Skyboy Games

@skyboygames.com

Making New Games for Old Game Systems: https://skyboygames.com/static/Skyboy_Landing.html Owned and operated by Robbie (she/they), Assoc. Prof. of Game Design at GMU: @nobunagaota.bsky.social #gamedev #nesdev

I got a long-reach stapler to enable creating my own saddle-stitch booklets. That's all well-and-good, but I'm looking at the feature text on the box and it's like: "12-inch reach!", "two-finger operation!" Hmmm... 😏

Bostitch long-reach stapler on a wood table.

With the direction the industry is going, being a #gamedev that specializes in physical games is feeling, not just contrarian , but downright important. Like, making physical versions of my games used to be about it being fun and cool. Now, it feels almost existential.

I think if you needed any more evidence that the cuts are shortsighted and focused on cutting as deep and as fast as possible with little regard for the future, this is pretty definitive. That engine felt like magic in some spots. A colossal waste of talent and resources.

Sami(14 days til 🎂)@samitron.bsky.social · 4w ago

THIS STUDIO MADE THE FAMOUS IDTECH ENGINE AND YOU'RE FORCING THEM TO USE FUCKING **UNREAL**??????????????????????????????????????????????????????????????????? FUCK YOU

I've been starting to calculate costs for a physical version of Even Goblins. So far, the component costs aren't too much higher than Fire And Rescue / Gunhawk (though it uses a slightly more advanced board.) The real variable will be printing cost of the manual(s). That's likely to change a lot.