Kloonigames
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Bill at The2Bears has just dropped a nod in the direction of Kloonigames blog, which is well worth checking out. The aim of the blog is to crank out an experimental game a month, made within a 7 day window and trying something new in the gameplay stakes each time. Which, personally, I think is totally nutso but also incredibly admirable.
There’s 3 games up at the moment to check out, all of which have a wonderful art style to them - whilst certainly not unique in looks, theres something nicely twisted and Monty Python meets Tim Burton about them. Very endearing indeed.
Should be interesting to see what comes from it over the next couple of months.
The post which captured my attention the most though, and really why I’m making a note here - is the wonderful postmortem for Slimey Petes Singles Bar, the second of the three games - entitled Slimey Petes Singles Bar; or what I learned from making a bad game with pretty graphics. I think its a lesson we all learn somewhere down the line (with or without the pretty graphics part, skill depending) and Petri Purho makes some great points in the “what went wrong” section that should be required reading to an awful lot of people out there, both Indie and Commercial developers alike.
He also makes a wonderful point with the closing lines of “I would even recommend doing a bad game as a learning experience. (Or atleast, you can do as I did and dub your bad games as learning experiences)”. I’ve made a ruck of bad games in the past, and curiously enough my pet project VI is spawned from a terrible game.
Mistakes are brilliant things, providing you actually try and learn from them and not find yourself destined to repeat them ad infinitum - sometimes though, the only way to learn is to find out what doesn’t work and bloody well not do it again.
Of course, if you’re too close to something to see that it doesn’t work…well, thats another story.
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