Heheh, I definitely thought about this one! But I didn't include it because I've never been able to play it, so I prefered to focus on games I know better. Thanks for your comment and your suggestion though :D
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"Could a Joyful Player in turn make any game into a Joyful Game?"
I think so! I played The Binding of Isaac with a friend some time ago, and while the game is super stressing and gory, we'd try to play in tandem, them controlling the movement and me the shooting, and vice versa. And this is a thing I've heard everywhere: people are playing games like Dark Souls with strange constraints, there was this 'Twitch plays XXX' thing that was really fun and unique (until it got stale of course)... So yeah, if you have a joyful mind, you can play anything in joyful ways, alone or with your friends :)
I didn't know Videoball, I looked up a video online, and I think it'd be at home with all the other joyful games! And it made me think of Rocket League too. I don't have much experience with icebreaker games but if the goal is to have quick laughs and get in the mood to engage with people you don't necessarily know, then it definitely has connections with the joyful game.
I totally understand what you're saying, and I kinda agree with you: games don't have to be fun, or to put fun at the center of their design. My take is that it's OK for some games to be focused around simple fun, and fun can have the "greater meanings" you're talking about: Minecraft is a good example of that, and I'm thinking of Tearaway, a game about paper made by the studio behind Little Big Planet, which explores the link between the player and the digital world in clever and unique ways, and it definitely has interesting things to say about creativity and how everybody can create. Fun can let players explore deep themes, it's just a particular lens to do so, and it isn't the best one for some subjects of course. In a way, the greatest meaning I can think of (for this specific kind of games I called joyful games) is if a game makes you want to share it with others, play with others and get to know others: putting people together is the best thing that these games can do, in my opinion.
On the other hand, I'm completely okay with games that aren't fun. I didn't know about Pathologic, but I have a few examples in mind of games that explore frustration, fear or disagreement between the player and the game in interesting ways (Papers Please comes is the first name I can think of). As for exploitative fun games, I hadn't thought about that: of course there are things to avoid, but as long as there's big loads of money to gain, some studios will take the manipulative path. Fortunately, for each of these games, there's a respectful game out there somewhere.
Another thing that comes to my mind: you talked about Pathologic as a game that let people argue, defend their opinions and, in some way, engage with each other; and I talked about how joyful games can aim to get people together. Isn't that the same goal? Would it be possible to say that, beyond fun or no fun, games have the power of connecting people, and they just take different paths to that?
I don't know, but it's such an interesting subject.
First of all, thanks to everybody for the great great manifestos you made! This jam was wonderful <3
As for me, I wrote THE JOYFUL GAME, a text about the state of joy and fun in games. It came from a reflexion I always have when thinking about games, whether looking for fun as the main goal of games is a good or bad thing. Lots of people have said that games are meant to be fun, whereas others have replied that fun is an obstacle in the way to "making games an Art". The manifesto I wrote tries to propose another solution: what if joy was a way to make art with games?
I'm obviously not the first one to talk about that, several designers and people I admire already work that way, and I wanted to use this jam to take my stance about the issue, based on what I know and what I feel.
I'd love to hear what others think about that topic, especially since some of the manifestos made these last days call for avoiding fun or stopping looking for it: the most direct being EdwardGreysky's No Fun Manifesto, with which I don't agree wholeheartedly but is definitely thought-provoking :)
The manifesto I liked the most is, I believe, Let Us Embrace The Fleeting Nature Of Time And Free Up Space On Our Hard Drives by Holly Gramazio (phew that's a long name!). It's very radical and I'd love to see the world it would create (although I'm not sure if I'd like to live in that world, but I'm definitely curious). Games and technology are moving so quickly that they become obsolete very fast already, so the ideas Holly develop could seem like just the next step to what's already happening, or a way to accept obsolescence and enjoy our time with our games, because we'd know they're not here for a long time. I don't know if what I said makes sense but that's just how I feel with this text: is it genius? But does it makes any sense at all?
Halloween is quickly coming, and it's my favourite time of the year – so I decided to make a palette swap of A Kishoutenketsu in the countryside, so you can explore the game once again, this time with a nice autmunal mood. Moreover, you can download the Standalone version of the game for Pay-What-You-Want until November 2nd, containing both normal and Halloween versions, and the source code of the game.
You can play the game here : https://heskhwis.itch.io/a-kishoutenketsu-in-the-countryside
Have a nice play, and happy Halloween ! 🎃
Thanks ! The "easy" part is that the sprites are really small, so they tend to be a bit abstract and naming them is the best way to see something in them - as you said, moving a pixel can make a huge difference but putting a different name on the sprite can also make that difference, so it wasn't that difficult to find something interesting each time. I mostly drew random shapes and then thought about what these shapes might be, and how they could relate to the story (and sometimes I eventually tweaked the shapes so they could be more expressive).
I'm sorry my answer is so late, I just never saw your comment until now... But thank you for your comment and I'm happy you liked the game :)
Thank you very much ! I'm glad you had fun guessing and discovering what the objects were. The pants are my favourite, because they are so abstract but they can be many different things - I had a lot of fun designing them.
Thank you very much :D
Oh, you got 2 keys ? Then rejoice : there are 2 more in this game, just waiting for you discover them ! And a final puzzle at the top-right corner of the world. You should be able to play fo a little while !
Thank you so much ! I smiled at the idea of pushing the keys to the locks, it would be funny and awful at the same time %D
I just played and enjoyed your game, I liked the part where you have to push the coin to the seller, it's great (and now I understand why you'd like to push keys). And the rafting feelings are very good !
If you have some time and you're motivated enough, I would be very interested in knowing what you like and most of all, what you didn't like. I'm still a beginner in game making and I have lots of progress to do, so any informations would be very appreciated if you want to tell me !
If you prefer doing something else than commenting a game you didn't really like, of course I'd understand. Go play some good games ! :)
In any case, have a nice day !
Ouah, c'est vraiment chouette ! Je viens de faire la partie avec Speckschnitte Sedosparh (de mémoire \o/) et l'ambiance est franchement bien, toute cozy et sympathique, tant dans les illus et les couleurs que dans les musiques. Sans parler des dialogues, c'est fluide et bien écrit. Bref, j'aime beaucoup, je vais continuer à jouer de ce pas ! Vous avez fait un sacré bon boulot les enfants, bravo !
Hello there !
During the last week, I made a game on Puzzlescript : it's called "A Kishoutenketsu in the countryside", and it is my second exploration of the chinese and japanese narrative structure called kishoutenketsu. It's a game where you solve puzzles and find your way through mazes, and everything is up to you to determine what to do. I know I still have a ong way to go but I'd love it if this game could give you some Zelda vibes (especially the first game of the series, where you had to explore and figure out what to do by yourself). It's definitely where I'm headed.
You can play it on browser just here : https://heskhwis.itch.io/a-kishoutenketsu-in-the-c... And if you want, you can buy the offline version of the game for just $1. I hope you'll like it and have a good time !
Please give me any comments you think would be useful, and don't hesitate to give me your feelings and impressions playing it.
I also made another game several months ago, to try the kishoutenketsu structure. It's called "My first Kishoutenketsu" and you can try it for yourself here : https://heskhwis.itch.io/my-first-kishoutenketsu And I wrote some thoughts on the game on my blog, which you can read here if you like devlogs : http://heskhwis.tumblr.com/post/156223036537/this-...
Have a nice play !
Bon, j'ai commencé à jouer...
Je sais pas si je suis tombé sur les pires fins ou si elles sont toutes comme ça mais wow ! Tu t'es déchaînée, ma vieille XD (Fins 7, 9, 10 pour le moment). En tout cas c'est fort cool de se balader dans tout Bullshitland, et vous êtes tous une belle bande de couillons. Je vais continuer à jouer et te donner un retour peut-être plus construit (ou paaaas) quand j'aurai fini !