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.
Hello!
There have been a couple streams since the last time I did a “”””weekly”””” update, but for whatever reason I couldn’t muster the energy to make proper blogposts to commemorate them.
Anyway! Things have been going semi-swimmingly, Baba-wise – the game is now feature-complete (to an extent), and we’re just handling some final timing and business stuff related to releasing a game. Baba will be on Steam, Humble Store, itch.io and Nintendo Switch™, and it’ll support Mac and Linux on top of just Windows! Huge thanks to MP2 Games for making this large a selection of platforms a possibility (by porting the game). An inevitable result is, of course, that there’s way more stuff to be handled before release. We’ll see how everything turns out.
A cool thing about Baba is that this time I’ve made the OST by myself! This resulted in a huge mess right before finishing the game, but has otherwise been pretty cool and confidence-boosting. It also means that I’ll get to set up a Bandcamp page! (And deal with “mastering” sound, what does that even mean)
As for the “huge mess”, we were a couple minutes away from calling the game done and sending it forward for further approval when I notified Mathias (the person behind MP2 Games) about worse audio quality on other platforms. Pretty soon it turned out that the issue was in my computer only, and the culprit was the AudioWizard program on my control panel having been set to Music Mode by default. I had spent a bunch of time trying to remove any involuntary audio enhancements from this laptop back in 2015 when I got it, but apparently I had managed to miss this utility that actually did affect my audio output rather heavily. Music Mode in this case meant some combination of equalizers and compressors that e.g. heavily (*very* heavily) emphasized bass. After turning the setting off, the sound quality wasn’t necessarily “worse”, but certain songs had ear-hurting sounds in them that had been smoothed over by the Music Mode, and some songs sounded much thinner without the bass boost.
I went into full emergency mode and contacted some very talented audio designer friends in seek of help. In the end we realized that I can just run the audio through the Music Mode effect and re-record the adjusted sound using Stereo Mix to get the bass-boosted result. However, the earlier bass boost had also brought some uncomfortable audio elements of its own that I had mostly ignored until now, so even with the relatively simple solution I had to spend some 3-4 days editing and re-mixing everything, especially since the effect also affected SFX. Mathias very kindly implemented a batch tool for me so that replacing the SFX wasn’t quite as time-consuming as it otherwise would’ve been.
But that’s now history, and there haven’t seemed to be any new massive hindrances to handle. I’ll be going to GDC in March both for Baba and as a part of the Nolla Games team to promote our upcoming game, Noita. I’ve also ordered some new Baba-related merch to celebrate the occasion. I just wish flying wasn’t such a planet-hurting move. Same for the merch on a smaller scale, actually.
I’d kinda like to do an image-heavy update as an apology for continuously not managing to keep this blog alive, but this new WordPress system is a bit scary and I have a headache so that might have to wait for a later necromancy post. I’ll try to keep the blog updated with new Baba info, and ESA2 once I finally get that far.
P.S. I’ve been enjoying Cultist Simulator by Weather Factory a whole lot again. Very inspiring, beautiful-sounding and -looking!
The reveal trailer for Noita, the game we’ve been working on at Nolla Games, is now out along with its website! I made the most of the pixel art & enemy designs. This has been under covers for a long time, so it’s great to finally get to announce it to the public!
I’ve been working at this studio for the past 4 or so years mainly as a graphics artist. The studio consists of me, Petri Purho (Crayon physics deluxe) and Olli Harjola (The Swapper). Our secret project, one we’ve been constructing all this time, is almost ready to be revealed, and thus establishing the company behind it is now relevant. As can be seen, we’re dealing with some complicated pixel-based physics simulation here.