io since it turned out that the design had some very glaring issues. I have an idea for how to address them now, but said ideas need more testing.
ESA 2 has also progressed at a ponderous but nonetheless existent pace. I’ll need to refactor the moving platform code sometime soon, and this prospect isn’t one I look forward to.
I decided to finally record a playthrough of the old 2006 demo of Spud’s Quest by Chris Davis. It’s a klik-based game that’s close to my heart and virtually impossible to find online anymore, and as such showcasing it to a larger crowd seemed like a fun idea. I’ll do a playthrough of the full game as well at some point.
I really need to do these at the end of the month instead of during the next month, I have a lot of stuff from September I’d want to write about!!
Anyway – last month was mostly fairly uneventful. My game projects progressed, the solitaire collection got another new solitaire (not released yet), Planet Keke got its name and moved along at a slow-but-steady pace, same for Mobile Suit Baba & ESA2.
I’ve had a bunch of trouble lately concentrating on my game projects when not streaming. With this in mind the weekly streams have been excellent, but it has meant that I’ve only done work on my projects a couple hours every week, and that doesn’t quite cut it due to how slow everything progresses at the moment. I’ll need to figure out something there…
My favourite procrastination from videogame dev has become… boardgame dev! I designed about 3-ish new boardgames last month, one of which can be seen above. The design processes might spill a bit over to September, hard to remember. Anyway, I have 3 boardgames that I think are almost ready, but that need a final(?) looking-at, as well as writing out the final rules, before I’m happy putting them available. I removed Malsymmetric from my Itch.io listing because after some thought that one didn’t really feel solid enough. Maybe I should take another look at it…
What else… right, I set up the Mailchimp newsletter thing, and sent the first newsletter at the end of last month! That was exciting! I doubt I’ll have enough content for regular monthly messages, but maybe that’s a positive for most of the people receiving them; makes sense to only send out stuff when there’s something to actually say.
And finally: I graduated! For real this time! I’m now a Master of Psychology, and I also applied for and received official sanctioning so now I’m also a real, proper Psychologist. Nice! I’m planning to join some student events this autumn to get a final taste of university life as a way of saying farewell to that part of my life. I’ll also be drawing a final(?) comic & cover art piece to our student magazine.
I guess that’s it, mostly? As said, it’s hard to remember anymore exactly what took place in August and what’s already September material. Not that any of this really matters, haha.
Second of all, I went and updated the website so that there are no more imgur links in the game screenshots; I noticed that some of those links had died and it made sense to go for entirely local images. I should eventually also add local download links for those games that only offer an Itch.io link, I think. We’ll see. I also shuffled the games around a bit because I felt that some notably tiny games were in the “medium games” category and vice versa. Also some games graduated to the “big games” category! I should really rethink the category system altogether…
Third of all, the paper puzzle collection has been updated with the latest puzzle types like Equal measures and Diagaquarium.
Fourth of all – I made Masjin available again! The server’s still dead, but at least you can download the game (and the server hosting tool is likewise available again).
Fifth and final of all, have some screenshots of the games I’m working on: